SharkMissile Interactive
Postponed

We’re postponing the No Sanctuary game to create a smaller but similar 2D game which we’re currently calling “No Sanctuary 2D”.

Besides patrolling the outskirts of cities a City Watch can also be stationed at a Guard Tower from which they will rain arrows on approaching foes and act as long spotters for the rest of the guard force.
This is the finished 3D model of the character.

Besides patrolling the outskirts of cities a City Watch can also be stationed at a Guard Tower from which they will rain arrows on approaching foes and act as long spotters for the rest of the guard force.

This is the finished 3D model of the character.

The Farmer works on fields and takes care of the domestic animals in a settlement, and from his fenced in fields he provides the settlement with its by far most reliable source of food.
He is a determined veteran who will when faced by a worthy challenger bravely run away in terror, at least should it be so that said challenger is larger or more ferocious than the average wild rabbit.

The Farmer works on fields and takes care of the domestic animals in a settlement, and from his fenced in fields he provides the settlement with its by far most reliable source of food.

He is a determined veteran who will when faced by a worthy challenger bravely run away in terror, at least should it be so that said challenger is larger or more ferocious than the average wild rabbit.

Hey, honestly, I think you have a great concept. And the artwork your posting looks interesting too. I was also wondering what it would mean to have wolves hunt pigs when they are hungry. Does that mean you'll be incorporating a full on ecosystem into the game, for example having the pig eat grass when it is hungry as well? Therefore if there is no grass, then there is no pigs, as well as no wolves?

Yes, we are implementing a virtual ecosystem of sorts. Overall it will be by necessity quite self-balancing, but it will affect the player every now and then even without deliberately messing with it.

Burning all the grass in an area will indeed force pigs to find it elsewhere or stave, which in turn will make the local wolves desperate in their search for meat to the point of turning to “alternative” sources.

Lumberjacks are as their name implies responsible for the harvesting and transporting of trees. In addition to harvesting they are also responsible for tending to the local forest by replanting trees to keep the forest healthy.
Lumberjacks belong to the group of civilians willing to engage in combat with weaker foes, and when they do so they will attempt to dispatch their foe with a few swings of their heavy axe. If the settlement is under attack they will engage powerful opponents as well, despite lacking the combat ability of the designated guards.

Lumberjacks are as their name implies responsible for the harvesting and transporting of trees. In addition to harvesting they are also responsible for tending to the local forest by replanting trees to keep the forest healthy.

Lumberjacks belong to the group of civilians willing to engage in combat with weaker foes, and when they do so they will attempt to dispatch their foe with a few swings of their heavy axe. If the settlement is under attack they will engage powerful opponents as well, despite lacking the combat ability of the designated guards.

The City Guards are a heavy NPC guards who patrols the streets of human settlements and attack any hostile creature they spot.
In a fight City Guards area formidable melee fighters, being both strong and durable while wielding halberds that grant them great power and range of attack. Their combat tactics are simple, they simply attack their opponent until either they or their opponent drops to the floor.

The City Guards are a heavy NPC guards who patrols the streets of human settlements and attack any hostile creature they spot.

In a fight City Guards area formidable melee fighters, being both strong and durable while wielding halberds that grant them great power and range of attack. Their combat tactics are simple, they simply attack their opponent until either they or their opponent drops to the floor.

The role of the Hunter is to hunt animals for food, animal skins, and whatever else can be gained from killed animals. The Hunter, like the Builder, is one of the settlers that make up a newly founded settlement, and in a newly founded settlement he provides the sole source of food up to the point when farms are built.
Hunters are somewhat frail, poor melee fighters, and to find prey they will go quite far from their settlement where they might find themselves surrounded without backup. Hunters compensate for these weaknesses by not only being an excellent archers, but also being fast and good at escaping from wild animals.
In combat Hunters will always try to keep their distance and attack opponents with their bows. 

The role of the Hunter is to hunt animals for food, animal skins, and whatever else can be gained from killed animals. The Hunter, like the Builder, is one of the settlers that make up a newly founded settlement, and in a newly founded settlement he provides the sole source of food up to the point when farms are built.

Hunters are somewhat frail, poor melee fighters, and to find prey they will go quite far from their settlement where they might find themselves surrounded without backup. Hunters compensate for these weaknesses by not only being an excellent archers, but also being fast and good at escaping from wild animals.

In combat Hunters will always try to keep their distance and attack opponents with their bows. 

The City Watch are fairly lightly armoured guards who patrol the outskirts of human settlements where they both protect other NPCs and act scouts by warning nearby NPCs when they see strong foes.
When at a disadvantage in the outskirts the City Watch will keep their distance and attack with their bows while retreating towards the settlement. When in a settlement or at an advantage the City Watch will draw their swords and charge into melee range when their opponent gets close.
In combat the City Watch are highly versatile being both capable archers and swordswomen.

The City Watch are fairly lightly armoured guards who patrol the outskirts of human settlements where they both protect other NPCs and act scouts by warning nearby NPCs when they see strong foes.

When at a disadvantage in the outskirts the City Watch will keep their distance and attack with their bows while retreating towards the settlement. When in a settlement or at an advantage the City Watch will draw their swords and charge into melee range when their opponent gets close.

In combat the City Watch are highly versatile being both capable archers and swordswomen.

Builders could perhaps be called the backbone of the human settlements. As long resources are available a builder will be able to construct anything the settlement may need, be it houses, workshops, fortifications, or simple things such as roads and torches to lit them, regardless of what needs to be built the builder is up to the challenge.

Builders could perhaps be called the backbone of the human settlements. As long resources are available a builder will be able to construct anything the settlement may need, be it houses, workshops, fortifications, or simple things such as roads and torches to lit them, regardless of what needs to be built the builder is up to the challenge.

Human Settlements

When exploring the randomly generated world of No Sanctuary the player may encounter human settlements. These settlements may prosper or perish with or without player involvement. Having a functional settlement or two around can prove quite advantageous to the player though, since settlements will often be happy to assist or trade their resources to the player for the right price.

Ambitious players can even take over a settlement or found new ones from scratch and plan the development of the settlement in detail if they so wish. Being the leader of a settlement has a few perks too of course.

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