Noctemis is a mix of adventure classics like Megaman and the legend of Zelda with a unique art style and story driven horror-adventure experience.
What is Noctemis?
Noctemis is a side-scrolling platformer Video Game for the PC, Mac, Linux and eventually the Xbox, OUYA, and PS3 target markets.
Noctemis takes place during the late 1800′s, on a small island slightly north of mainland Europe, in the modest town of Horrow-Brook. Horrow-Brook was once a beautiful and bright city of opportunity and life. However for over a decade a curse has plagued the city of Horrow-Brook. This curse causes those who fall asleep to drift into a comatose state and release horrifying dream spirits into the world around them. This curse has slowly caused the entire population of Horrow-Brook to slip into a state of horror and deprivation.
The people of Horrow-Brook were panicking as more and more people fell into their deep sleeps and released these nightmarish creations into the world around them. Just as all hope seemed lost, a powerful and frightening figure, known only as Mon. Sr., brought the people of Horrow-Brook together and gave them the tools necessary to fight against these spirits. These tools consisted of specially designed weaponry and armor meant to combat the spirits. The most potent weaponry that Mon. Sr. brought to the people of Horrow-Brook was known as Syrum S.
Syrum S is a liquid concoction that prevents those who inject it from dreaming in their sleep, and therefore they become incapable of releasing these “evil spirits” into the world around them.
Just as with any drug, humans eventually become more tolerant to it and therefore need increasingly high dosages in order to benefit from the effect. This increased dependency on Syrum S would normally not be a problem, but unfortunately Syrum S is very expensive.
Due to the high cost of Syrum S the people of Horrow-Brook have stopped spending their money on the other necessities of life such as repairs to their homes, the purchasing of toys for their children, and even simple things such as the care of their clothing. Due to these circumstances the city of Horrow-Brook is in a state of disrepair. Buildings are missing doors, have broken windows, leaking rooftops, and the city bell tower hangs to one side as if ready to fall onto the cobblestone street below.
Not only has the general economy been devastated by the need for Syrum S, but the Order requires gratuitous amounts of time from any healthy, strong, able bodied man to fight for the order against the spirits of nightmare. This has left no time for the youth to work the fields, fish the ponds, cut the trees, or repair the buildings.
As time has gone on more people cannot afford their dosage of Syrum S and therefore risk the chance of releasing dark spirits from their dreams.
In the beginning, with the release of the first dark spirit, the ocean began to swell, the sky grew dark, the trees started to die, and a darkness began to crawl towards the island from the distant horizon as if attempting to slowly swallow the city of Horrow-Brook in eternal darkness. No ships have visited the island of Horrow-Brook since that day, and no contact has been made with anyone outside of the island since that day other than Horrow-Brook’s savior, Mon. Sr. , leader of the Order.
Current Setting(Where the game starts):
It has now been over a decade since the first spirit was released from a dreamer, and over a decade since Horrow-Brook has been cut off from the rest of the world. The people of Horrow-Brook now worship the Order in a cult-like fashion. This is done in order to stave off the paranoia they all suffer from as they fear each other’s desire for Syrum S as well as each other’s ability to release these evil spirits if not given the appropriate dosage of Syrum S.
No one knows how the curse came to be. Many people blame the sightings of the spirits of the dead in the graveyard on the edge of town, others question the eerie light that comes from the abandoned lighthouse, some even say it is a gypsy who brought the curse over from the mainland. Whatever the case, the horrors of this world have been spilled onto Horrow-Brook in the form of evil spirits, and there are few capable of taking up the challenge of solving the mysteries of Horrow-Brook as well fighting their way through hordes of evil creatures.
You play as the intelligent scientist Eldwin Kershner:
Main Character & Character Options:
Eldwin is a scientist who has dedicated the past ten years of his life working for the Order in order to create weaponry to fight the evil spirits who inhabit Horrow-Brook.
Your character will develop new skills and become adapted to his environment as you play the role of a scientist with the ability to create weaponry to fight against the spirits as well as create useful gadgets to assist you against any obstacles that get in your way.
The picture below is an example of an armor set you can create in-game for your character in order to combat the nightmarish creatures in the game.
After defeating spirits Eldwin can bottle their energies and release them to summon powerful spirits to fight for him. Very similar to summoning creatures in Final Fantasy only they stick around until they run out of energy.
What is the world of Noctemis?
The world of Noctemis is a dark and Horrific place. Spirits Haunt the houses of those who have become “dreamers”, the dead walk the earth, and terrible nightmarish apparitions stalk the outskirts of roads, chapels, and the shoreline.
The people of Horrow-Brook are distant, as if appearing to be here in body, but not in mind. Darkness clouds the sky at all times of day and night, and a crawling darkness threatens to envelop the city of Horrow-Brook as it approaches in a thick, cloud-like substance from the distance.
Imagine your worst nightmares come to life, your childhood terrors become a reality, as you experience this dark, alternate version of the world around you.
No matter your personal fears, fantastic whims, or curiosities, Noctemis is sure to be an encompassing and enjoyable experience for anyone who likes a deep and enthralling storyline mixed with fast-paced gameplay and a rich environment as well as a unique art style.
Noctemis rewards skill as well as creativity.
There are a plethora of unique items to choose from, as well as a great upgrade and creation system that really tries to strike home the idea that your character is a skilled scientist and mechanic.
