[TCN Interview] – Slava Hertz, Developing Neural Dominion
In this interview, TCN and Lead Developer Slava Hertz will discuss everything that went into developing the upcoming 4X strategy, Neural Dominion.
In what ways does Neural Dominion set itself apart from other games in the genre?
The cyberpunk setting has never really been done in a modern 4X strategy. The city is the first thing I notice and we’ve heard from players already that it’s the first thing they notice. The neon-lit city of Technograd is familiar, but unique in its own way. It has its own nooks and crannies and character that separate it from other games in the genre. But from a bird’s eye view, it will be very comforting for players looking for that cyberpunk vibe. Then it’ll be the characters. The gang leaders drive the show. Each have their own unique look, lore, advantages/disadvantages and playstyles. And of course, it’s very rare to see JRPG style combat in 4X games. Typically combat is resolved automatically (like in Civ) or with full turn-based tactics combat (Age of Wonders, Endless Legend, etc.)
What was the inspiration to make Neural Dominion as a 4x strategy?
4X strategy classics like Civ and Age of Wonders. Crime elements from games like City of Gangsters. Aesthetics and mood from many different cyberpunk themed games. Many turn-based / “Active Time” JRPGs like Final Fantasy and Honkai Star Rail. But the big original inspiration is a little known retro game called Chaos Overlords. Neural Dominion has a more serious and obviously up-to-date vibe. But the core game elements are there.
What was the influence for Neural Dominion’s setting?
The setting in Chaos Overlords and Cyberpunk 2077. I had played CO many many years ago. But once I sunk my teeth into Cyberpunk 2077, I knew immediately a similar cyberpunk world needed to be brought to the 4X strategy arena.
What can you tell me about the game’s combat system?
It’s a unique system. Players can have 4 different combat experiences. 1) Fully automated without even entering the combat scape. 2) Enter the combat scape but let the AI fully automate the player and enemy turns to watch the action unfold without player input. 3) JRPG-style “Active Time” combat where most of the player turn is automated, but the player is able to activate skills and Tactical Powers to turn the tide in battle. 4) JRPG-style full turn based combat. Each turn is played unit by unit. The player can control all aspects of the battle.
Were there any challenges in balancing the game mechanics and creating a compelling story for players?
Of course. Creating lore and story is one thing. But making that world building properly tie in to the gameplay — and actually having it make sense — is quite difficult. We had to be thoughtful about what this cyberpunk universe would look and feel like. Who the major gangs were and how they got there. And it had to make sense within the bounds of what they could and could not do in terms of both gameplay and story
Can you talk more about the five gangs that players will be able to control? Are there advantages and disadvantages to each one?
“The Genesis”, led by a former special ops sharpshooter. Ex military, so combat and stealth are their specialty with limited skill in economic development and cyber security.
“Sobeki Corp”, led by a greedy, ruthless corpo. Economy is the name of their game, and with their profit-first, (aka. cheap) financial systems, very susceptible to hackers and weak in combat.
“Acore1337” are the jacked in net runners. Highly skilled in hacking and staying in the shadows. Very powerful global and tactical powers with their adept network manipulation ability. But have low HP and are generally weak in direct combat.
“XY Surgeons” are the former corporate cybernetic implant specialists, turned back alley, black market cybernetics experts. Have the strongest support and healing abilities with top shelf cybernetic implants as their unique mods. Fairly balanced in all other aspects of the game so are a very strong generalist gang.
“Coral Heights Brutes” are the ultra tough street urchins that grew up surviving in the city by any means necessary. Extremely high HP and combat ability. With faction specific weapons and armor available in the early game. But weak in all other areas.
Can you discuss the balance between innovation and staying true to 4X strategy traditions in Neural Dominion?
Traditionally 4X has been a history focused genre. Or if not history, fantasy or futuristic sci fi. A near future sci fi experience hasn’t really been done. I think that was our first inspiration and excitement to dive into a cyberpunk setting. The core of 4X gameplay is still seen in Neural Dominion. Explore the city. Expand your criminal empire. Exploit the city’s populace. Exterminate your rivals.
During Development, were there any crazy ideas or “what if” moments that actually made it into the game?
So one of the influences of the game is a retro PC title called Chaos Overlords. In it, one of the most difficult factions to deal with was the police. We had some ideas about how police could throw a monkey wrench into the game experience. It turned out to be really great. It adds a variable that increases replayability, surprise. And makes the player really be thoughtful about how aggressively they expand their empire in the city.
How has Neural Dominion evolved since the initial concept? Are there any important changes you’d like to name?
The combat has changed quite a bit. Originally we only had 1 type of combat available (“Active-Time”). But we realized that 4X players are very different in how they play games within the genre. Some only care about the campaign map and like to auto resolve all combat. Some like to really dig deep into the combat, with the campaign map just being a means to get there. So we decided to just let the player choose which style they prefer and not force them into one.
While developing Neural Dominion, what were some of the biggest challenges the developers faced?
Creating the maps, units and mods to fit the theme and setting was quite difficult. We looked at how successfully Age of Wonders: Planetfall fit these components into their vision of a deep space sci fi world. And modeled how we would bring our vision of that to the cyberpunk setting. It helped our team get aligned and be on the same page and get past some major early roadblocks.
Are there any specific themes or messages that you’d like players to experience while they play?
Dominate the city at all costs. There are many different strategies and approaches to get to this end goal. But ruthlessness, violence, network manipulation and deceit are the name of the game. That’s been a common theme in the cyberpunk genre since the 1970s. We wanted that to shine through in the game experience.
Even though Neural Dominion is still in its early stages, are there any plans for potential post-launch content?
Yes there are some surprises coming. There’s just so much opportunity for content with a game like this. Maps, units, equipment, research, global powers, business types, skills, stats, modding, etc. etc. We’re super excited about what the journey from Early Access to 1.0 and beyond looks like. One feature I will share is although Neural Dominion will be releasing to Early Access as a single player experience, we do have plans on the roadmap to include online multiplayer for players to be able to go to toe to toe with their friends.
When can players expect to be able to play Neural Dominion? Is there a date in mind for an official release?
We’re hard at work on development and want to make sure the game is in a really solid, polished state with a good amount of content before launching to Early Access. That could be late Q4 2024 or early Q1 2025.