About this project
The trailer is best seen on YouTube, go take a look at the HD version right here.
The game will be set inside a huge house in which terrible things have happened. You’ll wander through the gloomy corridors, explore every dead room, and get lost in endless mazes, your head filling with memories of the dead families that once lived in this very home. This twisted environment, void of any life other than yours, will take you to places you couldn't even bear imagining.
Where and when?
The game takes place in a secluded town in the 1980s. The house you are in has been there for centuries, and its foundations never seem to decay. Dozens of families have lived here. Many of them died brutally, while others lived their lives placidly in their beloved home. Is there something triggering inevitable deaths, or is it pure coincidence?
In Visage, you will be shown and will relive fragments of history that will send chills down your spine. Each of these fragments will drag you closer to what’s behind the dark history of this place. You will witness, firsthand, how people died in this horrible house. Each death has its visage. Will you dare look into its eyes?
Who and why?
As you uncover the truth, you’ll soon learn that… something doesn’t want you to.
The vision behind the game
The "well-written, scary" gameplay
Inside the house, you are defenseless; no weapons could save you from the dreadful entities stalking you from the next corner, the next door, or underneath your feet. You’ll be able to pick up key elements, interact with the environment, and search for things that may help you escape this nightmare or pull you deeper into it.
The families that died in the house will haunt you and leave you restless. They’ll follow your every move, watch you from every corner, play tricks with your mind, and try to attack you. Why do they haunt you? What have you done? This you will have to find out on your own.
Dying will be part of the game. You’ll need to avoid terror at all costs, as dark entities are attracted to it. Maintaining your mind as sane as possible will keep you from joining the ranks of the dead. Doing so will not be easy, and you'll have to figure out ways on your own to avoid going insane. There are no tutorials on how to survive such atrocities.
The "concrete" gameplay
The core gameplay is going to be a blend of the following styles, introduced by groundbreaking developers, that have helped shape the history of horror games:
- The good ol' “point-and-click" horror game, like Phantasmagoria. Wander through rooms in search of items in relation with the story to unlock new passages.
- The innovative “search-everything-everywhere” approach, with active physics, that influenced so many games since Frictional Games' Penumbra.
- The mind-blowing atmosphere and challengingly intricate stories from psychological horror games that has been shaped by the Silent Hill series.
- And the “real-life horror simulator” from P.T. that we will expand to a much, much deeper level.
More concretely, you'll be able to do the following and more:
- Pick up key elements and interact with them (e.g., pick up a videotape and insert it in the VHS player)
- Search everything (e.g., drawers)
- Interact with the environment (e.g., turn the lights on or off)
- Manage your "stress" (you will learn its effects yourself)
- Interact with the dark entities (we won't spoil anything)
- Open doors "Amnesia-style" (you push the door yourself... SLOWLY, because you aren't sure you want to see what's behind it, especially with VR)
In short, you’ll be able to do exactly what you should be able to do in a real haunted house (except try to punch a ghost in the face and flip the tables).
To bring you a truly terrifying experience in Visage, we’re strongly focused on atmosphere and realism. We’re building a large bank of high-quality ambient sounds and background noises, all of which will be recorded with the utmost attention to detail.
Many of the best video games also have memorable soundtracks with distinctive themes. Music plays a critical role in video games, creating textures, adding flavor, establishing mood and momentum and character. A meaningful soundtrack can be especially important in horror games, where the music and ambient soundscapes help create the uneasy atmosphere a horror game needs.
So what should you expect from the Visage soundtrack? A haunting, atmospheric score with original compositions that span the world of the game, from plaintive and wandering to menacing and dissonant. Take a listen, with these preview samples:
- Visage is the first horror game in which most of the events are randomly activated throughout the game. Each playthrough will be greatly different.
- The choices you make will lead to different endings.
- Virtual Reality will be supported.
- You’ll be immersed in a cutting-edge 3D environment, thanks to Unreal Engine 4.
- It will be available on PC, Xbox One and PlayStation 4, provided we reach those funding goals.
As a backer, by submitting images, concepts, musical compositions, or other creative work (“Creative”) for consideration for inclusion in Visage as a Kickstarter reward, you certify that all such Creative is original work created by you and/or to which you have ownership rights. Notwithstanding the offer to include submitted Creative in Visage as a Kickstarter reward for qualifying pledge levels, SadSquare Studio (hereafter referred to as “we,” “our,” or “us”) will not use any Creative in Visage that is deemed to be an infringement on a third party’s copyright, trademark, or other protected ownership; nor will we use any Creative that is deemed to be illegal, offensive (e.g., hate speech), pornographic, or otherwise unsuitable for our conception of Visage, as determined solely by us. The foregoing is not intended as an exhaustive list of exclusion reasons. We reserve the right to reject any submitted Creative for any reason, at our sole discretion.
You understand and agree that such rejection of any submitted Creative shall not entitle you to a return of your qualifying pledge amount, either in whole or in part. However, in the event of such rejection, we will make a good-faith effort to contact you and work with you to determine if you have alternative original Creative that may be able to be included in Visage instead, although we make no guarantees that alternative Creative will be approved in any or all cases.
Every dollar received from this Kickstarter campaign, other than what goes toward our expected fees, will be used for game development and for making Visage as great as possible.
- 50% on environment and game events
- 20% on 3D character modeling
- 10% on gameplay mechanics
- 8% on sounds
- 2% on localisation
- 10% on expected fees
Jarek Kubicki is an artist, photographer, and award-winning web designer and the founder of the Insania Evidens graphic design studio. He’s generously given us permission to use some of his work in the game — surreal paintings that fit and enhance the world of Visage.
At this point, the reasons why an indie company like us chooses a Kickstarter campaign over a publisher of some sort should be familiar and fairly obvious: We get to keep our artistic freedom, and we're not bound by corporate contracts. Going this route doesn't exclude the possibility of us taking on a publisher after the Kickstarter campaign, if we see a use for it.
Be part of the game
Beyond an artistic independence, Kickstarter also offers us something more: It gives our fans the ability to be part of the development of Visage through the rewards section and through the campaign itself. It also helps us better understand what people actually want and expect from our game. This chance to get input from the community and creative contributions from supporters of the game is a huge part of what makes Kickstarter really attractive to us ;).
Connect with us
Risks and challenges
Thanks to Unreal Engine 4, we don’t anticipate any significant technical challenges in building the actual game mechanics and environments. Epic Games is awesome!
That said, it may prove to be a challenge to actually finish the game in 2016. As of right now, we think it's doable. But we’re new to the game development industry, and we don’t want to say there’s no possibility of tie-ups or complications that we haven’t anticipated. So there’s always a potential for some delays in our projected timeline — we want to be completely upfront and transparent about this.
The biggest challenge will be to make this game truly terrifying for a good majority of the people who will play it. Creating a true feeling of fear is not an easy job, especially since we won’t be relying heavily on jump scares. (There will be some, but not many.) Psychological horror is a very tricky genre ;).Learn about accountability on Kickstarter
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