The Player - The menace to the space station. Is there to solely cause mayhem on board and cause problems for the robots.
Robots (The Enemies); AI Controlled Characters - There are AI controlled characters which are the robots. The robots are able to navigate around the colony, interact with objects in the area, and they can end a player's game if the person is detected.
Sabotaging Objects - There are numerous amount of objects that the player can sabotage throughout the colony. When the players sabotage these objects it will increase the chaos bar, make it easier for the player to avoid detection from the robots, and it will help the player move on to the next area of the colony that they are able to cause even more chaos in.
Story - For context of the robots being on the space station, they are there to manage the station while you are meant to destroy what you can trying to get rid of the player in the process. There is also another underlying story that isn't explicitly given to the player with the human in the Stasis Tube making further play sessions more interesting and engaging.
Stealth - Player will want to sneak around the ship as they avoid the robot's detection. This stealth mechanic is here because sabotaging should have stakes to it. Being able to freely do whatever you want without consequence isn't worthwhile. This forces the player to strategize their sabotages so they won't get easily caught. For example, keeping track of the robot's movements to find the most opportune time.
Upgrades - Upgrades allow the player to take a different approach when dealing with different scenarios/robot types and it will be useful as colony increases their security through out the game.
Scraps - Scraps are a form of currency in our game. The player collects scraps by collecting them throughout the levels. Scraps can be exchanged for items in the shop.
Soft/Hard Loss - There is a soft and hard loss for the player. The soft loss is when one of the robots see the player and raise an alarm. The robots move towards the area that they saw the player in and increase their security. The hard loss is when a player is caught and they physically grab the player. The player then has to restart from the last objective that they did.