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The Technomancer
The Technomancer
from Wikipedia

The Technomancer
DeveloperSpiders
PublisherFocus Home Interactive
ComposerOlivier Deriviere
EnginePhyreEngine
PlatformsMicrosoft Windows
PlayStation 4
Xbox One
Release28 June 2016
GenreAction role-playing
ModeSingle-player

The Technomancer is a 2016 action role-playing video game developed by Spiders and published by Focus Home Interactive. It is set within the same universe as Spiders' previously developed game, Mars: War Logs. Olivier Deriviere scored the game.[1]

Gameplay

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There are three styles of combat. The player can add companions to their party, who can then level up.[2] The player will also be able to improve their own combat abilities, and they can make different choices about how to solve each quest.[3] There are three different endings, and each is slightly modified by several major choices the player makes throughout the game. The player can craft their weapons and armor. There are four different skill trees.[4]

Plot

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The game is set during the War of Water, 200 years after human colonization of Mars.[2] The protagonist is a rookie technomancer named Zachariah,[3] a former delinquent from Abundance, one of the powerful water guilds on the red planet. Soon after his initiation as a technomancer, Zachariah finds himself on the run from the guild's secret police. After fleeing the city of Ophir with a group of companions, he takes refuge in the hidden merchant city of Noctis, where he begins his search for a functioning communications beacon in order to reestablish contact with Earth.[5]

Development

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The game was first announced on 10 April 2015.[6] Spiders wrote an open letter to PlayStation Blog accompanied by a new trailer for the game.[2] A 13-minute gameplay video was released on 7 August 2015,[3] and another five-minute video was released on 21 June 2015.[7]

In an April interview, CEO Jehanne Rousseau explained that "Mars is a lot bigger in The Technomancer compared to what you saw in Mars: War Logs." There will be several hubs and cities that can be unlocked. Rousseau estimated the main quest to be around 25 to 30 hours of play and "easily extended to around 50 hours with the inclusion of side quests." Overall there are around 4 times as many quests as there were in Bound by Flame.[8] In a second interview when asked about the possibility of DLC, Rousseau stated that the game would be a complete and finished product, and although they do not currently have plans for additional content after launch, Spiders "may consider it at a later date."[9] According to Spiders CEO and Creative Director, Jeanne Rousseau, the game is their largest and most expansive to date.[10]

Reception

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The Technomancer received "mixed or average" reviews, according to video game review aggregator website Metacritic.[11][12][13] IGN stated the game "has all the moving parts of a mid-2000s BioWare game but lacks technical polish and storytelling finesse to a sometimes painful degree." Combat was heavily criticized for its lack of "flow or rhythm" and difficulty that depends on random chance, but they praised the setting.[15]

References

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from Grokipedia
The Technomancer is a 2016 action developed by the French studio Spiders and published by Focus Home Interactive. Set on a colonized Mars amid the "War of Water," it follows the story of a young Technomancer—a feared warrior with electrical powers derived from cybernetic implants—who uncovers dark secrets while evading the and navigating a harsh, dystopian environment. The game's narrative emphasizes player-driven choices that influence multiple endings and the fate of the Red Planet, blending elements with RPG mechanics in a universe shared with Spiders' earlier title, Mars: War Logs. Released on June 28, 2016, for Microsoft Windows, , and , The Technomancer features an open-world structure spanning diverse Martian landscapes, from frozen cities and dystopian shantytowns to abandoned paradises and alien-infested wilds. centers on dynamic, action-oriented combat with three distinct fighting styles—staff, dagger and pistol, and mace and shield—supported by four skill trees that allow customization of electrical abilities, crafting, and dialogue options. Players can recruit and manage companions, each with their own backstories and relationship dynamics that impact quests and outcomes, while an extensive crafting system enables the creation of weapons, armor, and equipment to survive environmental hazards and formidable enforcers. Upon release, The Technomancer received mixed reviews, praised for its ambitious world-building and narrative depth but criticized for technical issues, uneven pacing, and repetitive combat. It holds a score of 60 out of 100 based on 38 critic reviews, reflecting its solid RPG foundations overshadowed by execution flaws typical of mid-tier indie titles from the era. Despite this, the game has garnered a dedicated following among fans of choice-driven sci-fi RPGs, with over 2,200 user reviews on averaging "Mixed" reception (as of November 2025).

