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      =ADK= Discord Link   04/24/2017

      Come join us in =ADK= Discord To download the Discord app go here: https://discordapp.com/   Discord is going to have a small learning curve over teamspeak so be prepared, but the fellow members as well as the Admins will gladly help you if you have any issues with installing or using the app. Once you have Discord installed all that's left to do is click the button below.   Welcome to the future of the =ADK= Community.   Click Here To Join! 

[Let's Get This Game Going] for (Identity RPG)

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Name: bluemoon_og
Form: Let's Get This Game Going Request


Name of the Game: Identity RPG
Describe this game:

 A new breed of massively multiplayer online role-playing game where hundreds of players interact in a world of absolute freedom, where it's the actions of players which determine your fate and the fate of the world you live in. Live as a criminal, a police officer, business person or anything in between. You are in full control of your own future in your pursuit of wealth, glory and power. This game has been described as having components like Battlefield, GTA and any simulator on the market.  Truly OPEN WORLD.

Research: It's being developed by top game designers all over the world. We'll be able to rent our own server with hundreds of options. They're working on releasing on Steam, but for now you can back them now: https://www.identityrpg.com/shop/

What are you planning on doing or committing to help this game get into the Community?: I will dedicate my time to recruit players, help with customization the server, staff as applicable and streaming.
Final Thoughts: This game could give ADK the boost it's been wanting for a while.
Post Relavent Videos:





Edited by bluemoon_og

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Game looks awesome.  Have been spending some time on their forums. 


The more time i spend on the forums the more stuff i find to like.  Purchased a "passport" and beta access.  



LINK TO THEIR PAGE -- http://www.identityrpg.com/ --


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Map of the Identity world


Identity takes place in a fictional land in the eastern United States, inspired primarily by the Carolinas and Georgia.

The chosen location allows for a huge variety in terrain and environments. You'll encounter dirty cities, beautiful beaches and farmland, snow-capped mountains and everything in between. All of these areas are inspired by real locations in the United States, resulting in one of the most believeable and immersive worlds found in any video game.

Traveling throughout the land on foot could take a long time, so you'll find highways, roads and trails to help you along. For those who haven't purchased a vehicle or bicycle, train stations are located throughout the land.

The initial world size is expected to be an enormous 200 km2.

Police SWAT entry


The world of Identity is filled of jobs of all kinds. These are simple tasks which anyone can take on without any sort of commitment.

Careers are similar to jobs in many ways, although they're much more in-depth! Careers are complete with rank progression, special character talents and perks and much more.

One example of a career is policing. You'll start your way as an entry-level officer but if you do a good job you'll find yourself climbing the ranks, unlocking abilities and even new specialties. In this case a specialty could make you a detective or SWAT officer, each again with their own further progression.

Player housing and real estate


Housing is an important part of your identity. In such a large world, you'll find that every single residential building is available for purchase (and sale) by you and other players, and all of these homes in the world are unique with only one owner at a time. Apartments, on the other hand, can house an unlimited number of players as they are instanced, although generally smaller in size.

You have full control over the furnishing of your home, and some of those furnishings have important uses, too! While some things are decorative, such as a painting painted by another player, you can also sleep in a bed, store items in a container or closet, or even grow and craft objects in your home.

A new home comes empty so you'll have to furnish and upgrade it yourself.

Live a life of crime


While there are a lot of legal ways to make money, there are just as many illegal routes. Illegal jobs will most often give a better payout but you'll have the police on your trail and risk spending your time in jail or prison.

Illegal jobs include everything from drug production, use and sale to robbing people, stores or even banks. Minor robberies can be handled alone, but you'll need an organized and well-equipped team to pull off big heists.

If you're planning on a life of crime, forming an organized gang to control turf and cartels might be the way to go. Gangs are just one form of organization you can create or join, with the power to control and change the world through illegal and often violent means.

Player-owned businesses


From small business ownership to corporations and a living market, everything is possible for the business person in Identity!

The vast majority of items you'll find in shops are created by players either in their home workshops or in large factories. Everything from furniture to weapons and vehicles are crafted by other players. Crafted items also allow for a huge variety in customizations so that few pieces will look the same and they can be branded with your mark or the mark of your company who owns the recipe.

Many shops and businesses can be owned and controlled by players, while you're also able to create your own corporations which can own some assets and employees.




What is the expected release date of Identity?
A game as detailed as Identity takes a lot of time and work to produce. We expect the first module, Town Square, to be available in early 2017. There will be three modules of Identity released before the full game is available.
What are the Identity modules?
The modules are little pieces of Identity which we're able to release to our supporters before the full game is ready. This lets you try these parts of the full game sooner while giving us all sorts of good feedback and data as we're working on the rest of the game. Modules are available to anyone who is marked for the public beta testing phases of Identity, which can be gotten in the shop.
What exactly is Identity all about?
Identity is a cops and robbers game at heart, but it is a life simulator in so many other ways; immersion is one of our key focuses. We're catering to role-play in a way that is possibly the first of its kind. Players have the freedom to pursue careers that will impact the player economy in their own unique way. Become a taxi driver, deliver goods to player-owned businesses, fight fires, save lives, argue a case in criminal court, or just hold out your hand and beg for money. Find, or take by force, your ‘identity’!
What can you tell us about the world? World size? Player limit?
We anticipate that the playable world size will be 200 square kilometers, or 77 square miles in comparison. This means that the whole map is 14 km wide, and would take about an hour and a half to walk across. We hope to support roughly 300 concurrent players, or more, per server.


How large is the game world?
We anticipate that the playable world size will be 200 square kilometers, or 77 square miles in comparison. This means that the whole map is 14 km wide, and would take about an hour and a half to walk across.
How many players will be on a single server?
We hope to support up to roughly 300 concurrent players per server.
Where does Identity take place?
The world in Identity is based on the southeastern United States, specifically parts of North and South Carolina and Georgia. This allows us a lot of variety in environment biomes, from snowy mountains to wet swamps.
Can you expand on how the housing system will work? Size and availability of apartments and houses?
Players can choose to own or rent housing in Identity, while apartments can also be shared with a friend or roommate depending on the size of the property. For instance, two friends, or a married couple can choose to purchase a 2 bedroom apartment where they both can live comfortably with each other. Apartments and houses are fully customizable, allowing players to place furniture and objects anywhere in the room. Home-owners can invite other players into their apartment or house at any time. Players cannot access another players home without an invitation.
What if all of the houses have been bought by other players?
While houses in the world are unique and can only be owned by one person at a time, apartments are always available. Furthermore, players who own houses in the world can list them on a property market or rent them out so that they can still be yours if you can afford it.
Will there be any specific safe areas where people can go AFK or sit and socialize without being killed or robbed?
There are safe zones within certain types of buildings in Identity. Metal detectors serve to preserve immersion, and will temporarily remove any weapons upon entry, allowing all players in the area to safely relax, socialize and meet new friends. These safe zones are known to us as “Sub-Hubs” or social gathering points that reflect on the lifestyle theme of their environment (biker bar, business club, bum alley, etc). In contrast, some areas are considered hostile and violence is completely uncontrolled.


