Neocore doesn’t want Warhammer 40,000: Inquisitor - Martyr to fall into the same grind and repeat loop of other action-RPGs, like Diablo 3. The studio is trying to make a new kind of endgame.
Typically, there are two stages in the life cycle of an action-RPG: the initial playthrough, complete with story, character development, and player levelling; and then the replay. The real test of an action-RPG isn't how many copies it can sell but how many players it can hold on to after the first run.
Many action-RPG developers rely on rare loot drops, hardcore playthroughs, and time-limited events to keep people chipping away at endgame content, but not Neocore. Instead, Inquisitor - Martyr has a seasonal take on an ever-evolving world, with player choice impacting the state of the virtual galaxy, and the enemies to be faced within.
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"At the beginning of the game, you're going to get a single-player campaign, your very own inquisitor's investigation," narrative designer and lead writer at Neocore Viktor Juhász explains. "But you also have this open-world sector all around you. As well as moving your character's story forward, we also wanted to move the plot of the sector forward, too. The seasonal system is our tool to help with that."
The fate of the galaxy
Inquisitor - Martyr is set in the 'Caligari' sector, which is a part of the grimdark galaxy created specifically for this game. While diehard Warhammer 40k fans might be disappointed by the lack of recognisable locales, what this does mean is that Neocore has full creative control over this sector, not being beholden to years of lore.