Even the armor your character adorns changes your movement, the toughness and speed of your character, and the ability to climb, jump and maneuver about the world around you. Collect resources and gadgets and implement them on your workbench to create cool and unique weapon combinations.
Noctemis is a sidescrolling, 2D, action-horror, platformer with a lot of cool and developed puzzle mechanics. The overall gameplay is very akin to a mix of other popular titles such as: super meat boy, n+, binding of isaac, and the Zelda Titles.
Noctemis is truly a unique experience that draws inspiration from many other games, but delivers them in a way that hasn’t been this involved in the way the player’s choice of play-style and overall personal choice have a direct effect on the gameplay.
You fight large, small, frightening, and sometimes even deceivingly cute creatures with a HUGE selection of weapons that only grows as the player decides how they want their weapons to react and be used on the enemies they face.
Anima Gate of Memories is an action RPG set in the Anima Beyond Fantasy world featuring a deep compelling story and exciting game play. It’s being developed with Unity and will have a native GNU/Linux client. The anima graphics is excellent on 2D and I hope that they can bring it’s glory to 3D too, as the gameplay aims to be a mix of Devil May Cry and Kingdom Hearts. You can also take a look at their official website and pledge to their kickstarter campaign.
A nameless woman. A monster that even nightmares fear. In an age of conflict, two lonely souls are trapped in a labyrinth of memories and darkness. Both have been summoned to an ancient place where a war in the shadows is about to begin.
Can they unravel its secrets before being consumed by its spiraling dementia?
Anima Gate of Memories is a third person action RPG in which the player must explore a vast world filled with both dangers and wonders. The game is being developed by the same people that wrote the Anima Beyond Fantasy role-playing game books and the Anima Tactics miniatures game, who are now working with an experienced team of video game developers. Our first goal is to publish Gate of Memories on Windows and Mac through Steam, but there are also plans for console releases.
The game is mostly focused on action, but as any good RPG, it will also have infiltration and puzzle content. In addition, while Gate of Memories is story driven, it doesn’t force you to ride along rails from place to place. The idea is to give players freedom to explore a rich world and tackle obstacles in the order they want. These choices, even if you make “wrong decisions” or leave behind story points, will have a big impact on the progression of the game. This way, players can visit many different places and reach very different conclusions at the end depending on their choices.
Sounds pretty awesome! Can you give me a quick overview of the features?
It will be DRM free!
It will feature gorgeous graphics and animations. Travel through the tower of Arcane and the world of Gaia across stunning backgrounds and places.
It will feature a deep and multifaceted story. A player’s choices and actions will influence the journey and decide the destiny of the characters.
There will be battles with epic bosses. Challenge many legendary entities, each with their own special features and game play.
It will utilize a combat system that combines RPG elements with fast paced action and spectacular attacks and spells.
One of the challenges we have set in Gate of Memories is to make the game play a special experience. In the game the player take the role of two different characters, each of which has their own abilities and powers, and are customizable; every time they level up, players will be able to decide how to develop the characters skills, much like the advancement in the Anima Beyond Fantasy RPG books.
Players can also switch between the two protagonists, even in the middle of an attack to combo moves together. So players get to play both characters and can combine their powers in an almost limitless number of ways.
Anima Gate of Memories is set in Gaia, an anachronistic setting which combines many elements, such as traditional medieval fantasy with magic-based technology. While a great part of the game will take place in a mysterious tower called Arcane, the player will be able to move to other parts of the world and experience the wonder and awe of Gaia.
Arcane is an extremely unusual place. Not only does it have a huge labyrinthine structure inspired by tarot cards, but it will also alter its appearance according to the memories and experiences of its “guests”.
For reasons unknown at the beginning of the story, shortly after the arrival of the main characters Arcane begins to attract powerful entities known as The Messengers and begins adapting its interior in a “dreamlike” way to reflect the lives of these creatures. Thus, the set of the game is not just made up of ruins and tower interiors, but of elements as diverse as dark forests or old battlegrounds. Of course, not every area is totally independent. At the points where the lives of The Messengers cross, the rooms blend into each other connecting the different dreamscapes together.
The story of Anima Gate of Memories is one of the most attractive and absorbing parts of the project, since it combines intense personal storylines and an engaging script.
The game tells the story of The Bearer and Ergo, members of an ancient society called Nathaniel which for centuries has protected mankind from the darkness. At the beginning of the story both receive the order to recover an old artifact called The Byblos that has been stolen by a renegade of the order. The Byblos is a collection of prophecies announcing a chain of events that could trigger a vast cataclysm in the world.
After a long pursuit, crossing areas ravaged by war and misery, The Bearer and Ergo are able to corner the fugitive in the center of an ancient construction. However, before they are able to recover it, the whole area is swallowed by an abyss.
Sometime later, both awake locked inside a strange structure without any way to escape. However, they are no longer alone. Strange beings called The Messengers are also summoned there. Soon, they will discover that something darker than they could imagine is about to start, a war in the shadows in which both will have a leading role.
The Bearer is one of two main characters of the game and one of the cornerstones of the story. She is a twenty-year-old girl who works in secret for a holy society called Nathaniel as a hunter of nightmares. A decade ago she awakened the entity Ergo Mundus making a pact with him. This unusual act allowed her to partially control the creature as well as share some of his powers.
