Thanks for the questions :-) I normally get them on twitter - so REALLY appreciate being able to do much longer format answers - without having to delete and rephrase like a crazy man to fit the word limit :-)
Minecraft is mentioned a lot in regards to the game, but one thing I didn't mention in this first post is that everything is pretty much place holder graphics - keeping the peons in a voxel-esque style creates a more consistent art style, which is pretty important (am currently in the seeking funding/investment stages so eye candy helps). I'm far from an artist (just a dev) - the goal is to hire someone with that talent :-) So it will be the "M" word for a while, but really want to move away from it (though honestly the "cute" style with very dark themes is starting to feel like an interesting direction to go in).
Really glad you like the theming for the world and the lore :-) I've spent a lot of time ( huge internal wiki ) creating lore and making sure that they lend themselves to various different game mechanics. At some point I need to clean it up and release it on the main website, that is another task on the list :-)
Modding is a huge selling point for the game. At this time pretty much everything you can see can be modded in some way : terrain generation, peon attributes, story tellers, interface. I honestly would love to see a total conversion created out of Fringe Planet - I'm not sure what I'm expecting people to mod, but I'm catering for pretty much everything :-) My first guess would be a zombie mod as that seems to be a universal constant whenever modding is added to a game :-)
Variation is incredibly important - I want every play through to feel very different. The primary differences in a play through (aside from geography) are two fold - firstly the peons that you are given (they can vary massively in stats and even AI behaviours) and secondly the story teller that you select ( I've actually written a brief introduction today in my dev blog about story tellers -
http://fringeplanetgame.com/blog/2018/07/27/dev-blog-6/ (shameless plug)).
As detailed as the lore is, I've made sure that all of it makes sense with the procedural generated universe - the lore is very much about the entities that transported the peons to this place, and the science and magic that exist together there - as well as about the other peons that have passed before. I'm a very firm believer in lore and mechanics working together to create an interesting experience :-) And the nice thing with important locations drifting around an infinite void is you don't have to remember which important ones are to the North :-)
A little lore snippet I did a while ago (for example) :
This will be discovered (or something less placeholder-esque) when a certain bit of research is done - at the end of the bridge is one of the first magic/science machines that the player will discover (it's basically an ethereal demon arm (and an appropriate holding container), some steampunk awesomeness and a joystick that looks very much like a ritual dagger sticking into a heart) - and this allows a player to capture other orbiting island and tether them to their home one - expanding the play area.
Thanks so much for the questions :-) Love being asked about the game!