Looking back, we wrote surprisingly little about the game's... "game" aspect. Yes, we are afraid of potentially spoiling the game, but we realized we can't expect anyone to look forward to a game they know very little about. So, here goes.
One integral part of Lemniscate is using items. For example: the player needs a crowbar to get into the air vents, and a screwdriver to open a fuse box.
In addition to these, we're working on various events for Lemniscate. These events will happen when certain actions are executed by the player - for example, if he changes the destination's coordinates on the ship, it will go off course and steer into meteoroids that destroy a part of it. If the player survives, he'll hear the sirens and see the alerts on every screen while the whole ship freezes and he slowly dies.
Because of this structure of gameplay, we're not basing advancement on experience points, like in RPGs. Lemniscate will be like an adventure, there will be no good or bad answers to a question, only different roads to an ending. Destroying the ship may mean revealing crucial information about the story or characters - it's not "game over".
The disadvantage is that once the player finishes the game, replaying it won't be as much of a challenge. Because of this, we're planning to include multiple endings depending on playtime and choices.
We are trying to create a story with believable characters that is one of a kind. The player will decide if he wants to listen to the story, find out more, or just play the game and ignore the hidden details. (Lemniscate's universe is the same as OLP's!)
The ship's crew will drive the story forward - not through dialogue or encounters but through the recorded notes in their PADs (Personal Assistant Device). They all had their PADs with them when the time anomaly began, so the entries will change along with the player's actions.