Oddly she has no name, since as part of her pact with Ergo, the demon “ate it”. Nobody can remember what she was called before, so the other characters refer to her as “The Bearer of Calamities”, the given name of anyone who holds Ergo Mundus (while the latter simply calls her “Baby”, a nickname used to upset her).
At the beginning of the game her background is not known, but as the story goes on and the characters travel deeper into Arcane, various fragments of her past, as well as the moment when she signed her pact with Ergo, are displayed through enigmatic dreams and visions.
Of the two main characters, The Bearer carries the greatest emotional charge. Her personality is serious and melancholic. She hates the supernatural, believing that it is what destroyed her family and her chance to have a normal life. Above all she hates herself and the special blood that flows through her veins due to her pact with Ergo. However, despite her tough facade, she is still a young woman who dreams about the same things that any other girl of her age would.
The Bearer of Calamities uses the pages of Ergo as weapons. She can will the pages of the book to appear around her forming anything she imagines, from angelic wings to swords, which she can use to attack enemies or defend herself.
Ergo Mundus is the companion of The Bearer, as well as the character who takes the male protagonist role in the game. He is an enigmatic immortal creature (Nathaniel calls him a demon, but the truth is that nobody knows for sure what he really is) who, centuries ago, triggered a conflict that almost plunged the world into a state of chaos. After being stopped through the combined efforts of Nathaniel, the Church and the Saint Elienai, Ergo’s physical body was so shattered that, to avoid his destruction, he was forced to hide his soul in a book. Since then he has been under the close supervision of Nathaniel, which agreed to allow Ergo to exist in that form in return for his help destroying other creatures like himself. However, to do so one condition is necessary; someone must sign a pact with him, a contract that allows that individual to control the demon’s powers and, on unusual occasions, re-create a temporal body for him.
Ergo’s personality is very charming in his own particular way. He is an egocentric foulmouthed character who craves attention. He loves making cynical comments only to disturb The Bearer, and he is always reminiscing about the past atrocities he committed. However, the truth is that he is not as terrifying as he pretends to be, nor has he perpetrated such horrible acts. In fact, Ergo doesn’t remember anything about his past before being sealed in the book, although he has never confessed it to anyone.
Of course Ergo’s background hides much more. His true identity, as well as the real reason why he has been bound in the book for centuries, will be essential to the story.
Ergo’s fighting style is very violent, but with his own stylistic look. He attacks by creating cuts in mid-air (which is visually represented as “energy claws”) and summoning monsters that emerge from his body or directly from the ground.
Ergo and The Bearer’s relationship
The bearer and Ergo Mundus have a curious relationship. Outwardly they express mostly indifference and hatred towards each other, however, this disguises fondness though this isn’t clear at the beginning of the story. At the start of the game their relationship is purely “master and slave”. The Bearer despises the monster that for years Nathaniel has taught her to hate and Ergo loathes the human who has the power to control him as a simple pet. However, the player will soon discover that she has a particular affection for him, not only because Ergo saved her during their first encounter (at the time she made the pact), but because after being reunited years later, she realizes he has always been at her side.
Ergo’s feelings are more contradictory. Proud and egocentric, he will not realize how important she has become to him until it is almost too late. For a long part of the game he will try to bother her all the time with cynical jokes, but he will surprise himself more than once putting his life in jeopardy protecting her.
Throughout almost the entire game The Messengers play the role of the main antagonists. These are creatures that have been summoned to the interior of Arcane, whose memories and minds shape the chambers of the ruins.
Several centuries before the beginning of the story, the prophet Harael Grimoire had a disturbing vision; in a near future twenty-one creatures would be the harbingers of the end of all existence. Since Harael had never been wrong before, Nathaniel took the threat very seriously and, from that moment, their agents have tried to locate and eradicate the foretold “Messengers of the End”.
Based on Harael’s predictions the organization created a list of twenty-one candidates which embodied the greatest threats to the world. Since then, the organization placed a special emphasis on their capture and destruction, but given the considerable powers and intelligence of such beings, they have been unable to neutralize any of these threats.
These “Messengers”, represented by the twenty-one Major Arcana of the tarot, are immortal beings of huge power who, to a greater or lesser degree, have been involved in several major events in the history of Gaia. Even if they bear no relationship, their long lives had allowed them to know each other. Ironically, Ergo Mundus is considered one of The Messengers, but is now forced to hunt his compatriots.
Of course, each one of them has an interesting background with deep motivations and a complex life. With the cut scenes of their areas, and book scripts that Ergo and The Bearer can collect, the player will discover who they really are as well as their personal drives, giving them character development so that they become more than just ”bosses” to be vanquished.
Created by a collaboration of occidental and asians authors, Anima Beyond Fantasy is a license recognized for its role-playing books, miniature wargame and card game. Anima products have been translated into English, Spanish, French, Italian and German, and are available in more than 20 countries worldwide.
Our teams consist of professionals with a wide body of knowledge in the field of developing games of all types. Our ranks include people like the creative mind behind the Anima Beyond Fantasy world, Carlos B. Garcia, and amazingly talented artists like the internationally known Wen Yu Li.