What's the difference between a career and a job?
A job is a task which anybody can attempt at any given time, while a career is a dedicated path players can follow with its own progression and growth. For example, hunting animals and delivering pizza are jobs, although the police force and fire department are careers with ranks, rewards and achievements of their own.
Can I have many careers at once?
You can only belong to one career at a time. You can change careers when you wish, but you may face a small penalty in the career you're abandoning.
If I become a police officer, can I only play as a cop?
No, by default you are always a civilian and you need to activate your career mode. For police this means visiting a police station and suiting up at your locker. You will then be in your career mode until you return to civilian status the same way.


How will player identification work in game? Will names appear above players heads?
As our design stands right now, the official servers do display names over heads, within certain ranges, only when your cursor/crosshair is directly over them. Some things like masks and balaclavas can affect this. Moreover, private servers have an option where they can hide names from all players unless greeted. By this I mean you won’t see the name over another player until they perform an emote action, after which you’ll always see their name.

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With the upcoming launch of the new Identity shop, many of the items listed on this crowdfunding page will no longer be available, such as all insured vehicles and currency. Furthermore, the price of most items listed here will bump up to their standard prices which will be considerably more expensive. Now is your time to save money and get a head start which won't be available much longer!

Did you pledge on Kickstarter or the old website? Claim your rewards.

Get your passport for access to Identity when completed and released (pre-order). Become a citizen!
Includes: Passport, Founder Hat
Buy Now$15.00 USD
Get in the game as soon as possible with retail game pre-order and an invitation to the very first public beta testing.
Includes: Passport, Founder Hat, Beta Access
Buy Now$30.00 USD
Arrive in style (sort of) with your very own rusted old car. Hey, it's better than a bicycle!
Includes: Passport, Founder Hat, Beta Access, Rusted Car
Buy Now$50.00 USD
It's not a fortune, but it's a start. A little cash makes everything a little easier.
Includes: Passport, Founder Hat, Beta Access, Rusted Car, $1,000 Game Cash
Buy Now$60.00 USD
You've got a roof over your head and a place to park your ride. What more could you want?
Includes: Passport, Founder Hat, Beta Access, $1,000 Game Cash, Old Dirt Bike, Studio Apartment, One Car Garage
Buy Now$90.00 USD
A dirt bike just can't match a real hog on the open road. It's not built for speed, but you'll look cool anyway.
Includes: Passport, Founder Hat, Beta Access, $1,000 Game Cash, Studio Apartment, One Car Garage, Used Motorcycle
Buy Now$100.00 USD
A studio apartment is too cramped for someone of your renown. Plus, more room means more storage for all your stuff.
Includes: Passport, Founder Hat, Beta Access, $1,000 Game Cash, One Bedroom Apartment, One Car Garage, Used Motorcycle
Buy Now$150.00 USD
You've got the need for speed, and anything slow simply will not do. Bring it home to a larger garage and upgraded apartment.
Includes: Passport, Founder Hat, Beta Access, $2,000 Game Cash, Luxury One Bedroom Apartment, Two Car Garage, Sports Car
Buy Now$250.00 USD
A big stack in the wallet, a closet full of trendy clothes and a large apartment to call home. You've got it all.
Includes: Passport, Founder Hat, Beta Access, $4,000 Game Cash, Two Bedroom Apartment, Two Car Garage, Sports Car, Dozen Random Outfits
Buy Now$500.00 USD


Identity is a game being produced by a small, yet expierienced, team of developers. It's pledgers like you who have made Identity possible. Not only will Identity continue to grow, but each contribution helps us get there faster and with a more feature-full game!


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More about the game :



Currently there are three Modules they are working on.  

First is Town Square, then S.W.A.T and last Racing.


Modules are standalone pieces of Identity which will be released prior to the full game release, giving our backers something to play with while we're applying finishing touches and polishing the full game.


Social Module
Status: In Development


The Town Square is the first Identity module set for release, available to all pledgers with access to the game beta testing phases. As a social module, the Town Square will allow you to create and customize your characters, meet new friends and enjoy a handful of interesting and fun things to do. This is your first preview of what's to come with Identity!

Identity's Town Square, a closed-off section of the Ash Hill city center, gives you a sneak peak at some of the items you've received from pledging to Identity. With a few dozen people per town square server, you can hang out and play games with other Identity fans while waiting on future modules and the full Identity world.



Character customization
After creating your character you'll find tattoo parlors, barber shops and more to help achieve a unique look.
All those social bits
You'll have no trouble making friends with Identity's world-class voice communication system. When you do meet new people, add them to your friends list using your in-game smartphone. Your contacts will even carry over into the full Identity game!
Access to player owned housing
If you've pledged to Identity's development and received an apartment or penthouse, you'll be able to explore all of its features. From decorating to furnishing, see what you can do with custom housing. Make your home your own or invite friends to join you.
Cinema playing real movies
The Ash Hill cinema has only one screen, in contrast to the enormous cinema in Roseport, although you'll find real movies playing around the clock. It's a great place to enjoy the classics with new and old friends.
Food, drinks and drugs
Popcorn for a movie, coffee and beer, or maybe something not on the menu; it's all here in the Town Square for those looking to quench their thirst and have some fun.
Art and drawing, including an art gallery
Grab a canvas and some paint to show your artistic talents (or whatever it is you have). Those who really know what they're doing could find their work on the walls of the prestigous Ash Hill art gallery for all to see.
Read real books or write your own
A small library is filled with real classic stories and novels for you to enjoy. For a nice place to read you might find others in the coffee shop, listening to real-world radio stations. If you want to share your own adventures, not only can you write your own books but you can even submit them to the library for thousands of other players to read.
A fully functional karaoke bar
The karaoke bar is full of absolutely terrible singers, and a few decent ones! Whether you're talented or as horrible as the Asylum team, karaoke with a bunch of other players is always fun and usually hilarious.
Plus additional content added regularly!
The great thing about Identity's modules is that it lets us share some of the cool and fun stuff we create before Identity is ready itself. We'll continue to expand the Town Square with new content and games all the time, right up until Identity hits the shelves!


The other two there is no Details on YET.

