In a future not far from now, Earth has been set in f lames. The once civilized world is now a
radiated wasteland. As a player you are one of the few survivors facing the challenges of a postapocalyptic
world, fighting against radiated ghouls, fierce mutants and merciless raiders. To
survive, players must establish their own safe houses, team up and scavenge for scarce resources.
The vision of the game concept is to facilitate a next
generation roleplaying game adapting the best game
mechanism of the RPG/MMORPG genre for Facebook in
a turn based game.
We want to facilitate a hardcore and advanced gameplay
for a casual platform in a hybrid which can be played in
less than 15 minutes a day.
Imagine a hybrid of a text based WoW &
the Fallout games series in browser based
Facebook format, focusing on co-op rather
than PvP gameplay, using AI to control
enemies and to create a perfect eco system
of game balance. All in a post-apocalyptic
Mad Max inspired setting.
Radiated Wasteland will essentially
be a next generation RPG Facebook
game focusing on old school text based
Using a skill system similar to classic RPG pen & paper games such as the D&D role-playing
system, players must create their characters and develop and progress skills. They are visualized
in the game as fully customizable avatars equipped with any items the players find.
NPCs will engage players in missions which introduce a rich storyline of popular, post-apocalyptic
popular culture set in this mutant infested world. Players must explore the wastelands to solve
these missions and gather gear and experience to strengthen their character.
The sum of player actions combine into an ever evolving organic virtual world which
will be tile based and consist of an estimated 6.000 unique tiles. The virtual world is
populated by an AI controlled enemy and will facilitate co-op mechanisms know
from classic MMORPGs, but yet unseen on Facebook, creating a perfect ecobalance
where players must cooperate to defeat the common enemy.
The gameplay will be turn based with a limited number of actions
per day challenging the player to consider every action and play the
game over the course of several months.
Free to Play
The game will be offered as ”free to play” and will monetize through
virtual items and premium advantages. It will reuse the assets of
a game engine technology which Pixel Pandemic has developed
since 2009 and which is now powering its first title
The game concept will benefit from all the best practice,
gameplay mechanisms and proven architecture of this
platform. The development team behind the production is an
experienced 6 man studio backed by a Danish angel investment
and with 4 freelancers based in Russia & Poland.
The Game Storyline
The story is set after a global catastrophe. Earth has been set in f lames as a meteor of unknown
origin crashed, destroying most of Central Europe and turning the skies into a radiated,
poisonous atmosphere causing mutations to all exposed humans and fauna.
The mutations cause bodily deformations, in most cases crippling, but in some cases enhancing
physical power, while leaving little intelligence and those exposed turned into f lesh hungering
As a player you are one of the few survivors that were sheltered from the radiation by secret
underground bunkers, a remnant from the cold war paranoia of the 21st century. However,
with only room for 1% of the population you were fortunate enough to have your name on the
government preparedness list of people, chosen to inherit what is left of Earth, hopefully one
day restoring civilization.
You wake up from a coma in a field hospital located inside one of the underground bunkers deep
underneath central Manhattan. One of the few cities on the American east coast, amazingly
spared by the tidal waves after the blast and thus left with buildings mostly intact but burned
and contaminated by the nuclear fallout of the aftermath.
Having amnesia you don’t realize how you were evacuated shortly before the catastrophe struck,
but like most other survivors capable of fighting you must return to the Earth’s surface to fight
to regain it.
Do you have what it takes to survive in the radiated wasteland?
As a player you must explore the city in which you are trapped with monstrous mutants who will
eat you alive, raiders who will kill on sight just to loot your body of anything remotely valuable
and mutated animals and radiated ghouls who will frenzy at the sight of human f lesh.
As a player exploring the game city map block by block you will eventually locate abandoned
stores to loot for food and items crucial for survival. As you progress you will encounter NPCs
who have missions for you to complete engaging you further in the storyline. Missions will
include rescue parties, patrolling certain areas, and mutant encounters and as you complete
them you will be part of the virtual game world.