Gameplay

Combat and Controls

Combat in The Technomancer is a third-person action system that emphasizes real-time tactical decision-making through three primary melee stances—Rogue, Warrior, and Guardian—augmented by technomancy powers, allowing players to switch seamlessly during battles to adapt to enemy types and situations. The Rogue stance focuses on agility and quick strikes using a dagger and pistol, enabling players to circle enemies for backstabs, lay traps, and apply status effects like poison while maintaining high mobility to evade attacks. The staff-based Warrior stance employs sweeping combo attacks that target multiple foes, incorporating knockdowns, defensive kicks to break enemy guards, and directional dodges for positioning in group fights. The Guardian stance adds shield-based blocking and counterattacks for defensive play, automatically absorbing physical and firearm hits when held, though vulnerable to energy or poison, further enhancing agency in close-quarters combat. Complementing these, technomancy provides electricity-based ranged attacks that draw from a regenerating power pool, featuring overload mechanics where abilities like lightning bolts or weapon electrification deliver high interruption damage but risk temporary exhaustion if overused, with some enemies showing resistance to electrical effects. Control schemes vary by platform but follow standard action-RPG conventions, with full customization available on PC via keyboard and bindings in the options . On PC with a controller, Xbox-style prompts are default, but mods can switch to PlayStation layouts; typical mappings include left stick for movement, right stick for camera, A/X for light attack, B/Circle for dodge or block, Y/Triangle for heavy attack or parry, and shoulder buttons (LB/RB, L1/R1) for technomancy abilities and stance switching. For , the native layout uses Square for primary attacks, Circle for dodge, X for interact or light attack variants, Triangle for parries and heavy strikes, and L1/R1 for skill combos and technomancy overloads, with access to quick items. Xbox One controls mirror this scheme with A for attacks, B for dodge, X for parry, Y for specials, and bumpers for abilities, ensuring intuitive mapping for console players while supporting selection in settings for hybrid use. Tactical depth arises from fluid stance switching to counter enemy behaviors—such as using Rogue mobility against fast opponents or sweeps for crowds—combined with technomancy's overload system for burst damage, encouraging players to manage power resources and exploit weaknesses without relying on exhaustive numerical . Players can recruit up to two companions who participate in with AI-driven behaviors, each aligned to a specific style like Rogue for ranged support or for frontline aggression, and players can issue commands to switch targets or adopt defensive postures via a radial during fights. Companion AI prioritizes set roles, such as focusing on ranged attacks or tanking, but may require manual direction to optimize effectiveness, as their autonomous pathing can lead to suboptimal positioning in dynamic battles.

Exploration, Quests, and Progression

Player progression in The Technomancer is driven by a dual-track skill system, featuring combat-oriented trees that enhance abilities through cooldown reductions and damage multipliers, alongside a separate set of talents focused on social interactions, stealth mechanics, and utility skills like in dialogues and improved lockpicking efficiency. The combat trees—Guardian for defensive mace-and-shield play, for aggressive staff-based area attacks, Rogue for mobile dagger and tactics, and Technomancy for electrical power augmentation—allow players to specialize in one or more styles, with examples including the 's Berserk skill that boosts attack speed and damage by 50% for 15 seconds, or Technomancy's Fluid Reserve that regenerates electrical fluid charges at 0.8 per second to sustain abilities longer. Non-combat talents, such as levels that grant 25% dialogue success bonuses and reduce merchant prices by 20%, or Stealth talents enabling silent knockouts and critical stealth attacks, encourage diverse playstyles beyond fighting, with each talent tree requiring investment of points earned through leveling up to a maximum of around 36 points by level 37 via thorough exploration and quest completion. The crafting system integrates deeply with progression, relying on scavenged resources from Mars' harsh environments like , electronic circuits, and rare alloys to fabricate and upgrade weapons, armor, and gadgets at workbenches scattered throughout colonies and outposts. Unlocking higher crafting tiers—such as basic, advanced, and superior plans—requires points in the dedicated Crafting talent tree, which also enables recycling of obsolete gear for materials and access to potent consumables like health injectors; for instance, upgrading a might demand 5 iron and 2 circuits for a basic mod that increases fire rate, escalating to rarer components for elite enhancements that add . This resource-driven loop rewards exploration, as materials are finite but replenishable through disassembly and scavenging, fostering strategic inventory management without overwhelming complexity. Quests form the backbone of narrative and mechanical advancement, with the main storyline comprising approximately 25-30 hours of directed progression through key missions like escaping the Corporatocracy's grip and uncovering ancient secrets, contrasted by side quests that extend total playtime to 50 hours or more by offering faction-specific tasks, companion backstories, and resource caches. These side activities, such as "The Voice of the Ancestors" involving relic hunts or "Holy Theft" requiring stealthy infiltrations, feature branching paths influenced by moral choices—like siding with oppressed mutants versus corporate loyalists—that affect , companion loyalty (e.g., Neisha may depart if aligning with Vory), and lead to one of three distinct endings determined by cumulative decisions rather than a single pivotal moment. Exploration emphasizes the game's open-world Martian hubs, where players scan environments using technomantic abilities to reveal lore entries about the planet's , hidden collectibles, and interactive elements like data logs or environmental puzzles. Hidden areas within sprawling colonies, such as secret chapels in the Underworks accessible via lockpicking or alternative paths in temples, yield unique loot and optional quests, while traversal via customizable vehicles facilitates rapid travel across dusty plains and craters during missions like the Polar Expedition, enabling off-road detours for additional scavenging and discovery. This non-linear world design promotes replayability, as technomancy briefly ties into scanning for hidden threats or resources without overshadowing combat dynamics.

