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Abstract Space: Kromaia

Physically demanding

The crowd appears to miss the space sims of old and would very much like to fund new iterations of interstellar conflict simulators. With Star Citizen and Elite: Dangerous both raising enormous sums of cash, it'd be easy to think that only the largest vessels are of interest, but there's plenty of space to go around, and some of it should be filled with the small and the strange. Enter Kromaia, which is certainly looking rather strange, but also rather large. It has a "navigation system...entirely driven by physical forces...Fluid displacement for novices and, for experts, impossible turns and extreme dodging, combined with boost, while moving over the real speed of sound." I once bumped into somebody else's car while moving at 5mph. Novice systems for me.

Cripes. I just noticed that Jim mentioned Kromaia in 2010. I hadn't even been born onto the internet back then!

The pitch video is long and contains a great deal of game, which is a promising sign. You will have to read a lot to learn what all of those moving images mean though.

Here's the introductory paragraph that should make sense of all that:

Kromaia is a six degrees of freedom adventure shooter which takes action, speed, agility and immersion to a new level. Insane enemy patterns, impressive swarms, giant god-like guardians, ancient temples, contraptions, treasures, visual ecstasy... All in a vast and unexplored universe only ruled by physic laws.

Well, maybe not 'sense' so much as glorious nonsense. And I mean that as a compliment.

Along with a physics-driven world, Kromaia will also come packed with simple modification tools. In fact, not tools at all but rather "moddable content using plain text (XML) including levels, objects, weapons, player and AI units..."

Be warned that the campaign is using flexible funding, which means that even if the devs fall short of the $40,000 goal, they'll receive whatever pledges have been made.

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About the Author

Adam Smith

Former Deputy Editor

Adam wrote for Rock Paper Shotgun between 2011-2018, rising through the ranks to become its Deputy Editor. He now works at Larian Studios on Baldur's Gate 3.