
Encamp
Early pre-alpha. Active development. Feedback welcome!
A multiplayer colony survival game where you build an invulnerable home base, send pawns on dangerous expeditions, and construct raidable outposts in a persistent shared world.
Join our Discord: https://discord.gg/GH9fjSUtxP
Core Features:
- Real-time multiplayer
- Colony management with pawn needs (hunger, rest, mood)
- Emergent gameplay
- Quests, currently we have 2 quests. More to come soon!
- Gather loot for your pawns, become a rich and legendary colony
- Pawn skill progression
- Combat with hit chance, crits, ranged
- Construction system with multi-worker support, queuing
- Infinite procedural world with chunk-based generation
- Permadeath with meaningful stakes: "losing is fun"
Inspired by: Rimworld, Old School RuneScape, Factorio, Minecraft
| Updated | 6 days ago |
| Status | In development |
| Platforms | HTML5 |
| Rating | Rated 1.0 out of 5 stars (1 total ratings) |
| Author | encamp |
| Genre | Survival, Strategy |
| Made with | PixiJS |
| Tags | 2D, colony-sim, Crafting, Exploration, Multiplayer, permadeath, Pixel Art, Sandbox |
| Average session | A few hours |
| Languages | English |
| Inputs | Keyboard, Mouse |
| Multiplayer | Server-based networked multiplayer |
| AI Disclosure | AI Assisted, Graphics |
Development log
- Encamp Devlog #2 - Tanks18 days ago
- Encamp Devlog #1 - Tech Tree28 days ago
- Encamp Devlog #0 - Hello, Word!64 days ago





Comments
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your game needs to be made simpler, as far as all the nonsense with clicking and right clicking crap over and over. Why not do what other games of this kind have done? The thing that actually makes a game successful, and feels comfortable and familiar to players? Games like yours that try to do multiple actions during gathering or harvesting, always fail because players dont want to be stressed. (click pawn, make sure its focused on pawn, right click item, choose cut, choose pawn again, pick up.) Common sense would lead even the most brainless developer to look at past games that are historically evidence based, successful. You can take one little example from all those only, and that alone would work to your advantage. The clicking once feature. Click the pawn you want, it stays targeted till you right click to deselect, then click on something you want to harvest. Click again to pick up....auto whoosh to bag. Why have you not done this? I seriously suggest you do this because I like this game and thought that you deserve some help getting it out there. I streamed it via my Youtube and Twitch channels, viewers loved the gameplay core, and the graphics. As I played, the feedback and comments received were not were not centered around the bugs, and weird clipping through walls etc...it was why I kept having to click on things over and over and making choices to do simple actions. I had to tell the truth my friend. "The developer seems to have one of the following issues, based on his replies seen by others in his chat forums:
Too stubborn and narrow minded to just take good advice and try what players are comfortable with from past game's success.
Is not skilled enough to add the mechanics needed to make the game's collecting and action UI work properly
Not self aware of the fact that a bad attitude and refusal to learn from others is developer and game suicide.
Based on this, please please try the click once, hold the pawn target mechanics.
Hi, thanks for the feedback! We have now implemented improved customization of the controls. This can be accessed by pressing ESC => "Control Settings". For the simplified controls, we have added a new "Simple / RTS" preset. Hopefully this helps with your use case!
As for the difficulty and overall UX, the game does sit on the complex and hardcore by design, in the same space as Rimworld and Dwarf Fortress, and that depth is a big part of what we're building. We'll definitely keep polishing the rough edges and making things feel smoother wherever we can, and the new control preset is one step in that direction with more to come.
Thanks again for streaming it and passing along what your viewers were saying. That kind of insight is really valuable to us.
Unfortunately I cant play it, because it thinks I'm on mobiel while brosing on my deskop (Firefox)
Thank you so much for the feedback😊 Firefox is now fixed
dude why would you say to right click a tree. On browser you cant use right click in the game at all. Please allow us to download it.
Hey, if the right click is not working could you share your browser and what happens if you click. It should work just fine and has been extensively tested☺️
Thank you, works great! Right clicking on trees also works fine, seems like some other people really couldn`t handle having a small problem in a funny browser game :(
Hi, great pre-alpha! The concept and implementation is solid. Ignore me if you don't want feedback, but if you're interested here are my thoughts.
First thing I'll say is - what makes this game unique? I love the base, but in my humble opinion you might consider adding something that these inspirations you mentioned don't have themselves - a unique mechanic, or a subplot maybe?
On a technical note, something that's a quick fix is z-sorting for the player character, which your game doesn't have (or maybe it does and it's broken) and I'd STRONGLY recommend adding as soon as possible (since it's so easy to do and without it the player's immersion is a little broken).
Thanks for the feedback it's absolutely welcome😊 The z-sorting issue is now fixed!
As for the unique content, this is something that is absolutely planned. We are first focusing on getting some core gameplay systems functional and bug-free before starting any bigger content work
Some of the content planned includes:
* Narrative-driven quests
* Bosses with unique mechanics and loot
* A large tech tree with unique techs, progress from stone age to space age
* Big raids (hundreds of npcs) which combine PVP and PVE