Setting and Plot

World and Lore

The Technomancer is set on a terraformed Mars, approximately 200 years after initial human colonization, where the planet's harsh environment has been partially adapted through advanced engineering but remains plagued by solar radiation, scarce resources, and extreme weather. The central conflict revolves around the "War of Water," a resource-driven struggle among corporate entities and colonies vying for control of the planet's limited water supplies, which sustain life and power industrial operations amid ongoing corporate exploitation. Diverse biomes define the landscape, including frozen tundras in the polar regions, sprawling industrial cities like the domed metropolis of Ophir serving as corporate hubs, and remote outposts scattered across arid deserts and chasms, all rendered using Spiders' PhyreEngine to depict a blend of futuristic architecture and alien wilderness teeming with mutated wildlife. Key societal factions shape the lore, reflecting a fractured divided by ideology, religion, and economics in the absence of Earth oversight. The Abundance corporation dominates as a militaristic powerhouse, enforcing corporate rule from fortified cities like the Exchange and , where cybernetic enhancements and surveillance maintain order over water extraction and labor forces. In contrast, the Aurora Colony represents a pious, isolationist settlement in the icy tundras, venerating technological prowess as divine and operating semi-autonomously with a focus on spiritual governance and resource hoarding. Underground elements include the Vory, a Russian-inspired criminal controlling black markets in shadowy urban underbellies like Noctis, and the Merchants, a neutral trading facilitating illicit deals amid the chaos; meanwhile, the Free Mutants form outcast communities in irradiated wastelands such as Shadow Rock, victims of genetic mutations from unchecked solar exposure and corporate experiments. At the heart of the lore are the Technomancers, a secretive of genetically engineered warriors originating from clandestine experiments on early colonists exposed to solar radiation, granting them innate abilities to manipulate bio-electricity for combat and utility. Enhanced further by cybernetic implants, these mage-warriors—trained rigorously from youth in guild chapels—serve as enforcers for water conglomerates, blending organic with mechanical augmentation to wield powers like strikes and energy shields, though they are both revered in religious circles like Aurora and feared as tools of oppression elsewhere. Technological elements underscore the setting's dystopian tone, with AI companions providing tactical support, widespread cybernetics enabling survival in hostile biomes, and fueling perpetual rebellion against corporate overlords, expanding on themes of exploitation introduced in the Mars: War Logs without direct narrative continuity.

Story Summary

The Technomancer follows the story of Zachariah, an apprentice technomancer in the guild based in the domed city of Ophir on a colonized Mars ravaged by resource scarcity and corporate control. As a newly initiated member of the guild, which grants him the ability to harness bio-electricity for combat and utility, Zachariah is thrust into chaos during a routine mission that uncovers a dangerous secret, leading to his framing as a traitor and a desperate escape from the guild's secret police. This inciting incident propels him across the harsh Martian landscape, from the corporate strongholds of Ophir to the mutant-infested wilds and rebel outposts, as he evades pursuit while grappling with his emerging powers and the broader conflicts among Martian factions. Throughout his journey, Zachariah forms alliances with a diverse group of companions, including the resourceful rover driver and hacker Amelia Reacher, whose technical expertise aids in navigation and infiltration, and the skilled marksman , a mercenary-like figure whose combat prowess and personal vendettas add tension to the group dynamic. These relationships deepen through branching dialogues that reveal backstories—such as Amelia's quest to uncover her father's fate or Hunter's haunted past—and allow player choices to influence loyalty, romances, and moral alignments. The narrative arc centers on Zachariah's pursuit of a hidden communications capable of reestablishing contact with a long-lost , a quest that exposes layers of involving corporate exploitation and guild , while exploring themes of , redemption through unlikely bonds, and the cost of power in a divided society. Player decisions throughout the game, from faction negotiations to companion interactions, shape the story's progression and lead to one of three possible endings determined by cumulative choices, such as prioritizing alliances with corporate entities for stability, supporting rebel forces for upheaval, or siding with communities for a path of isolation and . These outcomes reflect the game's emphasis on moral ambiguity, where Zachariah's growth from a dutiful apprentice to a figure of potential revolution or compromise underscores the thematic tension between individual agency and systemic oppression on Mars.