Improving your skills and progressing as a player you will eventually want to set up a safe
house in an abandoned building to spend the night in safety and offering a safe haven during
your missions within the city. As a player you might also want your friends to join your clan as
cooperation will be a central part of the mid-level and high-level missions and gameplay.
What makes Radiated Wasteland
completely unique from other browser games?
The fundamental premise of the Radiated Wasteland concept is to use elements from classic
PC games such as the Fallout and X-com series as well as MMORPGs such as WOW, adapted for
the social Facebook platform and in a minimalistic text based format. Radiated Wasteland is
thus enabling a casual gameplay in a browser format but with richer gameplay elements from
traditional hardcore PC games.
The tendency in Facebook games and browser based games is a demand for intriguing elements
with a longer lifespan and elements which are based on a co-op gameplay mechanic.
With Radiated Wasteland, we offer an interesting and varied game setting with a complex
mission structure, explorative gameplay and an advanced combat system in a turn based format
where level progression and survival will be tactical choices inspired by survival horror themes.
Metastory & Mise en scène
Radiated Wasteland will have a rich meta story to complement its storyline, with a game world
featuring a rich NPC and fauna variation based on the classic “mutation” theme made popular
by other games such as Fallout.
The amount of Tolkien or Manga inspired fantasy games available counts hundreds of titles,
increasing the competition in those market segments fiercely. Radiated Wasteland will be
unique and alone in the browser marketplace.
Our team are great fans of the Fallout games and it is important to state that Radiated
Wasteland has a very different angle and a mise en scène inspired by a mix of popular postapocalyptic
cultural work, such as the movies “The Road”, “Mad Max”, “Resident Evil”, “The Hills
Have Eyes”, and “The New Barbarians”.
Co-op Gameplay vs. an AI controlled opponent
By far, most browser based games are player vs. player orientated in their gameplay. This also
applies to all the above referenced titles of this format. The core gameplay is so to speak based
on the higher level players trampling the newcomers. Players can often join up in clans and
thus work together in certain limited aspects of the game, but the competition dynamics are
The consequence from a game publishing perspective is a massive churn in the player base
as most newcomers to the game wanting a more casual gameplay simply become frustrated,
however fuelling a loyal hardcore segment of the players.
Though conversion rates from the hardcore segment are significantly higher, most
micropayments are made in the initial phase of the gameplay and the overall revenue model is
heavily dependent on capitalizing on the player base with the longest potential average lifespan.
The tendencies in the game market the past several years for particularly the consoles and AAA
productions in general co-op gameplay is becoming increasingly important. An element which
also applies to roleplaying games and in particularly MMORPGs and which we will pursue for
Studies show that the most important aspect of AAA MMORPG lighthouses, such as World of
Warcraft, is by far the co-op element with players co-operating in clans to accomplish goals they
wouldn’t be capable of completing on an individual basis. They would even argue that that the
“social meta gaming” aspect of joining the game with your friends, discussing it, planning what
to do next etc., are the most important factors in its entertainment value.
Radiated Wasteland incorporates this approach into the browser based Facebook MMORPG
games market and is thus in terms of genre and co-op elements totally unique.
The main purpose of the game is that players must cooperate in order to succeed (“social meta
gaming”). Radiated Wasteland facilitates this gameplay by using an AI controlled opponent
embodied by hundreds of different NPCs, such as ghouls and mutants. A common enemy is
defined and the players are unable to hurt each other’s characters within the game. On top of
that they are able to play single player missions and an individual oriented gameplay during the
intro level game.
In mid and late game the importance of co-op and your level progress plays a very important
role; players must join up in clans, build safe houses together, defeat large hordes of enemies
and share scarce resources while protecting their new homes.
An important reference to the proof-of-concept for this gameplay is Zombie Pandemic, where AI
controlled zombie hordes represent the common enemy as one of the corner stones in the game
A Facebook 2.0 MMORPG
Radiated Wasteland is totally unique in the current browser market as it focused on
hardcore gameplay elements from traditional AAA MMORPG such as World of Warcraft
including mission structures, NPC interaction, advanced combat, an explorative
gameplay, and most importantly a co-op rather than player vs. player experience.
