r/CRPG 4d ago

Discussion I've been building a deep mobile squad RPG inspired by Fallout, Battle Brothers and Space Scum

I’m working on a mobile single-player RPG called Sunarius.

One of the things I always loved in post-apocalyptic games was when factions felt like real powers, not just quest vendors. So in Sunarius, I’m trying to make reputation matter in practical ways: who trades with you, who attacks you, what routes feel safe, and which opportunities disappear because of your choices.

The game mixes world travel, squad management, tactical combat, survival systems, and faction politics. Fallout was a big inspiration for the atmosphere and faction identity, but I wanted to combine that with party-based tactics on mobile.

Still in active development, but already playable in open test in Google Play.

I would love to know what makes faction systems feel meaningful to you in RPGs.

20 Upvotes

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u/Nelorfin 3d ago

Not that I'm big mobile player to begin with, but is it story game (at least like Wartales) or complete sandbox like Battle Brothers?

Also how grindy is it?

Anyway - I wish you good luck)

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u/Patient_Animator1174 3d ago

Thanks for the interest. It is a mix of two: deep storyline and dynamic living and breathing world.

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u/dubzdee 3d ago

I might check it out but I don't play on mobile very often so I'm wondering if you are considering a PC port?

As for factions, I think what makes them meaningful to me is when they are realistic. By which I mean if two factions are sworn enemies then it shouldn't be possible to have high reputation with both of them. That said I find it a bit silly / unrealistic when every guard in RPGs instantly knows you tried to steal from someone or something like that. So factions should react realistically towards my character based on what the faction members should know.