Inspiration
The idea was to design for the Simulation & Management track without falling into the cozy-loop trap most farming and shop-management games settle into. Mars gave that edge: a place where running a farm and a market isn't relaxing, it's survival. Every system is built to feed the next, so mining is never just mining, it's the first link in a chain that ends in a sale, a weapon, or a newly unlocked zone.
What it does
Red Haze is a cooperative Simulation & Management Horizon world, where up to 4 players run a working farm and supermarket inside one of humanity's first Mars settlements. The game has six-phase loop: Mine → Refine → Farm → Sell → Defend → Explore, where credits earned from selling crops fund weapons and exploration that unlock new crops, closing the loop on itself. The world is designed in a warm, rounded art style for everything human-built against a jagged, cold Martian world beyond the dome. The idea was to balance the bright, attractive and eye-catching visuals with the yellow-red-ish Martian landscapes along with interesting and want-to-try gameplay behind it.
Accomplishments that we're proud of
The whole package tells one consistent story: every action there has the reason, every progress rewards with something useful, either for gameplay, or for the players themselves (like cosmetic items), or for further progression. Every quest is tied to the general storyline: like you need to clear the Clearance Zone not just because the quest tells you, btu because it will let orbital station to send their workers there to mine a new resource for you. It was great to see how such a vast amount of features can be combined into one coherent story.
What's next for Red Haze
The next is development stage. Every phase is specified in the production plan and it’s built from the past experience with game development. The start is the skeleton with simplified basic mechanics which will grow phase after phase into one solid world
Built With
- horizon-editor
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