With the huge potential of the player base on Facebook and similarly the hundreds of very
casual RPGs offered, we have wondered continuously when someone would offer a deeper
Looking at the evolution of games and concepts we believe there are several proven gameplay
mechanics leading up to the social network games today.
Thus there would be probably not be a Farmville on Facebook without a Sim City, or a World of
Warcraft without Everquest and Ultima Online, and before that the text-based MUDs. Similarly,
gameplay concepts known from the era of C64 and Amiga are converging to mobile and console
platforms. In essence the same gameplay components are being reused and re-inteprepated and
adapated to suitable formats of new platforms over and over again.
The nature of roleplaying Facebook games favors a gameplay style with shorter game sessions.
The current gameplay mechanics are trivial but the format is highly suitable for more complex
gameplay choices as long as it facilitates an asynchronous and casual style.
This is what we seek to accomplish with Radiated Wasteland. We want to implement deeper
gameplay in a casual format adapted for a social platform with unique co-op player vs. AI
This includes a mission structure which isn’t just a simple point’n’click as is the case in
Hammerfall, Gladitus, Tanoth, etc. and which isn’t even supported by Urban Dead (all games
referenced in above).
In that sense, Radiated Wasteland offers a mission initiation by an interactable NPC, a place
to navigate to solve the task and use of special items in order to complete the mission. As an
example you might be handed an electronic blueprint from a professor, which you need to
deliver to a friendly junk yard owner, who returns the favor by offering you a reward. Thus
you must navigate the map, locate the professor, interact with the NPC, have the item in your
inventory and then navigate to the location of the junkyard in order to complete the mission.
Other examples of an advanced gameplay include tactical choices during combat, being able to
target specific body parts and having bonuses from certain equipped items. A system very much
similar to traditional AAA RPGs, but vastly superior to all the above referenced browser based
titles. Radiated Wasteland also includes game events where certain scripted gameplay events
occur during the game and an explorative gameplay where the player must explore the map in
order to reveal its content.
In essence Radiated Wasteland incorporates best practice gameplay elements from highly
successful AAA productions suited to the format of browser based gaming with a minimalistic
text based approach stripped from 3D and complex animations.
Radiated Wasteland will be a co-op game designed for a social media format with your friends
being the central part of the gameplay A complementary series of enhanced features, which will
make it stand out in the current Facebook games marketplace.
Classic PC RPG Game Elements & Mission Structures
Using a skill system similar to classic RPG pen and paper games such as the D&D role-playing
system, players must create their characters and develop and progress skills.
NPCs will engage players in missions which introduce the player to a rich storyline of popular,
post-apocalyptic popular culture set in this mutant infested virtual world. Missions are initiated
by and may require certain items and travelling to certain locations in order to be completed.
The system will also use your characters skill to determine the chance completion success.
The MMORPG element facilitates that the sum of the player actions combine into an ever
evolving organic virtual world.
The game features a customizable avatar and the ability to equip your character with a wide
range of items available from the inventory. Not only will you be able to change sex, face, hair
and skin color you will also see the avatars dressed with the equipment you purchase or find
within in the game making identification and personal engagement higher.
Co-op against an AI controlled enemy
Unlike almost all other browser based MMORPGs in the current marketplace, Radiated
Wasteland will be heavily focused on co-op game play. Players will have to work together in
order to accomplish missions and build safe house facilities providing shelter from the mutants.
Unlike other browser games we will facilitate an enemy AI where enemies spawn and are
attracted to human player movement and will be more likely to group in hordes to counter
larger player settlements providing a self-sustaining ecosystem of balance in the gameplay.
Consequently, the roaming of the enemy hordes will cause a varying threat level in different
suburbs facilitating a challenging experience for players at different levels. Enemies will attack
barricaded buildings and safe houses in order to force entry. Thus players will need to co-op in
reinforcing barricades continuously to keep them safe from the outside threat.
Fighting for scarce resources in a post-apocalyptic environment will be a key gameplay dynamic.
Food and valuable items can be acquired by looting corpses and scavenging abandoned homes
and stores. Defeating certain NPCs, including the merciless raiders, will also result in loot and
thus picking the right fight can be another strategy to survival - if the player can stay alive
during the encounter.
