Krater Interview

Gamelitist managed to track down Fatshark CEO Martin Wahlund for a quick Q&A about their forthcoming action RPG Krater. Topics include how Syndicate and X-COM inspired them, the importance of managing your party, how the pre-alpha build has been received by players, and more:
Care to elaborate on the game's character progression? Injuries and death in particular.

Martin: When a character is knocked unconscious, the the vial in his portrait is filled a little bit to show that he's suffered some permanent damage that isn't healed. Think of it like a minor injury. If you sustain a few of those you get a permanent injury. If you collect too many permanent injuries, the character dies.

There are a lot of permanent injuries that give you different penalties. Some of these injuries can be healed in the hospitals (which are not in the pre-alpha build). What we want to achieve from this is a more careful player. Fleeing combat should always be an option. Players should be scared of dying!

Players can improve their characters by finding good implants, finding better gear and customizing their skills. However, we want the player to focus more on building a good team in order to tackle different situations. Early on, the options are limited but the further you progress, the more vital it will be to pick the best setup for each mission.