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Just got an email update -

This Month at Asylum

It's been a busy, eventful and productive month for the Identity team at Asylum! Only a few weeks ago we released our first video showing real in-game content, the player housing system, and Identity has gotten a good bit of much-needed exposure! If you haven't seen the video, follow the link further down in this message.

Our programmers, especially Henrik Sonesson, have upgraded our inventory mechanics and created two new important gameplay systems these last weeks. The library which you'll have access to in the Town Square module is now in place and functional. Players can both read public domain classic books in-game, or even write their own and submit them to the library for other players to read.

In addition, the NPC shop systems are now in place. When you enter most shops you'll be able to find the items you need on racks or displays around the store. Grab what it is you're looking for and then make your way to the cash register to make the purchase. In some places you can preview the items you're holding even before buying; for example, in a clothing store you can go into a change room. This system even allows for shoplifting some items, although player-crafted or very expensive items cannot be shoplifted on official servers.

On the art front, we've brought on new artists and are continuing to build the world you'll be exploring. We've also been focusing on the interiors of buildings and characters. We've gotten our first facial hair assets and are approaching a complete character customization system. An overhaul of character skin and hair has Identity's characters looking incredibly life-like in comparison to other MMORPGs. Next on that list for a re-work is the eyes.

Identity Insider: Housing

If you haven't already seen the video, check it out above. If you cannot see the video in this email you can find it on YouTube at www.youtube.com/watch?v=nRNcFpad9hU.

Housing as you've seen in the video is an excellent place to hang out with friends, but it has a lot of good practical uses, too! First, housing is the primary storage location for items you've collected. Whether it's a bookshelf full of books, a gunrack with wall-mounted guns, or a crate full of junk, it's sort of like a bank for tangible stuff.

Housing is also valuable for moderate crafting, too. Some advanced recipes might require a factory, but a lot of stuff can be created at your home using special crafting tables. A hydroponics table can even be used to grow small-scale plants, legal or otherwise!

Let's Make Identity Great!

Identity's development is going great thanks to the support of people like you, but systems like these take a lot of manpower and resources to create. Identity has an awesome community behind it, but when more people know about what we're creating and our budget grows from pledges, we can not only work faster but we can do more, too!

If you're as excited to play Identity as we are making it, help spread the word. The gaming industry has needed a game like Identity for too long; let's make it great together!

Sent from my SAMSUNG-SM-N910A using =ADK= Gaming Community mobile app

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What a crazy several weeks since the last dev blog post! The increased exposure and attention from the apartment video has resulted in a surge of additional funding for Identity, which has translated into an expanded team with two new full-time developers coming on board and more to join soon.

Work has been going very well. Motown, your community manager, has started transitioning into the role of producer to help manage our expanding team. This has helped to reduce some of the work-load on myself so it's been a very welcome change and he's proving to be great for the role.

Our lead character artist, Miroslav, has been hard at work on numerous enhancements including building our makeup and blemish systems. This will give us the freedom to add all kinds of makeup options, especially for females but also for men. Your options at character creation will be a bit limited, but a vanity table will let you customize your makeup much further. Blemishes allow us to modify the skin in a whole lot of ways, from just a little blush on the cheeks to full-body freckles and more.


Miroslav has also done an excellent job expanding eye customization for your characters which won't just tint the color of the iris but change its entire pattern to properly match the styles seen in those eyes in reality. He's also expanded our options for hair and facial hair.

Feature development has also been going quickly and smoothly. Among others, we've built the contacts and friends systems which will be available in the Town Square module. When you meet people in the world you'll be able to exchange contact information, adding their number and name to your phone. This then acts like a friends list in other games, but you can even text or phone them with real working voice systems. It's also integrated with your Steam friends to make finding them easier.

Environment art is also moving along, with several artists working full-time to give you beautiful environments. We've hired on some more artists and are even reworking some of the earlier assets we produced to bring the up to our now higher standards.


Identity YouTube channel PowerGaming7 had the chance to speak with myself and Motown for a while after asking his viewers for a bunch of questions to ask. The result was an almost one hour long video where we shared all sorts of information you may not have heard before. You can find the link to this video right here.

Once again, I want to thank every one of you for your continued support! Every pledge that comes in goes straight into the development of new features and helps us get the game to you a little bit faster. The attention we've seen over the last couple of months has been staggering, and we are excited to show you more of the gameplay soon!

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Big changes for a bigger world!


What a crazy time for the Identity development team over here at Asylum! We've been running all over the place for conferences and expos this month, including both GDC and PAX East, where we met all sorts of new talent and potential technology partners. We've unfortunately had to push back the release of the Town Square module from our original Q1 2017 release with all of the big developments here, but most systems are in place and it's not far off!

The biggest and most exciting news we're officially announcing today is a new partnership with Improbable, the creators of SpatialOS! The Identity team has been testing the waters with SpatialOS for a couple of months now and we're incredibly excited about what it's going to mean for Identity. Identity can now be what we all hoped it would be, a true MMORPG in scale.

SpatialOS is going to power Identity behind the scenes, allowing absolutely enormous scale for our world and the people playing in it. While we had originally hoped to be able to get 300 people into our servers with decent performance, with just a tiny bit more effort we're going to be able to expand that as far as the game needs. Instead of 300 players in a single server, we could now potentially have thousands. The size of our servers are now going to be set based on what we feel is ideal for a fun and immersive environment and we're not limited technically like we were expecting in the past.

It opens more doors than simply the number of players on a server, too. With these changes we can now afford to have a more dynamic and interactive world. We've gained some freedom in manipulating the world and we can create features which we never imagined possible in a game of Identity's scale.

This is all extremely exciting for the team. This technology is a scope-changer and Identity is going to be far better for it. Not only will our world grow, not only will the population be denser, but you'll even be able to leave your mark in many new ways.

Development charging forward


Concept art for Town Square art gallery and library, featuring player content


We're working and expanding at an incredible rate. All key gameplay features for Town Square are now functional as we add polish and work to support SpatialOS in Identity.

The development team has expanded with terrific new talent: Antoine joins Identity's 3D art team, Cody comes on board as a new systems and gameplay programmer and Liam comes in as our first dedicated web developer. Antoine and Cody both bring experience in their field to hasten development for Town Square and Identity as a whole. Liam's talents mean exciting new features on our website will be popping up soon. We've had plenty planned for our website for some time but haven't had the resources to bring these to you, until now.


-- John VanderZwet

Let's Make Identity Great!

Identity's development is going great thanks to the support of people like you, but systems like these take a lot of manpower and resources to create. Identity has an awesome community behind it, but when more people know about what we're creating and our budget grows from pledges, we can not only work faster but we can do more, too.

If you're as excited to play Identity as we are making it, help spread the word. The gaming industry has needed a game like Identity for too long; let's make it great together!

