News Reverse Collapse: F (2028) | Three-Goddesses Problem

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Publisher: Sunborn Network Technology
Developer: MICA Team
Genre: Third-person Cooperative Shooter
Platforms: PlayStation 5, Xbox Series, PC, iOS, and Android

Overview:
Reverse Collapse: F is a science-fiction cooperative player-versus-environment shooter currently in development by Sunborn Network Technology. In the search for hope to ensure humanity’s survival, players take on the role of one of the many “Gifted,” venturing into a realm filled with fear and the unknown, with their fingers on the trigger. Developed on Unreal Engine 5, the game is scheduled to launch in 2028 for PlayStation 5, Xbox Series, PC, and mobile platforms.​

Trailers:


What we know so far:
- Development Progress and Budget
This game was officially greenlit in mid-2024. Development has now been underway for nearly two years, with a planned investment of over 500 million yuan (~USD73 million)​

- Structure
In Reverse Collapse, the setting involves elements of time and space, as well as something called the “Three-Goddesses Project.” You can think of it as 3 different factions competing against one another. Players can choose one of these factions to join and develop its corresponding storyline. For example, you might choose to worship a particular goddess and receive her blessings—but in doing so, you may become hostile to the other two factions.

We’ll use server-wide missions, where players complete objectives for their chosen faction. Based on each faction’s overall progress, we’ll then drive the direction of the overarching narrative.

- Gameplay
It will feature distinct classes, more playable characters, and a greater variety of enemies. Our goal is to keep players unsure of what they’ll face next,
In addition to traditional battles and fighting large groups of enemies, we plan to further explore encounters with massive foes and giant bosses.

We want to give players more powerful offensive options. For example, when facing colossal enemies, players won’t just rely on brute force—they could build super-cannon bases themselves or summon giant mechs, adding new dimensions to shooting and combat. This is one of the more ambitious aspects of the project.
At the start of development, our main focus was: if this is a Girls’ Frontline shooting project, and players are controlling a doll character, then in the players’ minds, that doll should feel a bit like a “superhuman”—fast, accurate, and equipped with many unique abilities.

But when it comes to actually putting the character in the player’s hands, the challenge is figuring out how to make players feel that “the doll should have this level of performance” without making the character so overpowered that the entire combat system breaks down or the gameplay becomes inflated. This was something we spent a long time exploring and fine-tuning on the design side.

- Story Progression
For example, within a season, we’ll have an overall narrative framework. However, not every mission will change the direction of the story. Instead, we’ll set up key decision points—at these moments, the story will branch based on player choices or on how players perform in their missions. From each branch, further branches may emerge at the next key node.

Ultimately, based on the collective choices and overall performance of all players, the story will lead to one of several endings we’ve designed in advance.

- Factions and Creatures
Various factions appear, including humans, tactical dolls, Shrike, and Relics (Maybe they mean ELID?). Each faction has its own unique faction and play style.

Sources:
https://mp.weixin.qq.com/s/JHP1KmDPGjUfLwfRvHY4KA (CN)
曝光2款大作,狠砸5亿——羽中,仍是一代“敢闯”的制作人 (CN)
The Next Decade of the 'Girls' Frontline Universe' as Envisioned by Producer Yuzhong (EN)
 
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