It is currently being made with the FTE engine, QuakeC/CSQC, IQM model format and QFusion's FBSP map format.
It has been in development since June 2012.
The game will have single-player and coop game types. There will be a half dozen large levels, interconnected by a hub system and a quick travel network. Collecting and exchanging loot will be central to gameplay. There is also first person combat and a deep story with several main characters. Scout is the game's female protagonist, thrown into a multi-faction dimensional warzone when her superiors need a redshirt to send on a surveillance mission. But Scout turns out to be tougher than some people are comfortable with...In the dream, Scout journeys between the worlds. Scout travels to the realm of the dead and back to help her people. Scout meets the gods. Scout makes friends in unlikely places, and quickly makes it to #1 on the “Most Wanted” list of High Executioner Lord Voch and his inquisitors. The Order wants ‘the Intruder’ burned at the stake, while the gods play a deadly game of checkers where black and white are almost indistinguishable.
Currently a large part of the game's environment exists and is being worked on; a lot of mapmodels, items and weapon models exist; the underlying loot system and random loot selection are implemented; the CSQC HUD and mouse driven inventory etc. exist; a lot of concept art has been done; the story (including cutscenes) has been written from A to Z; and a voluminous game development document including detailed technical documentation is practically finished. What largely remains to be done are the character models; I intend to start these after I implement viewmodels.
I aim to have something like a video introduction ready by spring 2014.
Blog
Scout's Journey has a regularly updated dev blog: http://spawnhost.wordpress.com/
Images
A small selection of images from the project follows; lots more can be found at the dev blog (http://spawnhost.wordpress.com/profile-scouts-journey/).