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Identity's development has been moving at a pace we've never experienced in the past. With added full-time programming and art talent, we've been able to produce more content in a shorter time than expected.

With all of the base features of Town Square in place, we've now been building up the supporting systems; the menu interfaces, server selection systems, character creation and more are well underway now. You'll get a good preview of the character customization soon!

Bicycle In Progress
Ridable bicycle; work in progress

Some exciting progress is also being seen beyond the Town Square! Our vehicle systems are starting to get fleshed out. We found the integrated Unreal Engine vehicle subsystems to be inadequate for the realism and fidelity we seek, so Identity will run on an entirely rebuilt vehicle physics engine. With this you can expect extremely realistic handling of bicycles, cars, vans, motorcycles, semi-trucks and more.

We've got the Twitch

Game development is an exciting career that many gamers aspire for. Just a couple of weeks ago we had test run streaming our development live on Twitch. In our first stream, our character artist Miroslav added different eyebrow varieties to Identity character head models. These are some of the eyebrow options you'll be able to choose when creating your characters; get an inside look at the work which goes into even a small detail as this.

While the task Miroslav had at the time might not have been the most exciting, we're in the process of setting up a schedule for very regular streams from a variety of development departments. Keep an eye on Twitter and Facebook for stream time announcements.

Click the preview below to watch the recorded stream. It runs at just under an hour in duration.

Miroslav Dev Stream
Identity's first Dev Stream: Miroslav's Eyebrows

You can find our Twitch channel at Twitch.tv/IdentityRPG. Follow us there to get notified when an Identity developer starts streaming!

Path to the Town Square


Town Square early revision; work in progress

A lot of Town Square work has been accomplished since the last dev blog! From interface to animations and more feature polish, the Town Square is shaping up into a genuinely interesting social environment. We've been making everything we can in the environment interactive. If it looks like it would have some sort of purpose in reality, we're making it useful (or at least entertaining) in Identity, too! Grab a newspaper for the latest happenings, toss a coin into the fountain or grab a can of soda from the machine.

Visual dynamics have been added as well. Simple things bring immersion to the environment. The clocks on buildings and towers show the real in-game time, the cinema marquee sign shows the movies playing with real times (which can be adjusted by owners of community servers in retail Identity) and more. We're making the Identity environment, and thus that in Town Square, feel alive and interactive.


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This month in development

Wow, what a month. It's been busy here at Asylum as usual, so let's get down to the interesting stuff!

As expected, our current focus is on the Town Square so that we can get it out to you as soon as possible. We're finalising the interior of the library and art gallery (shared within one building) and adding polish to the environment. Once the clothing store interior is complete following that, the Town Square environment is ready to go. We'll continuously be adding more art after release though; specifically for house furnishings, decorations and clothing.

In addition to the environment art, Miroslav (character artist) has been creating all sorts of hair assets which allow us to show hair appropriately when wearing a hat or helmet. This is a big task for him as it means making variations to match the hat options for each length of hair, but in the end it'll ensure your hair always looks as you'd expect when wearing headgear.

Bicycle In Progress
Hair under a hat; work in progress

Right next to the clothing shop you'll find a bicycle store where you can get a sneak preview of some of the bikes you'll be able to ride around in the full Identity release. We showed you a bicycle work in progress last blog post and now you can see the finished result of that below. This image will give you a rough idea of the detail level you'll see in Identity's vehicles.

Bicycle In Progress
Ridable bicycle

With more final systems coming online for the Town Square release, we now have functioning phones. Each player will start with a cellphone, although you'll be able to upgrade it with three mobile OS options available. The phone OS' each have a unique and interesting style. Characters also have a designated phone number assigned when they're created; you'll be able to get a custom number for a fee. These phones work just as you'd expect. You're able to dial up another player and speak with voice remotely. Businesses can even get a business line which, when called, will contact a member of that corporation who's online.


Shot from an internal system test: advertising


While the art of the billboard above isn't final, it gives you a very good idea of what you can expect in Identity for advertising. That's right, you can really publish messages around the world through billboards and other means.

Corporations and those running for government office can purchase billboard space to help get their message out. You'll select a graphical template from a large list of options and then attach a brief message or other customization to make it your own. These billboards can also be moderated by the server operators.

There are other similar advertising systems, too. For example digital road signs can be made to show custom messages by the current government.

We can't wait to show you more of Identity, and we'll soon have that opportunity with the release of an overhauled website. Those current pledge packages are about to go away forever, and some of the rewards won't be available for purchase again after the new website changes.

Also, follow us on our Twitch channel if you'd like to stop in and ask questions of the developers. On Tuesday, Wednesday and Thursday you'll find a few developers playing a random game from 4pm EST to 5pm EST. Ask any questions and they'll be happy to answer on stream. Catch some of Identity's developers hard at work and see how they make the magic happen: we'll be providing development streaming dates and times on Twitter, soon!

-- John VanderZwet

Let's Make Identity Great!

Identity's development is going great thanks to the support of people like you, but systems like these take a lot of manpower and resources to create. Identity has an awesome community behind it, but when more people know about what we're creating and our budget grows from pledges, we can not only work faster but we can do more, too.

If you're as excited to play Identity as we are making it, help spread the word. The gaming industry has needed a game like Identity for too long; let's make it great together!

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Moving on up (to the fifth floor)

There's never been a more exicting time for the Identity development team than right now. We're growing from a small team of passionate and skilled developers into a true studio with real development horsepower.

Asylum's New Home
Asylum Entertainment's New Home

Identity is being produced by a very small team, although with our new office (see above) we're on a hiring craze and expanding in a big way. In fact, our programming team is going to be three times larger by the end of September. That's only the tip, too, as we're also bringing in a full-time dedicated community manager so that you get the regular updates from the team which you deserve. Our art team is also expanding with some of the most incredible talent in the industry.

It pains us that Identity has seen delays; we truly want the game in your hands as soon as possible. With our modest team it's been a difficult road but, with the great help of yourself and other backers, it's full-steam ahead.

Once we're situated in our new office (we get the keys in one week) and your new community manager is ready to go, it's our intention keep this great community in constant contact with the team!

New in the Town Square

If you've been watching closely on the IdentityRPG Twitch Channel, which is live for a Q&A with the developers every Tueday through Thursday, you've seen a lot of art these last few weeks. From concept art to screenshots and clothing, below are just a few of the pieces we've shown, plus something new for good measure.

We're really pushing the development streams now, too. You'll be able to watch environment artist Antoine at work Wednesday, August 30 at 1PM EST. Moving forward, we're going to try to give you at least one development stream every single week. Watch Twitter for announcements.