There will also be the means to make a profit by bartering with NPC controlled shops the
outcome of which depending on the player’s skills a setting in which hyperinf lation has
propelled prices through the roof.
Players will be able to build safe houses by barricading abandoned buildings. They can
choose to keep them for themselves or share their protection with their clan or even complete
strangers. However, the safe houses can only provide safety to a certain number of people. You
must carefully pick who to include, while considering that not sharing at all will lower security
as the barricades need continuous repairs.
Once established, a safe house will offer some different advantages including medical treatment
of your character, storage facilities, defense mechanisms, security from the mutants, as well
as training facilities. This part of the gameplay combines the RPG elements with elements
from city building and strategy games, quite similar to base building in the X-Com series and
facilitates asynchronous gameplay with the ability to train while being offline.
Unexpected events may suddenly occur during the game. Similar to “turn cards” in certain
board games, you will be dealt random events which you have to deal with. For example, on the
player’s journey through the city he may encounter a left behind backpack lying suspiciously
in the street. He is then given the choice to search it or leave it behind. It could contain value
items to loot or it might be a trap. Whether to investigate it or not will be up to the player.
Approximately 180-200 scripted game events will be included in the final Wasteland game.
Perks & Achievements
Perks provide advantages in the game such as the skills to build traps, use special close combat
weapons or hacking electronic equipment.
Achievements will be similar to the concept known from Xbox 360 and you will be able to
view other players’ achievements and tell whether your friends have completed missions and
challenges you have not etc.
Radiated Wasteland will take place in a giant city. Imagine a chessboard consisting of 8.000 tiles
each with a unique location to explore and some even with sub locations, such as inside levels,
basements or rooftops.
A “fog of war” functionality will enable you to see where you have been on the map, enabling
an explorative gameplay which is well suited for asynchronous gameplay and multiple game
sessions. In other words, players are able to see exactly where they have been and explore the
map little by little. Being able to fast travel between explored areas of the city facilitate the
casual, no hassle gameplay of successful Facebook games.
Like in most other MMORPGs, the combat system is a core component. It will support a turn
based game mechanism aiming at offering several tactical choices for an enhanced player
experience far superior to combat systems used in the referenced games “Urban Dead” and “The
This includes factors for accuracy depending on range and weapon type. The weapons will have
different attributes and will be effective in different situations. For example, shotguns are ideal
for close combat and sniper rif les for ranged combat. Weapons will also be upgradeable and
During combat you will have the ability to target certain body parts thus enabling you to cause
critical damage as well as cripple the opponent, decreasing agility and speed. You will also be
able to try to f lee if things aren’t going your way, the outcome determined by a combination of
your agility skills and luck.
Crafting skills enabling you to produce items such as ammo or special weapons and equipment
combining special items into an entire new one. Your character will need a certain skill level to
be able to craft some of the items while others require little skill.
The feature also enables you to repair, upgrade and modify weapons. Some weapons like a
baseball will break over time while others won’t. Depending on your technical skill you will
able to repair items and weapons using a workbench which will be available at key locations
including safe houses.
The technology platform has been designed to be a modular and scalable platform for the planned
releases using Azure cloud hosting and 100% Microsoft .NET based technology. It also offers
system integration with Facebook as well as the current set of publishing partners (Bigpoint and
Viximo). The output of the game engine is compatible for display on any modern web browser,
including mobile clients and tablets.
The current version represents 10.000 man hours invested and is unique in the current browser
MMORPG market in terms of the ability of handling player co-op gameplay against and AI
Game Engine Technology
Architecturally speaking, a browser based game is a rich web application. The above mentioned
game engine is essentially a framework of components which are scalable and reusable in terms
of the game mechanics a text based MMORPG facilitates. Thus it wouldn’t be suitable for other
genres, but is highly useable in the case of Radiated Wasteland as the logic to construct missions,
navigation in the virtual world using a tile concept, character avatar handling and progression
logic are present. It also includes admin tools and game world editors to create and manage
content within the game.