Radakan is the name of the world where the game takes place.
The goal of Radakan is to give players a fully functional single-player sandbox environment, complete with its own religious beliefs, environment, economy, history, art and adventures.
At it's core, we are making RPG, but our goal isn't to set the player on a primary quest to "save the world". Our goal is to use RPG elements as tools too, so that the player can strive to create his or her ideal sandbox reality. This creates a sense of accomplishment that is absolutely vital to allow players to bond with the game environment.
The concept of sandbox implies that player is not bound to any specific style of gameplay and can venture off to do whatever he or she decides to do and still face challenges to advance their status in the dynamic world.
There are two key aspects which make this game different. The first is, that we are trying to focus on atmosphere. It really is going to be a dark game, but a dark atmospheric game rather than a horror game. The game's design is aimed at making the world a strange place to live - and it's not human (we avoid using humans).
The second key aspect I think is we are trying to focus on giving the player a reason to adventure rather than a reason to find quests. For example, reading about some caves that leads to one of the first ancient libraries may give the player insight into the surroundings.
At the end of the day, we are trying to keep the gameplay fresh and creative. We did set out a few boundaries and restrictions in order to help maintain a certain sense of originality, granted some of us have noticed that the written content is slowly starting to get influences from other games - some of which we do disapprove of and we will try to see if we can find a better alternative.
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Game is in early stage of development imo; I didnt find any screenshots, only concept art which says as much as concept art for any game.

Useful links:
project homepage
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