Town Square Clothing Store
Town Square Clothing Store

Remember the clothing store concept art we showed last month? This in-game screenshot shows how concept translates to reality (minus the actual clothing). Another new addition, ambiant radio, brings this scene to life. When you walk into this clothing store you'll notice music playing from the speakers. It's not just music in our game, either, it's real streaming radio playing songs you know. Different stores can now play ambiant music that matches their style and enhances immersive atmosphere.

Ash Hill Police HQ Concept
Ash Hill Police HQ Concept

The Ash Hill police station will open it's doors in the Town Square module shortly after its release. Seen above is the concept for the lobby, locker room (where players "sign in" as an officer) and the shooting range. The shooting range will be available in the Town Square to give you a feel for weapons in Identity before you get your hands on the SWAT module.

Ash Hill Barber Concept
Ash Hill Barber Concept

While a large variety of player customizations will be available during your initial character creation, some options are reserved for locations in the world. Barber shops, like the Ash Hill Barber you'll find in the Town Square shown above, will have additional hair options; other shops around the land will present different styles.

Some rarer character customization options may be unlocked through gameplay achievements.

A peak at pledge rewards

Below are concept pieces of the pledge rewards you may already own. Our new website, almost ready to go, will bring new options while some of the existing will no longer be available.

Rusted Car ConceptOld Dirt Bike and Used Motorcycle Concepts
Pledge Reward Concepts

-- John VanderZwet

Let's Make Identity Great!

Identity's development is going great thanks to the support of people like you, but systems like these take a lot of manpower and resources to create. Identity has an awesome community behind it, but when more people know about what we're creating and our budget grows from pledges, we can not only work faster but we can do more, too.

If you're as excited to play Identity as we are making it, help spread the word. The gaming industry has needed a game like Identity for too long; let's make it great together!

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Are the modules Alpha or Beta?

The Modules are not any kind of beta but serve more as a Alpha! The Beta will be the closest thing to the full game.

When is the Beta going to release?

The current ETA on the Beta is Early 2018 but no official push back point yet. (Early 2018 / Quarter 2 2018 is my estimate)

When is this Game going to release?

This game is Currently targeted to release Early 2018 but no official push back point. (My Estimate will be Mid 2018 Release)

I have no clue as there is NO ETA on this. This module is in the works and should be done very soon (Pushed back from Early 2017 and now I estimate Late August 2017 so Q3). I would estimate it End of July - Mid August (My opinion). Due to delays of the module development with the devs going to GDC and PAX. I estimate the devs have been delayed by at most 3 weeks but I think it will come around Easter weekend. 

When is there going to be game play footage?

The next video is said to be on Gun Mechanics, and I would hope to think it will be shown before the S.W.A.T. Module.

Why has there only been 3 Dev-Blogs?

MoTown has two jobs, he is the community manager and also a 3D artist, so he has been busy with other work and got side-tracked from finishing it after starting it. Also he has been working more on other parts of the map.

What will the size of the "Town Square" be?

The "Town Square" module will be as stated a Town Square and there is no "Figure" on the size of it as of yet!

Will this game be released on Consoles?

No this game is exclusively for PC however after the full game release the Developers will look into console porting.

MoTown's Answer to a post on the forum: 

Our official answer on the topic of consoles is that we have no current plans to release Identity to console platforms, but have promised to do our research into what it might require after our PC launch. This is not a promise that Identity will be available on console, simply a promise to look into it. At the moment, it would be fair to say that it is outside of our scope and budget.

Will this game be for MAC and Linux?

Yes it will but I don't know if it will be shortly after launch of the game.

Will there be AI (Artificial Intelligence)/ NPC's be roaming the map?

No, this game is a player run game, but will have a few NPC's filling up the boring jobs which you and I would not do for hours on end e.g. standing at the tills of a shop, also they will be in the un-ownable shops too and they will be around in back-alleys to represent a (Black Market Dealer and Drug Dealers).

Will there be any aircraft in this game?

No there will not be aircraft in this game but the developers did mention a glider and possibly in the very far future they could still add them but that's not certain.

Will there be Undercover cops?

No, The reason why there won't be undercover cops is because the developers want a distinctive difference between cops and civilians/ criminals.

How many buttons will be in the game?

Probably more, but there will be radial menus for some things that will cut down on buttons.
What steering wheels are supported?

So far the Thrust-master ones are confirmed. ( if its a popular steering wheel, it'll work)
Will this game be VR supported?

Yes, the developers are working on it and want to be able to have VR supported because they want to use it too when playing the game. Unfortunately they don't think it will be supported at full game release.

Is this game Subscription based?

No! You buy the game (passport) and then you can play anytime with no more paying.

Is there in-game Purchases? (read next question and the answer)


Is this game Pay to Win?

No, You can only buy cosmetic items. (Items which don't give players advantages).

What are the system requirements?

There is no official knowledge yet as its too early to say, but if you can run games like GTA V, Arma 3 and Ark you should be fine.

How is in-game money going to work?

Money will be as close and realistic to the USD.

What are the names of the 3 cities?

Ash Hill, Roseport and Turtle Beach.

Can you break in/ raid someones home?

No, police cannot raid your house and also no one can rob your house.

In correspondance to police not being able to raid your home, it is that you cannot enter your property if wanted either.

What age rating will the game be?

This game will be Rated 18+.

Can you live with someone?

Yes you can but you have to have a bedroom for every person who lives in your house. This even includes if you marry someone!

Can you Marry?

