Someone asked me about the story in Outpost:Haven, and I thought it would make sense to write it up here properly.
The core idea behind the story was the thought of "Collective consciousness". The basic story itself is straight forward, and cliched enough, some alien eggs / artefacts are found when mining on the asteroid and brought aboard Haven.
What I wanted to add was the idea that the presence of these items would affect everyone on board.
The whole Owlmen thing is inspired by "Communion" by Whitley Strieber. In that book he wrote about an alien abduction experience, and how he only started to remember when he saw a toy owl, its eyes reminded him of the aliens eyes and it started coming back to him.
In Outpost the concept is that because these aliens are just so alien, that until you actually see them you just can't wrap your head around them, so they're pictured as "Owl men" instead by everyone. It's the closest representation the people onboard can make.
I felt that in a large crew there would be clear divides. The less spiritual would take to arms, the more open would see the owlmen dreams as a sign, and a "Cult" would form in preparation for the "Enlightenment". Again this is based on UFO lore, where there's the mechanical grey type aliens that perform abductions, and the more hippy like "Space brothers" who come to save us.
The whole "Ule" thing was to show that everyone was doomed right from the very start, all of them were infected by madness ( It's our version of "All work and no play..." from The Shining ). I liked the idea that no one even realised they were even writing it, they were all going insane and didn't even know it.
By the way, "Ule" is old English for "Owl".
And I think that's enough otherwise I'll be spewing out spoilers for the 2nd game.
Jonas
Oh I get it now.
You did fine work the game though, I really liked the general tone of everything.
Though I still don't get why I can by keys for Swarm mode, and waste my money.
And the fact that if shooting a door open gives +30 Exp and can be done with the pistol with infinite ammo, and keys only give +10 Exp for opening them, then there's no real benefit for actual ever using a key D:
<3
Squize
Oops, I was meant to turn off key buying for Swarm mode, that was a mistake, sorry.
I honestly didn't think anyone would shoot open a door with the pistol unless they were out of keys, I tried to make the doors "strong" enough so that would be a painful last option. Guess I was wrong :)
Thanks for the reply mate.