Our goal has always been to create a game of the highest possible quality, a work that would be a memorable experience for anyone who plays it. Unfortunately, although we would like to say that we can embark upon the project on our own, we realize that we have a limited number of people to achieve it and, most likely, the team would be unable to accomplish the desired result. Therefore we have resorted to Kickstarter with the conviction that, by raising money in this way, we can create a great game without sacrificing any of the quality we are determined to achieve.
Everyone who is involved in the project, regardless of the size of your contribution, will be informed of the evolution of the game and will see how our work is progressing “behind the scenes”. For this, we have created a blog and a forum that will allow you to contemplate the progress of our work and ask the questions you consider relevant.
However, our intention is to go beyond simply reporting the project status. Since it is thanks to your collaboration that Gate of Memories will be possible, we want to hear your suggestions and opinions, thus making you a small part of our team. Therefore, there will be decisions that we want you to participate in, since it will enrich the quality of the game.
Of course, we have additional goals planned, that we would be able to implement in Gate of Memories if we are able to raise a large amount of money.
$120,000 or more
10 additional skills or powers for each of the main characters.
4 additional enemy types.
A vocal main theme and ending theme.
10 additional skills or powers for each of main the characters.
4 additional enemy types.
A highly detailed new zone to explore.
Additional cut scenes and dialog to add story and character development.
5 additional skills or powers for each of the main characters.
New finishers and QTE animations.
20 New sub-quests and additional events.
2 additional playable characters with many customizable options.
Boss rush mode.
Release of the game on 1 console.
A cooperative mode that will allow 2 players take on the adventure together.
2 Additional Messengers, each one with their respective areas.
A fully animated opening and closing cut scenes.
A secret final boss, who can only be unlocked by completing certain story quests and choosing certain options.
$500,000 or more
A VS mode in which players can fight each other or against a series of special enemies.
A survival mode played out in an additional dungeon as endgame content.
A playable epilogue that link the game with its sequel.
We would like to thank all of the people who believe in us. It is because of your faith in our work that we are able to make things that entertain us all. We would also like to express our gratitude for looking at our project here. With your help we can turn our project into a reality.If you have any question about this project, feel free to contact us here on this Kickstarter campaign or at Anima@edgeent.com.
Telepath Tactics (like the other games in the series) is a deep turn based tactical combat which explained in more depth in the following video :
What is Telepath Tactics ?
Fantasy tactics with mod support, manipulable battlefields, a Fire Emblem-style campaign and hotseat multiplayer.
The Kickstarter presentation
Imagine that Fire Emblem and Disgaea had a baby, and that baby turned out to be a prodigy…
“With destructible buildings, bridge construction to create new flanking opportunities and the ability to throw people into lava, it sounds like Telepath Tactics may contain all that is necessary for my tactical needs.”–Adam Smith, Rock Paper Shotgun
“The gameplay recalls Sega’s Shining Force series, mixed with a bit of Advance Wars — as a fan of both, I definitely approve of the direction this one’s taking!”–The Indie Games Blog
“Like all games of war—digital and otherwise—you must learn how to use the terrain to your advantage. You can smash through walls, rob the high ground, build bridges, and lay down explosives. You can also back your foes into undesirable puddles of stuff, like water and lava. For a change, try flinging your best friend off a cliff.”–GameZebo
“Telepath Tactics is the first tactics game where I felt competitive in a good way and had a great time whether I was winning or losing. I love the use of environmental effects in TT and they’ve led to some interesting land grab battles where it was more about controlling, deforming, or transforming the maps to win than directly battling my opponent.”–Phil Tibitoski, Octodad
Telepath Tactics is a turn-based tactical RPG in the tradition of Fire Emblem and Disgaea. It features a single player campaign with well-written characters embroiled in a tale of war and political intrigue, as well as 2-to-6 player multiplayer with support for hotseat play (i.e. you and your friends playing together in the same room, Super Smash Brothers style).
Telepath Tactics takes place in a fantasy-steampunk universe that averts most of the tropes you’re used to from these sorts of games. Magic doesn’t exist: instead, there is psionics and steam-powered technology reliant on a volatile, crystalline substance called vibra. Cavaliers don’t ride horses: they ride giant, armored praying mantises. There are no elves, no dwarves, no goblins, no dragons: it’s just humans and a few other, entirely original sentient races (such as the shadowlings, disembodied floating heads that quite literally feed on human suffering).
Telepath Tactics takes a highly deterministic approach to combat mechanics. Attack damage is 100% predictable, and attacks always hit unless there is some intervening factor (such as the attacker having been blinded, or the target having some special defensive status effect). In this regard, it is very much a game of skill akin to chess—chance will seldom determine the outcome of a battle.
Telepath Tactics borrows liberally from the best tactics games around to provide a wide variety of available strategies. Throw enemies off of cliffs; push enemies into water or lava; fling friends across gaps; set your enemies on fire; freeze them; blind them; cripple them; stun them; use hit-and-run tactics with cavalry and bowmen; teleport; grab item drops; stick your ranged units on the high ground to boost their effectiveness; the list goes on and on.
Telepath Tactics also brings fresh new environmental manipulation mechanics to the table. Push boulders, barrels and tables in the way to block off certain routes; build bridges to create new routes across water or lava; build barricades to brunt an incoming attack; destroy walls, doors and bridges to open up or close off routes of attack; shoot through open windows; place down explosive charges to create a trap for an unwary opponent. Telepath Tactics supports all of this and more.