Yes, you can marry both sex.

~~~~~~~~~~~~~ Reddit and Exclusive interview questions and answers Below ~~~~~~~~~~~~~~~

Weapon Customisation?

Weapon customization is quite detailed. Some weapons have more room for changes than others of course, but things like stocks, grips, sights and even paint/finish can be customized.

Weapon actions are one of those things that don't work well in video games, mostly because no matter what you have in the game you're still firing with a mouse, and it will feel counter-intuitive making it over-complicated. For example, if you have a double action pistol and pull the trigger, your mouse click is all the same no matter if the hammer is back or forward so we need to design around the peripherals people are using to play. Weapon jams are something you can encounter.

Our weapon physics are incredibly advanced and was one of the first systems completed long ago. We can create magazines of any size which hold physically accurate ammo. Calibre and even type (holopoint, FMJ, etc) have an effect on trajectory. Our programmer on the weapon physics read a lot of papers to get proper formulas, and they function off the same math used by real-world forensics. A bullet fired in Identity will travel almost identically to the same being fired in the real world, even when it comes down to things like stopping power versus penetration.

Will there be physics to shoot through walls or boxes? Things that a bullet would usually go though in real world situations.

Absolutely. Bullets are influenced by the material they hit. If it's wood, it will pass right through it with very little change to velocity, but a thin sheet of metal may still allow the bullet to pass through, yet reduce velocity enough that it may not kill, or do much damage to its target on the other side when it impacts.

1. What is in game prison like?

2. Is it like real prison with guards, rec time, shiving, and keeping a tight grip on the soap?

3. How does the drug manufacturing and trafficking work?

4. Can I get methylamine?

1. Identity's prison is very much a game within a game. As a prisoner, you can join one of three prison factions and battle for territory, or just hang out in the recreational room and chat and interact with other prisoners while you wait out your time.

You'll be able to craft a crude shank and attack others, or attempt a prison escape as a group that the police will be forced to respond too from across the map.

There are no player prison guards though. The decision for that was mostly just because we couldn't find a way to keep it engaging and fun. We don't want people to be forced to sit and watch other players.

2. For those in prison however, when they've served their time, they may simply exit the prison through a series of corridors that only they have access too, or if they just have a lengthy prison sentence, they can request a trial which will notify random players across the map to report for jury duty, in which case they will plead their case, and have their fate decided on by a vote whether to be released early, or spend the rest of their time behind bars.

3. & 4. In the outside world, there are a number of drug manufacturing processes, including the production of meth, heroin, cocaine, and marijuana. Each has its own unique crafting process. For instance, in order to cook meth, which is the highest paying and most valuable drug in Identity, it will require the player to purchase a mobile RV, convert it into a meth lab, and then steal all of the ingredients from across the map in certain factory locations. They'll then have to spend time cooking the meth through a series of time-based processes that determine the quality of the product before finally selling it to an NPC drug dealer for a big payout (or you can consume it if you feel like cutting into your hard-earned profits).

1)Price when the game releases

2)Will there be realistic payments for the jobs(on official servers)? I really hate it when you deliver a huge track full of diamonds and get 10k for it just breaks the immersion

3)Will the items take physical space inside the car not only for furniture but with job items as well (Weed, diamonds,etc) and will you be able to put more staff in the car if Let's say you have a 4 man vehicle but its only you and a friend inside so you have 2 sheets left will that mean extra space?

4)Will the things you buy have realistic prices? For example if you buy a Ferrari it will cost you something like 150k?

5)Will there be real life cars in the game or unlicensed cars like in gta v

6)Will there be any A.I cops or enemies?

7)Will i be able to raid other players houses?

8)Will there be a report system so you can instant report someone if he rdm's/vdm's you

9)Will there be an in game recorder so you can have proof for rdm ? (something like plays.tv lets say)

10)will there be a casino?

11)Any micro transactions? (not for cosmetic items)

12)Can you compare the driving to another game so we kinda know how driving will be like ?(i hope not like arma)

13)Will you be able to shoot while inside a vehicle

14)will there be rebel items like armored(extra armor and guns)vehicles, helicopters, jets.

1. Currently, you can pre-order, or pledge early for Identity for as low as $15 (without beta access) or $30 (with beta access) from our website @ identityrpg.com - however, we expect the price of the game to jump up to about $45 when it hits steam, as steam takes a pretty large chunk of income from each sale.

2. Expect Identity's currency to be realistic in value, so your pay will also be realistic. A pair of shoes may cost about $40, and a decent car around $30,000. A lot of games reward players with such high numbers in currency and damage though because there seems to be a psychological attracting to larger numbers, so we can understand why games do it but it won't be that way in Identity.

3. Items will take up physical space inside the trunk of a car. When a player accesses the trunk, there is a 2D grid placement system in which each item takes up a number of squares on the grid depending on its shape and size. The largest items will not fit inside the trunk of a small car, so a big semi-truck with a trailer may be necessary.

4. Oops, I answered this with #2 as well.

5. There won't be real-world cars or brands in Identity. We can't afford the license fees to include real brands in our game, and we're almost certain these companies would not want their brands associated with vehicle damage, or some of the criminal and illegal elements also featured in the game.

6. There won't be AI cops out in the game environment, driving police vehicles, or paroling streets. If there are any, they will simply stand behind a desk at the station recruiting new player officers or providing information.

7. You will not be able to raid another players house, or enter their house without their permission. We want player homes to be your personal space, safe from any outside influence. Players are going to put a lot of effort customizing their homes, and we don't want to jeopardize or disturb the work they put into it.

8. RDM/VDM isn't an enforced rule on official servers, but there will be a tool for reporting these actions on private servers who create rules for these actions. Instead, on Official servers, we have a stress system in place to discourage random attacks or griefing.

9. There won't be an in-game video recording tool, but you can use 3rd party video recording software like OBS, Fraps, or Shadowplay.

10. There will be casinos in Identity, but they are not player owned.

11. Micro-transactions exist for cosmetics, some vehicles, and some apartments, and will be claimable across all servers (hopefully including private servers). We will not sell weapons.

12. Expect driving in Identity to be realistic, much like Grand Theft Auto IV, not V. Players won't be able to survive crazy stunt jumps in Identity, and enough damage could disable your vehicle. Unfortunately however, we cannot easily do a damage model like you might expect to see in BeamNG. Damage has to be networked across the server, and we feel transmitting that much damage data could hurt performance.

13. You won't be able to shoot from inside your vehicle. We want to discourage random acts of violence for the sake of roleplay.

14. There won't be any armoured vehicles in Identity, apart from maybe SWAT trucks. We don't want to give anyone a PVP advantage based on vehicle armor. Aircraft are also not present in Identity, as it is important to us that players do not skip over potential encounters they may have gotten into while driving, and of course because we don't want the world to feel smaller by flying quickly from point A to point B.

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Wow, what a month; busy and exciting and full of promise! While the developers have been hard at work getting the Town Square module ready to go, I've been preparing our new office space and interviewing potential Asylum developers.

We've raised almost $800,000, allowing us to expand in a big way and bring on loads of new talent.

Office Main RoomOffice Meeting RoomOffice Reception
Asylum Entertainment's new home

If you read my last dev blog you'll remember that we had just scouted out office space and had narrowed our search to one. Now we have the keys and I've been working hard to get it operational. I never want to see another hex key again!

