Deep Sixed - Your Intense Space Survival Adventure Begins
Deep Sixed - Your Intense Space Survival Adventure Begins
You're on a suicide mission to explore a massive nebula far from home. Use strategy, duct tape and your ingenuity to live another day.
You're on a suicide mission to explore a massive nebula far from home. Use strategy, duct tape and your ingenuity to live another day. Read more
About this project
"We're not alone out here."
Deep Sixed is a space survival game where players are given a defective spaceship and a large nebula to map with plenty of mysteries to reveal. As you explore, things will go wrong on your expeditions and you will be expected to make command decisions. You can conduct a distracting and extensive repair, or implement a temporary make-do solution so you can focus on what’s happening outside. You can attack nebula creatures head-on, or study their habits and hope to avoid their attention. Perfect journeys are impossible, and players will find themselves building upon and applying a core set of basic engineering skills to address competing priorities.
The gameplay loop of Deep Sixed is best described as a unique hybrid of Vlaada Chvátil’s board game Space Alert, meets the party-game Keep Talking And Nobody Explodes. Players are thrust in the role of The Pilot, choose a destination and mission, and forced to deal with an extremely wide variety of situations with a calm head, before deciding when the risks outweigh the rewards and returning home.
NAVIGATE the nebula by selecting destinations and missions that you think are appropriate for the equipment you have loaded onto your spacecraft.
SCAN the procedurally generated nebula to uncover mysteries awaiting the ambitious explorer.
DEFEND your vessel from external threats, including the territorial creatures that roam the nebula. As you progress, you will encounter a diverse ecosystem of intergalactic fauna with their own predator, prey and scavenger roles.
REPAIR your vessel using the resources at your disposal. Follow an "intuitive" manual and decide how you’re going to tackle emerging issues.
This game comes without an undo button. There will be no savescumming. Your ship stays with you from start to finish, and if something breaks, it'll stay broken until you figure out how to fix it. In this game, everything matters: using duct tape to seal a pipe in your first mission can come back to haunt you in your last.
As a court-mandated involuntary employee of a ruthless megacorporation, you will be sent into the breach time and time again in the hopes of earning your freedom. Your ship will also contain an artificial intelligence unit with its own objectives that promise to surprise and entertain.
The Deep Sixed story is told through cutscenes that occur between missions, through e-mails sent and received in the game’s space-station hub, and in-situ as the Pilot discovers something interesting in the nebula. These narrative vignettes weave a thoughtful and compelling tale of friendship and compassion under unexpected circumstances inspired by classic works of science fiction.
We're asking for $15,000 in order to deliver this game in Q4 of this year.
$4000 of that will go to advancing creature modelling and animation so that our spaceborne fauna will engage in interesting but complex biological activities (encircling a nest, territorial threat displays, etc.),
$3000 will go towards the costs of programming the remaining gameplay mechanics with an anticipated completion date of September of this year.
$3000 will go towards voice-acting, with the Pilot and the ship’s AI engaging in thoughtful banter as the game progresses.
Finally, $2000 will go towards digital marketing efforts so we can expand our reach and the overall success of this game.
Remaining funds will go towards Kickstarter fees and paying our taxes.
What follows is a list of all the backer rewards we'd love to share with you. You can read more about them on the right, and we'll be answering any follow-up questions that arise in the FAQ.
Our goal is to release this product by November 2017. We have identified several milestones to hit along the way.
By the end of this campaign, we intend to finish the metagame. The ship returns to a prison space-station, a sort of central hub, where the player has a bed, a window and a computer with which they can communicate with corporate headquarters, repair their vessel and unlock upgrades. This is a place for recovery between missions and advancing the storyline, so we want to make sure there’s plenty of content here for players to be exploring.
By July, we want the game hub where you choose between missions, upgrade your spacecraft, conduct repairs and e-mail corporate drones to be fully realized.
By August, all of our cutscenes will be fully realized, and our dialogue completely recorded.
By September, the game’s mechanics are in their final iteration, the missions are scripted and all of the creature behaviors are fully realized. At this point, the game is ready for testing.
By November, we hope to have resolved issues that have come up in testing and will (with luck) be releasing the game for PC, Mac and Linux. In early 2018, we anticipate releasing the game for mobile devices.
We are independent in the truest sense of the word. There are no angel investors watching over our company. There is no million-dollar advertising campaign. We’re coming to you with a nice smartphone, a decent mic, and all the Adobe After Effects skills we can muster to show you something we’ve thrown everything we’ve got into, something that’s bright, colorful and fun. Ours is the kind of product that we feel Kickstarter was made for.
Every single member of our team is working other jobs to make ends meet. Proudly, to date, our game has been completely self-funded, and we’re very close to finishing right as the bills are starting to accumulate. $15,000 is sufficient capital to help us pay those bills so we can cross the finish line and get a fully featured version of the game into your hands. With only a few more months of development scheduled, and a capable team ready to hit every milestone we've laid out, we at Little Red Dog Games are confident that Deep Sixed is going to be an awesome experience for gamers to enjoy.
Risks and challenges
In its current state, Deep Sixed carries very little risk for investors. We have a fun, stable build in limited circulation and intend to spend the next few months weaving the narrative into the missions and expanding on existing mechanics and features.
We are an established development studio who put a successful game on Steam two years ago, called Rogue State. We are able to bypass the Steam Greenlight process. This will be our second commercial release for PC.
Our roadmap is ambitious, but not unrealistic given the progress we already have made to-date. It is entirely possible that unforeseen problems could delay development, but we will notify backers immediately of any changes to our roadmap and predict that any slippage in our timelines would not be for more than a few months.
We will also be running a Discord server to communicate more directly with backers and fans, so nobody will ever be out of the loop!Learn about accountability on Kickstarter
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