The enemy AI in Telepath Tactics is aggressive and reactive. The enemy will not just sit around the battlefield waiting for your characters to wander into aggro range or trigger a script—instead, the AI will actively maneuver and seek out ways to get at your most vulnerable characters.
Telepath Tactics multiplayer comes with 22 unique character classes, each with its own strengths, weaknesses, and battlefield roles. The single player campaign features unique, named characters based off of these classes, each with its own custom stats and leveling schemes.
You don’t have to be content with the selection the game ships with, however. Telepath Tactics features extensive mod support that allows you to create custom multiplayer maps, custom tilesets, custom destructible objects, custom items, custom attacks, custom character classes, and even whole single player campaigns filled with unique characters, enemies, dialog and cut scenes. Everything is stored in easy-to-edit .xml files, so modding is a cinch.
The game also comes with a full-featured map editor to make creating new battles fast and simple. Create your own, or download someone else’s: Telepath Tactics supports all of the above.
There is a lot more I could say about the game. Rather than talk your ear off, however, I will direct you to the latest draft of the Telepath Tactics manual with more (and more detailed) information on how the game works.
WHERE IS TELEPATH TACTICS AT IN ITS DEVELOPMENT?
Every single thing you read in the section above is currently in-game and working. There is no question about whether this project is too ambitious to complete: it isn’t. The lion’s share of the really tough stuff is already done. I just need more resources to give the game all the content and polish it needs.
SO, WHAT DO YOU NEED $25,500 FOR?
I’ve crunched some numbers, and $25,500 is the bare minimum amount of money it will take to finish Telepath Tactics to my satisfaction. (Please note that I am not counting wages for myself in this figure. I don’t want a salary; I just want the money to get this thing done right.)
Here are the things your contribution will fund:
Hiring a sound designer to create all of the sound effects for every last button click, movement, attack, character death, item usage, and action in the game. Estimated cost: $12,000
Hiring a composer to flesh out the game’s soundtrack with more music. Estimated cost: $4,000
Hiring artists to create more art: tilesets, destructible objects, character portraits, NPC sprites, and a second gender for each character class. Estimated cost: $4,000.00
Promoting Telepath Tactics* at PAX East. Estimated cost: $2,000.00
Hiring a web designer to build a proper website* for Telepath Tactics. Estimated cost: $1,000.00
Now, if you’re good at math, you might be scratching your head right now. “Craig,” you might say, “that’s only $23,000. What is the last $2,500 for?” Good eye. The last $2,500 is to cover the estimated 10% cut that Amazon and Kickstarter take from whatever we raise. (For instance: if we raise $25,500.00, I estimate that these guys will take a $2,550 cut; that leaves just about $23,000, the amount I need to cover the expenses listed above.)
*Publicity is important to the game: it means more people for you to play against in multiplayer, and more people creating single player campaigns for you to play. Trust me, you want this!
WHAT HAPPENS IF WE RAISE MORE THAN $25,500?
In the event that this happens, I have a wish list a mile long for extra goodies I could pack into the game! If it starts looking like we’re going to break past $25,500, I’ll update this section with stretch goals for ways in which we can make Telepath Tactics even more awesome.
Forsaken Fortress is a special RPG game in which you build your base, defences and assemble your team against monsters attacks in a post apocalyptic world. In this game you must explore the wastelands for material you can use to upgrade your base, build turrets, walls and parts of base like clinic to heal your squad or training rooms and assemble your team from variety of professions – you will also need to keep their moral high.
This game uses the Unity4 game engine so a GNU/Linux client will be made.
What is Forsaken Fortress?
Unlike many other existing post-apocalypstic RPG, Forsaken Fortress emphasize on base management, defense, team management and resource collection. In the game you need to build and defend your base from waves of hostiles and to use the break time to explore the surrounding environment for supplies and to work on missions. In order to survive in this dangerous world, you need to assemble and maintain a specialized team that is made up of unique and individual characters. You need to utilize their professional skills in order to achieve optimized team functionality. The game also incorporates many simulation-derived elements, such as building entertainment for the team to maintain morale or upgrading accommodation for the team so they can rest well.
While an RPG at heart, Forsaken Fortress draws influences from variety of sources and all that elements work together to provide a cohesive and engaging gaming experience.
Base Defense and Management
Your base will be assaulted by a range of hostile forces, ranging from rival squads to the twisted denizens of Earth’s surface. Position your forces, upgrade your weaponry, and maintain the perimeter to ensure survival during prolonged sieges!
Resource Collection and Story Based Missions
While your base is not under attack, your squad will need to collect resources and work on missions in the surrounding environment. The most coveted prizes will not be left unguarded, and you may have to fight tooth-and-nail to acquire what you need. Balance survival with completing the mission — an improperly planned all-in strategy could easily lead to disaster!
Rich Character Development and Interaction
You squad is comprised of unique characters.Each character has unique personalities and traits. These traits can be positive - such as the Cat Eye (better performance at night) - or negative – such as Cowardice (a propensity to flee from battle). Traits can be dynamically developed throughout the game. For instance, if you frequently send one person into bloody combat, he or she might develop a trait of Aggressive (may ignore orders during a fierce combat). You can interact with different characters to manipulate their attitude towards you. For instance bribing will increase the relationship temporarily, while developing friendship will increase the relationship in a long term.