It's almost hard to imagine that we've been working on Identity with a team spread out around the world. The talent of our small team has astonished me. It's exciting to consider how finally working in a formal setting is going to boost productivity.

Not only is working in an office such as this going to make it easier to work together, but we've been on a hiring craze. Having sifted through hundreds of applications over the past few weeks and interviewing dozens of skilled individuals, we've selected most new developers to join our team. Our programming manpower is now three times stronger.

Finally, after all this time we're now able to afford a full-time community manager. Joining our team at the new office location next week is Identity's community manager, Brandon! You'll be hearing from him very regulary. We're committing to keeping you in constant contact with the development team. Keep an eye on our website as well as social media!


With our new studio starting up next week and the new programming talent coming on-board, our goal of the Town Square release is getting nearer.


It's big news: the official Town Square release date will be announced in the month of October. With all of the changes affecting our productivity in such a positive way, we need to see how everyone works together over the next few weeks. This will allow us to give our fans a date with which we can be confident.



We wanted to give you a glimpse of the game development process and have been streaming on Twitch to show you how it's done. Four hour (or more) long streams have gone live since my last dev blog; keep an eye on Identity's Twitter for future stream announcements. We try to have at least one development stream per week.

As a fan of Identity, one of the things you're going to enjoy most is the flurry of videos which will be coming soon showing off the social features of the Town Square. For a simple social module, there's a good bit of fun things to do!


Our lead programmer, Henrik, has been hard at work these last couple of weeks refactoring our housing system to make it more stable and better performing for the Town Square module release. Everything's looking great at this point and he's very excited to get a bunch of new help over the next couple of weeks.

With more great talent joining our art team, we're producing assets and new environments at an astonishing pace. Interiors we only hoped to have in Town Square by its release have gone from concept to reality very quickly.

Last dev blog I showed you the concept art pieces produced for the police station. The police station was something we didn't expect to be available in the initial Town Square release, but with our art team hard at work we're getting a lot done. Below you'll find the lobby as it is in-game. The police station in Town Square will be a place for you to learn about the policing career, but it will also eventually feature a shooting range for you to test the weapon systems in Identity.

Police station lobby in Town Square
Police station lobby in Town Square

Our character and clothing team has also been adding a large variety of things to wear in the Town Square. Both clothing and accessories are being added all the time. Note the attention to detail and excellent quality of the clothing pieces in Identity.

New sweater clothing
New sweater clothing


In summary, we've been moving along with Identity's development at a great pace considering the size of our team; however, our team is growing in a big way right now. New developers are selected and some are starting at the new office as early as this coming week.

Once the new guys have been oriented and we get an understanding of their work, we're going to be able to analyze the tasks remaining and give you a release date for Town Square. This is a big deal; Town Square isn't all that far off now and we're already preparing and planning for the next module: SWAT.

I hoped to release a video showing combat systems already, but most the remaining work for that falls on myself as the other developers are busy with the real systems for Town Square. I've not had much time over these weeks from preparing the office, so that's on hold a bit; my priority is getting the Town Square module into your hands as soon as possible.

Because we're getting further along now, and with the added manpower, we're going to soon start releasing small gameplay videos showing off the different aspects of Town Square.

Finally, Brandon is joining Asylum as a dedicated full-time community manager! Brandon will be keeping you up to date constantly. Our silent days are soon to be over!

-- John VanderZwet

Deja Vu! (I've just been in the place before...)

Salutations again! This time it's Brandon talking. John's been too busy to update the site, so I'm here to finally add the 10th Developer Blog to the corresponding section of the forums! You've most likely seen this update if you've been active in "The Town Square" section of the site, so I apologize for not having anything new to share in terms of screenshots or stuff like that. D: No need to get the pitchforks out though! I might have a few things to tide you guys over! (Please don't poke me aaa.)

Charles (the game developer sitting beside me in the office) is currently in a skype call with another programmer on the team getting the 411 on the current build of Identity. They're walking through some stuff in regards to the Unreal Engine and talking about all sorts of things that are t o t a l l y beyond me. I took some java and C programming courses as electives when I was in University and MAN, I've had a newfound appreciation for coders ever since. I'll see if I can get some tangible information about the specifics of what Charles is working on after the call, because all I see is a mixture of math and player models!

In other news, I've been hanging around in the discord, answering questions where I can and seeking advice from the higher-ups when I'm stumped. It's been going quite well actually! There seem to be a lot of fans enthusiastic about seeing more of the office, so I'm going to try and get a picture or two up on the @Identityrpg twitter. Charles has a 3 monitor setup that looks pretty sick, the lucky dog... Oh! Have I mentioned that there's a channel dedicated to posting small WIP models and other treats in the discord? It's #new_media! Check it out when you get a chance!

The fiber internet for the office has also finally been installed! Like, completely! No more router issues or anything, I'm typing this up from a wired connection right now! :D With this, I should be able to join the stream later today so I can finally speak with the other developers. I'm very excited, and I hope to see some of you there! I don't think I'll actually be playing a game (I'm absolutely trash at most shooters but I swear I'm gunna train up for module two), but I'm very interested in getting my voice out there and meeting some of the developers that I haven't had a chance to speak with yet!

Thanks for sticking around everyone! I'll get more information to you ASAP! Have a good one!


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The time draws near!

In the last dev blog I sent out, I mentioned that we were going to announce the release date for our first playable game module, the Town Square. Those of you who follow our Twitter and Twitch streams will have already learned this date. It's a very exciting and important time for Identity; we're fast approaching the time where you'll first step foot in Identity's grand world.

Town Hall Timelapse

We've crunched all the numbers and can now say with fair confidence that the Identity Town Square module will be released, to all backers with a $30 or higher pledge, on this coming March 21st.

What will you find in the Town Square?

The Town Square is a social game module. You'll be able to create your character, which may be transferable to the retail game after release, and meet hundreds of other Identity backers in the town square of the clean and quaint city of Ash Hill.

You'll be able to talk to those around you, add them to your phone contacts and have full phone and IM support to stay in touch. You'll find a completely functional cinema playing full movies around the clock, a karaoke bar to show off your skills (or see me making a fool of myself), a working restaurant, art gallery, shops and more.

The biggest single feature is the housing system. You're getting a taste of the full and complete player housing mechanics that you'll find in Identity. Everyone will have access to a tiny apartment, but those who pledged for higher rewards will be able to check out and decorate their larger spaces. It's a preview of what you'll have in the full game. Invite friends to your place and party it up!

After the initial release of the module, we'll continue to add features to the Town Square as they are completed in development for Identity. Barbershops and tattoo parlors will let you customize your character further. A garage will let you sample your vehicles. You'll even get to test your ability with firearms in the police shooting range before the SWAT module is released.

For me, one of the most exciting parts of Town Square is just to get inside the game and finally get a feel for Identity and how it plays.

Check out a few of the Town Square work-in-progress shots we've released in the past. It's been a long road for the development team here at Asylum, but we're almost there!

