Magenta Down is designed around a simple premise: you and your crew have crashed and are now scattered across the surface of a harsh, remote exoplanet. With limited supplies and surrounded by hostile terrain, can you find your crew and escape?
We wanted to create an atmospheric journey about moving forward and enduring the consequences of the decisions you make along the way. For us, that’s what makes an adventure interesting, facing difficult decisions with imperfect knowledge and living with the repercussions.
While enduring the planet’s weather and radiation, you’ll need to manage your current condition and decide where to head next. That might mean moving towards flashing lights because they often mark a downed supply pod, or the beacon of a recently rebooted antenna array in hopes of learning where the next industrial outpost is located.
Whether you’re moving across the surface or making your way through a decommissioned mining facility, these traversals can be tense. For example, getting caught in a storm will greatly increase your radiation exposure while also limiting your visibility. As your Geiger counter crackles and your radiation meter ticks upward, it becomes increasingly important to be on the lookout for signs of creatures, valuable supplies, and places where you can shelter from a storm.
In addition to the environment, the planet’s creatures offer a distinct challenge. If aggravated, they are extremely fast and dangerous. Combat, however, is about standing your ground and picking the right moment to attack, rather than precision aiming or complex button inputs.
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