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copying this from the last time we had one of these threads, excuse my laziness
>game name: taxonomy
>setting: not many decades past our own time the air is suffused with self replicating nanobots that connect humans in a global network, delivering entertainment and information, constructing products, and performing medical services by rebuilding people on a cellular level when they're injured or ill. no one is sure if it was an intentional virus or a simple mutation during duplication but a nanobot emerges that fuses multiple strains of programming, and as it replicates and spreads out it reshapes the world, reconfiguring everything in its path in a mess of organic and cultural data. the world is devastated in this reforging and the subsequent desperate bombings intended to halt the spread. the game takes place thousands of years after this event, so far beyond post apocalyptic that society has settled into a new normal. the old world is myth, the ever changing creations of the nanobot reforging are just wildlife now.
>the monsters: a diverse bestiary of hundreds.
evolved through 'mutagens' and 'pressures'. mutagens are artificial, pressures are environmental, your monsters evolve totally differently depending on what mutagens and pressures are applied. eg take a basic lizard monster (50% beast, 10% armour, 40% desert) and apply a fire mutagen, as it grows it will gradually develop an ever increasing fire percentage until it is compelled to adapt into a suitable form. multiple mutagens and pressures can be applied to create totally unique forms, leading to a complex and natural taxonomic tree for each creature.
>gameplay: discover and battle monsters as you explore the dangerous wild and the ruins of cities and bunkers, collect relics of our modern world, and make your way to the ancient epicentre of the mythological past and uncover the lost truths of your creation mythology
>graphics: retro inspired aesthetic but detailed hand drawn landscapes rather than tiled