Development

Concept and Announcement

The Technomancer was first announced on April 10, 2015, by the French developer Spiders in partnership with publisher Focus Home Interactive, positioning the game as a to their earlier title Mars: War Logs and expanding its shared sci-fi universe on Mars. The core concept centered on an action-RPG blending elements with themes of technomancy, where players control a —a combat-proficient harnessing electrical powers—in a of corporate intrigue and on a colonized, resource-scarce Mars during the " of Water." This vision, led by Spiders' Jehanne Rousseau, sought to deepen RPG mechanics from Mars: War Logs, emphasizing underdog struggles amid interstellar corporate warfare, dynamic dialogue, skill trees, and choice-driven storytelling in a post-apocalyptic setting. Spiders, a 40-person studio based in , assembled the early team to leverage their experience in action-RPGs, focusing initial development on the for cross-platform compatibility across PC, , and . Pre-production targeted a main campaign of approximately 25 hours, augmented by side quests for extended playtime up to 50 hours, with no DLC planned at the time of reveal to prioritize a complete core experience.

Production Process

Development of The Technomancer spanned from its announcement in April 2015 to its release in June 2016, during which Spiders utilized their in-house Silk Engine—a modified version of Sony's —to handle visuals and gameplay mechanics. The team faced significant challenges in optimizing the engine for current-generation consoles, including a major rewrite starting in 2014 to incorporate (PBR) and , while balancing graphical fidelity with performance targets of 1080p at 30 FPS on and . Combat fluidity was a particular focus, with improvements to animations and responsiveness drawn from feedback on prior titles, alongside efforts to implement branching systems that supported player choices affecting story outcomes and companion dynamics. Key personnel included composer , who crafted a retropunk and tribal sci-fi blending orchestral and electronic elements to evoke the isolation of a colonized Mars. was recorded in both English and French, featuring Dylan Saunders as the Zachariah in the English dub, with over 40,000 lines of to support the game's choice-consequence . Beta testing phases addressed bugs in crafting systems and enemy AI behaviors, ensuring smoother integration of technomancy powers with environmental interactions. As Spiders' fourth major title following Of Orcs and Men, , and Mars: War Logs, production built on lessons from these predecessors by expanding world scale to approximately three times that of Mars: War Logs and refining animation quality for more immersive exploration and combat sequences. The small team of around 40 developers navigated budget constraints by prioritizing core RPG elements like skill trees and faction alliances over expansive features such as a playable female protagonist.

Release and Marketing

Platforms and Distribution

The Technomancer was released on June 28, 2016, simultaneously across Microsoft Windows, , and platforms. No additional ports, remasters, or releases on other systems, such as or next-generation consoles, have occurred as of 2025. For the PC version, the minimum system requirements include , 8, or 10 (64-bit), an FX-4100 X4 (3.6 GHz) or i5-2500 (3.3 GHz) processor, 4 GB of RAM, and a 1 GB DirectX 11-compatible graphics card such as the Radeon HD 6950 or GeForce GTX 560. The console versions on and were optimized for 30 frames per second, targeting resolution on while running at approximately 900p on to maintain performance stability. Distribution occurred through both digital and physical channels. Digital copies were available via and GOG for PC, the for PS4, and the Xbox Store for . Physical editions were distributed by retailers including Amazon and , with regional variations adhering to PAL and standards for console compatibility in and , respectively. Post-launch, the game was added to the PlayStation Plus Extra subscription catalog on July 19, 2022, allowing access through the service's Game Catalogue. Developer support, including patches for bug fixes and gameplay improvements, concluded shortly after release, with the final major update in July 2016 and no subsequent official updates thereafter.

