The worlds first Rhythm based First Person Shooter. A genre focusing more on an entertaining musical experience than shooting bad guys.
Let's face it, we've all been getting more and more tired of first-person-shooters, and with good reason; there hasn't been much real change over the past decade! Shooters have been getting better graphics, and occasionally a new feature or two, but it seems like everyone is neglecting everything else that makes a game fun.
Tell me about the game already!
RS Flux is here to change shooters forever. Too often I've seen people turning down the volume on their game, and then cranking their own music. When players get in this mode, you often see the music reflected in the game; the character's reticle bounces around to the beat, the weapon fire pulses along with the music, they weave in and out of hallways almost as if the music is controlling their moves, but more importantly you can see that the player is more immersed in the overall experience. Why should we have music separate from our games? Why should music games be about conforming to preset songs and tunes? Why can't we integrate music into the gameplay of shooters? Well I say we can, and that's exactly what I'm doing with RS Flux.
RS Flux combines the action-packed, fast paced, immersive gameplay of a First-Person-Shooter with the music and rhythm of a Music Game. In RS Flux, everything in the game has musical sound; weapons, actions, movements, enemies, objects, effects, scenery, and just about every last thing in the game has sound or melody that flows seamlessly with every other sound, making each and every minute of the game a unique musical experience. RS Flux is as much about playing an FPS as it is about creating and enjoying music. Musical experiences will vary based on playstyle, location, genre setting, enemies, weapon usage, and the level of action occurring around the player, so players will never be left experiencing the same tired music over and over.
While the campaign mode offers a beautiful plot and challenging bosses, multiplayer is where this game really gets interesting. In a multiplayer match, players might simply follow their objectives for a swift victory, or they might get more creative, and collaboratively make interesting music. RS Flux will feature the ability to record matches, then play them back in a number of ways, and even upload them to YouTube, allowing players to share their unique musical creations. RS Flux will also feature the ability for players to upload their own samples and make custom sound presets, for an entirely customizable experience.
RS Flux is already playable, but lacking a lot of art assets; a large majority of the funds we are asking for will be going towards paying artists for the assets we so desperately need! Since every person who pledges will get Beta access, you'll all get to play the game from the get-go and see all of our art as it gets implemented!
Where are the pledges going?
In short, to pay for art. Art doesn't come cheap, while we've had a lot of inquiries since the announcement of the project, very few have been okay with working for anything other than up-front compensation. Thankfully we've gotten two new artists since launching the kickstarter for RS Flux, but unfortunately we can't lower our goal once it's set.
My studio has until recently lacked any artists/modelers/animators, which is why we are seeking funding. While the game IS playable, it is entirely untextured and many things lack real models. What this all adds up to, is that while the game may be playable (and quite fun, I might add) in its current state, it is just too ugly to show video or screen shots of.
However, due to the amazing response we've gotten from artists, new art assets are in the works, so expect to see content soon!
The Jobs section of our webpage is down for maintenance, but I can tell you right now that all help is appreciated. If you have an interest in getting involved with the project, please send an email to email@example.com and include a resume, portfolio, or any other information you feel relevant.
Pretty much like any other shooter out there! We have the typical team and free for all death matches, a few objective based matches, co-op objective matches, and a few creative modes.
We're always adding and removing content, expect the campaign to be from 2-4 hours in length. Our boss battles are a bit of a wildcard though, like many old-school games, the bosses are pretty easy to beat if you know what to do, but you can't just wail at them to win. So the length of the campaign can skyrocket if you can't figure out how to beat a certain boss.
I used to be, but honestly I'm not too concerned; I've got a head start, and even if a much larger studio were to beat me to the punch, I'm still the one who came up with the genre. I'm not really into fame or fortune, I just like making games.
pledged of $35,000 goal
seconds to go
Funding Unsuccessful This project reached the deadline without achieving its funding goal on March 22, 2012.
Feb 16, 2012 - Mar 22, 2012 (35 days)
Pledge $1 or more
Beta access to the game throughout the entire development cycle.Estimated delivery: Apr 2012
Pledge $5 or more
A copy of the game on Steam and beta access.Estimated delivery: Aug 2012
Pledge $10 or more
Three additional copies of the game with beta access. Play with your friends!Estimated delivery: Aug 2012
Pledge $20 or more
Get all previous tiers as well as a copy of an exclusive album from DJ Shadow.Estimated delivery: Mar 2012
Pledge $25 or more
9 backers Limited (1491 of 1500 left)
Want to show your pride? Pledge $25 and get a Flux RS graphic tee shirt as well as previous reward tiers.Estimated delivery: Jul 2012
Pledge $50 or more
We'll mail you a small book of concept art signed by the team! You'll also receive all previous reward tiers.Estimated delivery: Apr 2012
Pledge $100 or more
Get your name in the credits! Let everyone know you backed the worlds first Rhythm Shooter! Includes previous reward tiers.Estimated delivery: Aug 2012
Pledge $1,000 or more
0 backers Limited (50 of 50 left)
Your input goes directly into the game. Pledge $1000 and you can suggest a reasonable change or addition to the game and get recognized for your change in the credits! If we find that your suggestion isn't reasonable (It doesn't fit the theme of the game, it isn't do-able, it would take too much time, etc.), you can continue to submit suggestions until we accept one. Includes previous reward tiers.Estimated delivery: Aug 2012
Pledge $3,000 or more
0 backers Limited (25 of 25 left)
An all expenses paid trip to Houston, TX for a launch day celebration! (North American Residents only) Includes previous reward tiers.Estimated delivery: Aug 2012