Outfit and balance your expedition teams to suit the needs of the mission, and assign squad members within the base to where they will be needed most – fences will need repair, bunkers will need gunners, the injured will need healing, and supplies must be distributed. Balance labor and relief to maximum squad members’ morale.
Your team will respond to working and leisure conditions as a real team would. Match team members for harmony and effectiveness, determine performance rewards, and construct base facilities to maintain morale.
Squad-based realtime combat system brings you maximum tension and a brutal combat experience. With enemies that are ten times stronger and a thousand times more vicious than humans, the only way to survive is to rely on technology and tactics. If you don’t act quickly and intelligently, you will be overwhelmed. Control your character while issuing orders to your comrades. Cooperation between different squad members is a critical part of achieving success!
Shrapnel, ricochets, destructible environmental features, and vehicles all come into play within Forsaken Fortress. Take advantage of the game’s advanced physics engine and dynamic environment with exciting strategic gameplay!
When will Forsaken Fortress be released?
The release date is targeted for the 2013 holiday season. This will be a DRM-free, cross-platform release, meaning you can play on any PC or Mac.
Who is Photon Productions and why support Forsaken Fortress?
We are an indie studio with a goal of bringing some new experience to the futuristic RPG genre. What you see here was put together by a small team comprised of two artists and two programmers in a small underground bunker near new york. We have been working part-time on this project for nearly half a year. Making a RPG game like this is difficult. During this half year, we have experienced many difficulties such as, time shortage, losing manpower, etc. And we realized that it is almost impossible to achieve what we promised without turning part-time staff into full-time. Kickstarter is our best chance of getting funded. And in fact, the Kickstarter’s competitive mechanic is making us more productive and dedicated. We eager to bring you the best that can be offered!
Your funding will be going towards the acquisition of new staff members, pay for software licenses, and to maintain the employment of current team members.
With your help, we will make this game the best it can possibly be! Thank you for your time and your contributions!
I Will Survive looks like an interesting platform game with dark homer, uncensored adult content, gore and zombies. All animations are made frame by frame, drawn by hand and looks excellent. With ~50 playable characters and ~150 monsters/zombies to kill, this is a huge amount of work. I really don’t know why there are so few backers to this project with it’s already low goal of 5,000 British Pounds.
I Will Survive is a multi-genre, somewhat endless game in a comic style with an uncensored design an story built on sarcasm and satire.
Decaying Logic needs your help. We are a small team founded in 2011 by Matt D. C & Lampros Papadopoulos working towards our dream of finishing and releasing our game ‘I Will Survive’. We are reaching out to the gaming community because we want our project to reach its highest possible potential.
The more funds we have the more we can do and the more platforms we can aim at, and…. software licenses are really expensive and we don’t have big company pockets.
Most stories follow the hero, the survival minded protagonist who will prevail no matter what situation is thrown at him. We want to take the opposite approach and focus on the people whose lives were cut short due to unforeseen consequence, and therefore not able to tell their story no matter how heroic or tragic.
I Will Survive has been up on Steam Greenlight for a few months now and we’ve had a lot of attention and overall a great response from the community. You can find the page HERE if you want to check it out and maybe help us out with a vote up and see our game on Steam.
As well as for the PC, Mac and Linux, we will be making versions for Android and IOS. We want to try to bring the game out on as many platforms as possible and if we can we’ll go for the Xbox360 and PS3 too.
We have around 50 playable characters so far and our enemy count almost triples that. Quality to us is number one and we never re-skin the same characters or enemies to give the game more filler. Every level and environment is built from the ground up. The idea of reusing the same levels and copy pasting everywhere is pointless and we would rather put in the effort. Eye candy tastes good and we have lots of it.
Each character has its own unique weapons and capabilities, with its own story to tell, which will play out in segments as you switch between them.
Everything you see in the game is hand drawn and animations are carefully done frame by frame then colored, animated and polished down again to give each movement the smoothest possible finish.
As a thank you to all who donate to help our project reach its full potential, we have a bunch of cool stuff to give away such as T-shirts, key rings, stickers, original signed artwork from the game, PDF and some hard copies of our Survival Guide/Art Book.
Thanks for reading this and looking at our project. For more pictures of the game and artwork, checkout the IWS website HERE.
Check out the website to see more screenshots, concept art and to generally get to know more about the game. You can also follow what we’re doing via Twitter, IndieDB, Facebook, joing our STEAM group or of course at our little dev blog on the website.
Bloom is a beautiful fantasy action adventure game with a dose of RPG elements. The concept art and sketches look great and the early gameplay concept is also very good. They ask for $150k (which isn’t a lot for that kind of game) and we have 40 days to achieve it.
Bloom is an isometric action adventure game with a dose of RPG elements. Set in a rich fantasy world caught in the midst of an epic battle between nature and the re-emerging technology of the past, Bloom strives to bring forward an entirely new experience to the players.
Over time, the idea of Bloom slowly developed from the modest beginnings of an unreleased graphic novel into a living breathing world of deep history and exciting creatures.
Beyond it’s history and unique story, Bloom will give players a fresh new world to explore and challenge them in ways they have never been before.
In Bloom, you take on the role of a young survivor just beginning to explore her people’s innate connection with nature as you try to stay alive against impossible odds. A deep history and unexpected story propels you forward as you continue to cling to a quickly diminishing glimmer of hope.
