
Sea Walker Saga is a stylized third-person RPG/RTS where you control an entire island and embark on a great sea voyage in search of the Mainland.
Currently, 95% of the planned mechanics have been implemented, and we are ready to share what is already working.
From the very first minutes, you will be greeted by a cutscene that will introduce you to the plot and smoothly familiarize you with the controls and exploration of the world. Since this is a story-driven project, we believe it is very important to convey the story through staged scenes with characters and events on the screen.
Controlling the character from a third-person perspective, you will be able to examine objects in the environment, collect notes, interact with characters, and immerse yourself in the story — all without having to read miles of text. The game is fully voiced by professional actors in Russian and English.
Isla Movimi is not just an island where you can build and study blueprints, but a fully-fledged vehicle. We have implemented thrust control, engine lock, and engine rotation — this giant is a pleasure to work with, and it feels large-scale and majestic. The first association that comes to mind when controlling it is the Millennium Falcon from Star Wars, and the comparison, I must say, is not accidental.
One of the mechanics is a mini-game dedicated to studying building blueprints. It is a puzzle: you need to connect all the dots on the screen without crossing the line. The mechanic is relaxing and engaging at the same time — a great way to change the pace before getting down to construction. What's more, studying blueprints will allow you to improve the level of buildings on your island.
Yes, we have a full-fledged flight simulator and an underwater world simulator. Take control of the equipment manufactured on the island and go into battle!
Buildings can be constructed in designated areas on the island — a lighthouse, an engine, an assembly station, turrets, and even a hangar for a drone that will be used to attack other floating islands. And that's not all that has already been implemented.
It is not only a landmark, but also a control center: collected notes, plants, paintings, and collectibles are stored here. In the future, we plan to develop gardening mechanics — you will be able to care for the plants you find, watch them grow and change. And the most important thing inside the lighthouse is the map. It is with its help that you will be able to embark on a journey.
Your character can don a deep-sea diving suit inspired by the inventions of Cousteau and Gagnan and dive to the bottom of the sea. There you will find collectible items, elements, and underwater landscapes. And if you want to go deeper, build an underwater shipyard, assemble a bathyscaphe, and participate in underwater races. We'll leave the details behind the scenes for now — it's better to explore this mechanic for yourself. The bathyscaphe will also come in handy in battle: you can use it to defend yourself or attack.
You will also face missions involving landings on islands, where you will encounter dynamic combat inspired by Mass Effect, complete with dodging and cover. We wanted to make combat not just an additional option, but a full-fledged part of the game — and we hope we have succeeded.
The demo version is available today. Download it, try it out, and share your impressions. It doesn't include all the elements of the final version yet, but you can already get a feel for the overall concept. We plan to release early access later this year, where you'll find a full-fledged campaign lasting 4+ hours with 6 changing locations.
Add the game to your wishlist and be sure to send us your feedback — it helps us move forward and makes the project even better and more interesting.