Clothing store interiorPolice station interiorArt gallery interior

Hotel lobby interiorCinema interiorApartment interior



Flexing our new manpower

Productivity has skyrocketed with our new office. We're working better and there are now many more of us knocking out code and assets each day. Our programming team has expanded with Charles and we're still hiring more. We've brought three new and incredibly talented 3D artists on board as well as a new technical artist. Brandon, our new Community Manager, has been hard at work keeping you in the loop. These guys are all proving their worth each day and I'm extremely excited about where Asylum is going.

Looking to the future

With some of our Town Square art wrapping up now, we're beginning to shift a bit of our focus to the second module: SWAT. The SWAT module will be a team vs team competitive shooter using the combat mechanics you'll find in the full Identity release. Expect combat to be slower and more realistic than most similar games. You'll learn much more about this module as work progresses.

MP5 Sub Machinegun

Above is an MP5 sub machinegun which will be used by the SWAT forces. This particular model was created from scratch in a matter of days by one of our new artists, Dan. The awesome talent of our art team is undeniable!

-- John VanderZwet

Let's Make Identity Great!

Identity's development is going great thanks to the support of people like you, but systems like these take a lot of manpower and resources to create. Identity has an awesome community behind it, but when more people know about what we're creating and our budget grows from pledges, we can not only work faster but we can do more, too.

If you're as excited to play Identity as we are making it, help spread the word. The gaming industry has needed a game like Identity for too long; let's make it great together!

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Identity Holiday Vest

The holidays are upon us, and the team at Asylum begins their short rest! We've been busier than ever, and this coming January is shaping up to be one of our biggest months in a very long time, if not ever.

Our expanded team has been working hard on game features beyond the Town Square, and you're finally going to be getting a glimpse of true Identity gameplay very soon in the new year; that's just the start.


Recording Firearm Sounds

Primary systems in Identity such as weapons and vehicles are being developed to operate as realistically as possible. Last week a few of the developers braved the freezing temperatures at a local range to record audio directly from a slew of real firearms in all sorts of conditions.

It's very important to us that the weapons in Identity look, sound and react as close to reality as possible. We've even modeled the ballistic physics based on real-world mathematical formulas.

Powerful weapons are going to be rare in Identity. Assault weapons, for example, will likely be used in major circumstances. For the most part players will have access to less powerful weaponry; melee, hand guns, hunting rifles, and so on will be the norm.



With the Town Square development moving along, we're not far off from showing the world real Identity gameplay! Like I said up there, January is going to be a big month. For us in the studio, we're excited to get our hands on a few new technology demos that might have a huge impact on Identity! For our fans, January is going to be the month you see the first true world gameplay video. Not only that, but soon after we're looking to release a Town Square trailer! Keep your eyes out on Identity's Twitter and Facebook.


Twitch Logo

If you've been following Identity's development closely, you probably already know that developers stream their work live on the Identity Twitch channel every Tuesday and Thursday (except on this coming week due to holidays). We also use that time to answer almost every question that gets asked about Identity's development and gameplay.

Now that we've been doing this a while, we've answered a lot of questions. Our awesome community manager, BeachBall, has taken the time to compile a massive list of questions linked to clips where they're answered by a developer.

Get comfy and head over to the Twitch Clips Directory forum thread. If you haven't found this already, be prepared to spend a good bit of time listening to all sorts of awesome information. This is the best place to get to know the fine details Identity!

-- John VanderZwet

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It was just a month ago that we announced the official release date for the Town Square module. Since then, we've been hard at work turning that promise into a reality. Team expansions, UI drama, family additions and a whole new Unreal Engine amounted into a crazy time!

For me, the biggest news this month was the arrival of my second beautiful daughter, Aria, on the 19th. It's been a lot of fun and not as sleepless as I expected. It meant a week off for me although the team in the office hadn't skipped a single beat while I was away.

My week away was the first week of work for two new developers here at the office. Andrew (McWOLF), a gameplay programmer, and Artur (Archer), a UI/UX designer and developer have joined the team. Both have already proven themselves to be great at what they do!



Identity's community members and YouTubers have interviewed the developers. Your questions have been asked; check it out to see what the developers say about the way Identity is played!


Join us on Twitch at 4PM EST on Tuesdays and Thursdays to watch Identity's developers at work. Most of these streams also have other developers present to answer the questions of those watching, live!

Are you interested in hearing answers to other questions? Our developers have been answering questions on live streams for some time now and Brandon (BeachBall), our community manager, has compiled an enormous list of questions and answers. Check out the TWITCH CLIPS DIRECTORY forum thread.



Unreal Engine 4 Logo

We're really excited to show you gameplay footage, not only of the Town Square module but what you can expect to see beyond the modules! We've been hard at work on this, but our aging build of the Unreal Engine just couldn't cope with the advanced vehicle physics systems we're implementing in Identity!

This meant it was time for the dreaded engine merge, something our lead programmer Sone has been fearing for years! Every once in a while (usually every year or so) we have to merge all of the modifications we've made to the core Unreal Engine into the latest release. It's an absolutely enormous undertaking, but it's done and good to go.

Now that we're running the latest version of the engine, we can support more advanced technologies and we can bring you a more immersive experience, even in the Town Square. Just wait 'til you see what we're doing with vehicles!



Coherent GT Logo

Early in the month we hit a road-block. Our licensed middleware system for the user interface in Identity, Scaleform, was discontinued! The industry leading system would be no more, and we had to make the tough decision to abandon it now to save grief in the future.

It was like a slap in the face. All of our user interface code had to be scrapped and replaced! While Scaleform was a Flash based system, our new UI would not be. We've signed on with Coherent Labs, and the new UI is under way.

While unexpected, it's actually a blessing in disguise! Our new Coherent system allows for faster development, and while it's a minor setback now it'll speed things up considerably going forward. Our new guy, Artur, is dedicated to the user interface in Identity and our UI will be stronger now because of it.

With Artur's help, I don't expect this to affect development time for Town Square even at all. We have more hands on deck to cover the added work.




With our expanding development team, we're able to focus our efforts in more areas of Identity's development. With vehicle and weapon systems now getting attention, we're once again progressing towards a short but feature packed gameplay video for you guys to check out. Keep your eyes out on Identity's Twitter and Facebook!

-- John VanderZwet

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 We want to thank you for submitting a Let's get this game going app. I am trying to gage if this is still something that you as players are trying to get into ADK as a sponsored game. If so try to get players to reply here to 1 show their support of this game an 2 so I know how many are liking this game. If you have any questions please feel free to reply or send me a pm here on the forums an i can help  you out an or give you some advice on how to boost pop of the game. 


Always remember that any game you like it take dedication an a voice to get it going so keep going so we can get a idea on this. 




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On 2/5/2018 at 6:11 PM, F34RL3SS said:

I'm still really interested in Identity! I've pledged already! I might also apply for staff!

Glad to hear it.  


I pledged back when it was on kick starter and have been watching this for a long time.  

I will at least be playing it, but if we have enough interest in it, will also sponsor it.  


So much potential .

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