While the story and setting is rich and engaging, Bloom also takes a fresh approach to the entire player experience with a new level of game design.
Synergetic Design -
Our entire ability system is designed with as much cross interaction as possible. An ability, such as being able to shoot an arrow, is not limited to simply a damage roll against a creature. Instead, it serves as a single tool which can be used in a wide range of ways throughout the game. From adding weight to an object, to pressing switches, to delivering an object in your inventory to a distant location and much more.
In this way players are not overwhelmed with long menu lists and other disruptions to the flow of game-play. While at the same time, players will find they have a great number of options in how they strategize and approach situations depending on how they choose to use their tools.
Strategic Real-Time Combat -
Combat in Bloom is made to challenge players to think and plan ahead as they manage their energy and dodge or counter attacks. Winning does not come down to who can mash the X button the fastest. Instead, the game challenges players to invent creative ways to overcome their enemies. Congratulations, you can shoot an arrow… but lets see you use your bow to defeat an enemy that can’t be hurt by arrows.
Not only that, but enemies will begin to adjust their tactics to match you. Even when knowing an enemies weakness, the battle isn’t over by far.
Living Environments -
In Bloom, the world around you is far more than simply a backdrop. It is key to your success in moving forward. You will be able to spot and utilize boons and other environmental advantages as you fight and use the environment to set traps or other strategies you invent. Rushing into a fight blindly will only get you so far. ..sometimes you have to sit back and look around you for a minute (of course, at the same time you might have an angry creature vying for your attention).
These are just some of the great features we have planned to create an experience unlike any other. You will find Bloom isn’t trying to copy some other game, we are rewriting the rules and bringing new life to the party.
Fabled Fortress is a hybrid strategy game about building, managing, and defending the kingdom of your dreams against ruthless invaders.
While they currently using Unity3.5, they will upgrade to Unity4 when it officially ships. But as their game is planned to be finished at March it could be a problem to deliver a GNU/Linux port… However if you want this game to be ported to GNU/Linux, the developers asked to message them . With enough interest, they may commit to a GNU/Linux client.
Thank you for your interest in Fabled Fortress! Because the current version of our development platform, Unity 3D, doesn’t support Linux we haven’t listed this platform among our initial releases; however, the upcoming update of Unity 4 includes Linux support! Provided we get enough backers from the Linux community and there are no unforeseen issues moving from Unity 4 beta to release, we will strive to release on this platform. We hope this gives you the confidence to back the project. If you have any remaining questions or concerns, please feel free to respond. Thanks again for your support! It really makes a difference! fine Orange Games“
“If you are going to upgrade to Unity4 which supports Linux, why not offer the Linux support so Linux gamers could pledge for your project ? (MANY other games that use Unity4 promised a Linux client…).
I mean, if you cannot promise it, then why should people pledge for a project they won’t even sure they could play later ?Thanks Maxim.”
The main issue is making sure that Unity 4 is live and not still in beta during our release in March. We take this stance because shipping on beta software could cause unforeseen problems and, in our view, we can deliver a better product after all the Unity 4 beta issues are resolved. We have decided not to upgrade to Unity 4 until it has officially shipped and is not still in beta. With that said, several of our backers have already requested Linux support and it is only a matter of time before we deliver this support. The only reason Linux support isn’t listed among the initial releases is because we want to make sure that Unity 4 is no longer in beta before committing to delivering in March. Why don’t you check back closer to the end of the project when we should hopefully have more details from Unity about the Unity 4 release date? Because of the overwhelming number of requests for Linux in the past few days, we are going to review when we can realistically offer this support without any issues. If you know of any others in the Linux community who are interested in adding this support, could you also have them send us a short message? This would really help reinforce adding Linux as an early release.
Thanks again for your support! fine Orange Games”
Fabled Fortress is a hybrid strategy game that allows you to build, manage, and defend the kingdom of your dreams. Rule your peasants, embark on quests for rare loot with fellow monarchs, and annihilate your friends’ kingdoms with apocalyptic spells and ruthless armies all before lunch! It’s good to be king.
Initial release on iOS followed by Android, PC, & Mac.
9 characters to aid you in the single player campaign
6 chapters with 36 missions for approximately 10 hours of gameplay
Faction-specific playable units and buildings
4 factions: Humans, Elves, Orcs, and Undead
Over 40 3D buildings
Over 25 units including melee, ranged, magic and boss units
Over 30 quests provide rare loot to unlock unique buildings, units, and spells
Devastating spells to annihilate even the strongest invasion
Saga Kingdoms is a revolutionary real time MMORTS, focusing on questing and empire building. They say it’s what Star Craft 2 could have been (in terms of gameplay). It will be free to play (as it seems from the rewards), but you can pay for additional content. Currently the project managed to get ~$8,600 of the $100k goal ,with 29 days to go. From past experiences it’s very hard to get the funds for “free to play” games and I personally doubt that this project will reach it’s goal (although there is always hope).
SAGA was designed to show what is possible in an RTS when it is made for the players and not by the big studios who may be too scared to try something new. We asked ourselves questions such as, What if the world never reset? What if we could figure out how to balance not just two or three factions but six? and most importantly, What if every play session enhanced your virtual empire and not just a rating?