Promotion and Editions

Focus Home Interactive, the publisher of The Technomancer, led the game's marketing efforts to generate pre-launch interest among RPG enthusiasts. A key highlight was the gameplay trailer, which showcased the game's action-oriented mechanics and its post-apocalyptic Martian setting, emphasizing the blend of , ranged, and technomantic electrical powers. The trailer was complemented by hands-on previews from gaming outlets, which focused on the RPG's depth, including branching narratives, companion interactions, and choice-driven progression systems. Promotional events further built anticipation, starting with the official reveal on the PlayStation Blog in August 2015, where developer Spiders detailed the game's lore and dynamic skill trees. A playable demo was made available at 2015. Tie-in merchandise included promotional posters featuring the game's Mars-centric theme, such as propaganda-style artwork depicting the planet's harsh environments and factions. The game launched without microtransactions or a season pass, offering a complete experience from day one. A physical Limited Edition with a steelbook case was available. The Technomancer targeted fans of Western RPGs such as series, positioning itself as an accessible sci-fi alternative with similar emphasis on narrative choices and real-time combat, but at a more budget-friendly development scale.

Reception

Critical Reviews

The Technomancer received "mixed or average" reviews upon its release, with aggregate scores reflecting a consensus on its ambitious scope tempered by technical and executional shortcomings. On , the PC version scored 60/100 based on 38 critic reviews, the version earned 60/100 from 38 reviews, and the version achieved 68/100 from 35 reviews. Critics often highlighted the game's strengths in world-building and narrative elements while pointing to persistent issues in gameplay mechanics and polish. Praise frequently centered on the immersive depiction of a dystopian Mars, which created a compelling atmosphere through detailed environments and lore integration. Reviewers appreciated how the setting evoked a sense of isolation and intrigue, drawing comparisons to classic sci-fi RPGs. Companion characters and their personal stories were another strong point, offering emotional depth and opportunities for player investment amid the broader plot. The choice and consequence system also garnered positive notes for its branching potential, allowing decisions to influence alliances, outcomes, and replayability, though not always to revolutionary effect. For instance, awarded a 6/10, commending the depth of narrative branches despite uneven execution. Criticisms were dominated by complaints about clunky combat animations and frequent technical bugs, which undermined the action-RPG elements and led to a sense of unpolished play. Many outlets described the and technomancy as stiff and unbalanced, particularly on higher difficulties, with awkward timing and repetitive encounters. Voice acting was widely panned as wooden and inconsistent, detracting from character interactions and immersion. Pacing issues further hampered the experience, with bloated side quests and slow progression in the mid-game sections feeling like filler. Notable reviews from the 2016 launch often compared The Technomancer to BioWare-style RPGs like , praising its ambition in crafting a reactive sci-fi on a modest budget while lamenting the execution gaps. awarded it 4.9/10, criticizing the poor execution of its RPG elements despite an intriguing setting and companion stories. Overall, critics viewed it as a flawed but earnest effort from developer Spiders, with its narrative drive providing enough appeal for RPG enthusiasts willing to overlook the rough edges. User reception has been similarly mixed. On , as of November 2025, the game holds a "Mixed" rating with 66% positive reviews from 2,934 users. user scores average 6.4/10 based on 164 ratings across platforms.

Commercial Performance and Legacy

The Technomancer achieved modest commercial success, with estimates indicating approximately 178,000 units sold across platforms, generating around $3.6 million in gross revenue primarily from digital . While exact first-year figures are not publicly detailed, early data suggested around 40,000 owners shortly after launch, contributing to a net revenue of about $230,000 for developer Spiders after platform fees. For an indie studio operating on a limited budget, the game proved profitable at release, covering development costs without reaching blockbuster status. Its inclusion in the PlayStation Plus Extra catalog in June 2022 provided a secondary boost, exposing the title to a niche of subscribers interested in RPGs and increasing downloads among lapsed players. By 2025, total sales had not exceeded 500,000 units, reflecting underperformance relative to broader market expectations for sci-fi RPGs but aligning with Spiders' track record of mid-tier releases. In terms of legacy, The Technomancer solidified Spiders' reputation as a purveyor of affordable, ambitious RPGs, serving as a foundational title that informed the studio's subsequent work on (2019), where refined choice-driven narratives and hybrid combat systems built directly on its mechanics. It positioned Spiders as a key player in the emerging French RPG scene, bridging earlier efforts like Mars: War Logs to more polished entries and emphasizing lore amid a landscape dominated by larger Western studios. The community has sustained interest through active modding, with over 30 user-created enhancements on focusing on graphics improvements and gameplay tweaks. Retrospectives in the 2020s have elevated it to status for its intricate world-building, despite technical shortcomings, though no official sequels or remakes have been announced.

References

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