Most RTS games we’ve ever played focus on player vs. player combat. This is understandable because creating 10 maps and relying on players to provide variety is much less time consuming than creating 600 quests. SAGA, however, embraces that players love a rich story and while PvP has its place and is certainly not an afterthought in our design, we felt it was a lot more fun going on quests not just alone but with groups of friends.
In Saga Kingdoms each player will control a capital city that will serve as the seat of their power, however we have greatly expanded on this concept by giving each player a full Island as a starting point. In addition we plan to allow players to take over both resources and outposts on the main continent as their empire expands.
Similar to SAGA, Saga Kingdoms will feature hundreds of quests to test your skill. While some quests do have prerequisites that you must best, you can always go back and do old favorites for loot and XP.
The power of our new engine means we can create much grander quests that can be enjoyed by large groups of friends.These epic battles will be much more difficult but we promise the rewards will be worth it.
Players will be able to choose from one of six factions, each with a unique look and play style.
Primary Race: Elves
The oldest of the races, the elves have long ago learned to live in harmony with Gaia – the spirit of the world itself. Through their allegiance and honor of Her, they have learned to master Her powers, and now control the most destructive forces of Nature. As warriors, they possess terrific skill, and have made strange allies in some of the oldest creatures on Gaia, including treants and elementals.
Primary Race: Orcs and Ogres
The orcs and ogres live for war. They have long pursued it, and have fashioned their living around it. They have traded refinement for mass, and like a blunt instrument, will bludgeon the life out of their enemies. Their spells and abilities are targeted inward, purposed with instilling their warriors with greater power in combat. Individually, their warriors are skillful, en masse: terrifying.
Primary Race: Giants and Humans
Noble, powerful and indomitable – the forces of Light are truly magnificent to behold. Their ancient civilization has reached a glorious age of wisdom and refinement, and their armies have long ago mastered the art of war. They are a balanced and formidable force, able to draw on heavily armored soldiers and powerful magic alike to crush their enemies into submission.
Primary Race: Dwarves
Dwarves are particularly skilled in the arts of mechanical engineering. Hidden deep in their mountain hideaways, they have created terrible machines of war and destruction. In all their tinkering though, they have lost the art of magic and must rely on their own ingenuity and cunning.
Primary Race: Dark Elves
The dark elves are the masters of magic. They have studied many dark arts and have mastered the secrets of daemonology, allowing them to conjure up horrible beasts. By tapping into the powers of the Underworld, they have possession of mighty spells, with which they terrorize their enemies.
Primary Race: Undead
When the god of the Undead was all but defeated he called upon his powers to bring to power the newest of the factions to gain a foothold on Gaia. Adept casters, the undead use their powers of decay to manipulate the course of battle and weaken their foes while gargantuan undead abominations rush forth to devour their prey.
We love variety in most RTS games. Trying to find the perfect balance of troops is an integral part of the strategy. As difficult as it was to balance 6 factions, that task was nothing compared to trying to create over 100 distinct troop types. Saga Kingdoms will bring back many of the old favorites and will commit to creating many more in upcoming free content expansions.
Saga Kingdoms is a Free-To-Play Collectible game
Collecting troops was one of the best received and unique features of SAGA. Booster packs which can now be purchased for gold farmed in game will provide a random assortment of troops. Nothing beats the excitement of ripping open a new pack or the exhilaration of finding a dragon as your rare card.
Every aspect of your empire can grow in power. This means that every play session will reward you with some type of progress.
Buildings will be constructed, which will provide additional benefits.
Research will reward you with new abilities and benefits.
All troops will gain experience during combat, making them more powerful.
Magic items will be found during quests and crafted in your city.
Every quest completed and booster purchased gives the possibility of new and exciting troops to enhance your army.
Even logging in for just a few seconds and collecting resources brings you closer to purchasing that next building upgrade or booster pack.
Each unit in your army will be led by a hero as detailed as any character in an MMO. Heroes can gain levels, learn spells and possess a range of abilities and bonuses that they confer to the unit they lead.
We’re also expanding the number of available heroes slightly from the dozen available in SAGA to many hundreds. (OK maybe more than slightly)
Not only will be we able to create items with a larger variety of abilities, but Saga Kingdoms will feature many thousands more magic items since Heroes can equip armor in multiple slots in addition to weapons and trinkets, rather than the limited 2 slots in SAGA.
Since Units in Saga Kingdoms are built around heroes not troop types, you will have much more freedom when designing your units. Each troop type will possess a special ability, allowing you to have much finer control over the type of army you field. For example, if halberdiers grant increased damage to the whole unit and swordsmen grant increased armor, a unit consisting of 15 halberdiers and 5 swordsmen will play very differently than one with 15 swordsmen and 5 halberdiers. Adding a hero who brings its own set of unit enhancements means an unlimited set of strategies.
Using the Unity engine means being able to do battle on a PC, Mac, or even using Linux. While the client will be available for all of these platforms, developing in Unity means that when you’re at work or school and can’t resist checking your empire or doing a quick quest, Saga Kingdoms will also be playable in a browser. In addition, developing in Unity opens the possibility for a mobile version.
We have been working on Saga Kingdoms for over a year. Some of our players have even had a chance to try the Alpha version.
We can field troops, move them around, and cause havoc to our enemies as well as build a city. The funds raised on Kickstarter will help us port the remaining SAGA features, finish our quest design tools and make the necessary changes to magic items and heroes to bring Saga Kingdoms to the next level.