An innovative and challenging blend of RPG, Tower Defense and Action Hack & Slash. Highly playable demo is available!
An innovative and challenging blend of RPG, Tower Defense and Action Hack & Slash. Highly playable demo is available! Read more
- A unique blend of different genres
- Innovative, fast paced yet tactical combat
- Weapon attack zones, shield defense zones
- Defense tower management (upgrading, defending, repairing...)
- RPG style character development
- Various level objectives (defending victory points, defeating enemy bosses, surviving, escaping etc. and combinations)
Download a FREE early DEMO now, and check it out for yourself!
HollowFear is a challenging, old school, single player game, developed by gamers, for gamers. Meaning you will NOT be able to beat it blindly clicking allover the place, eating pizza and watching your favourite TV novel at the same time.
The difficulty however, does not come from stupidly powerful enemies, but from smart design of levels, and core gameplay mechanics requiring some certain degree of skill. It will put your reflexes, accuracy and tactical thinking to the test.
We put a great amount of effort in assuring each level will feel fresh, gameplaywise. Requiring a different tactical approach and weapon set, based on number and strength of enemies, level objectives, defense towers, topology, etc. At first, a level might seem impossible to finish. After studying it, and comming up with the right tactics, you will say 'Oh, that was easy!'.
Game is set in a medieval land of Carantania, a first Slavic principality, that emerged in the second half of the 7th century, in the territory of present-day Slovenia. Storyline is based on Slavic mythology, and old Slovenian legends and tales.
Check out our Battle Tactics videos on our web page for more details.
It started up more than 4 years ago, as a hobby project of a programmer, passionate about computer games. That's me, Uros Berce. I was in no rush. The design was evolving slowly, with many iterations and considerations. Gradually, I truly started to enjoy and love the gameplay, and see the full potential it has. Therefore, I had but one option left: finish it, polish it, RELEASE it! For that's been my dream since I was a child! I gathered a small group of very talented people, professionals in the business to work with me. Up until now, I was able to finance it on my own.
Currently, HollowFear is in a late development phase. Technical side of the game(engine, tools...) and gameplay mechanics are practically finished. We are already fine tuning them. What we still need, is more professional, high quality assets. Here, is where we need your help, kickstarters, to give this game, that is actually already there, more high quality content, graphics, sounds, levels, items, enemies, storyline it deserves!
I developed engine for hollow fear on my own, from scratch in XNA. Therefore, it is highly optimised for this game. It runs very smoothly, even on older hardware. For all the other struggling indie game developers out there, I have written a short overwiev about the engine, it's development and many useful links and hints. Check it out if you're into these things!
Name of the game, "HollowFear" actually has a lot to do with the development process itself. Undertaking such a massive task on my own made me scared, many times. How can I even think about developing a game engine and a game on my own? And to compete with thousands of great games out there to make living out of it? "Fear is hollow, and on the other side of it, there is freedom. Freedom to do what I've always wanted to do." is what I thought to myself and carried on with the development. Slowly but steadily.
- Anush Shay, 3D art
- Samo Batagelj, 3D art and animation, beta testing
- Miha Kalan, storyline and video script and direction, reward design
- Aliash Tepina, voiceover, video production
- Luka Strasner, beta testing, SEM
- Ben Paddock, voiceover
Reaching our base goal ammount will assure we can finish this game, as described and presented, in the way we set out to. With high quality and polish. However there are some additional elements we would really love to implement.
- By reaching £46K, we will be able to spend the extra money on a deeper, more exciting storyline, presented in a fancier way. Slavic mythology, legends and tales will truly come to life.
Shall your pledges rise above the base goal, we will write more in-depth about the stretch goals, and add some new ones.
We are very excited to have an early, but highly playable demo build of 3 levels freely available for you!
Download it here NOW !
Note however, that learning curve of the demo is very steep. Much steeper than it will be in the final release of the game. We did that intentionally, in order to quickly give you a bit of a taste where this game is headed.
If you are having problems finishing it, check our Battle Tactics videos on our web page, or play the first level again, and actually read the tutorial text that pops up;).
Minimum system requirements to play the demo:
- Windows XP, Vista, 7, 8 (desktop)
- 200 MB of free hard disk space
- Graphic card with shader model 3 (directx 9c) support
- 512 MB of system ram
Please note that we will not officially offer any support for the demo. And even though it has been tested on various hardware, there might still be some bugs, hardware incompatibilities etc. As we will focus all our energy into finishing and polishing the final product as quickly as possible, we can not guarantee to release any demo patches. Thank you for your understanding.
See what others think about our game:
>> GAMERSDISSENT on Youtube
You are also very welcome to join and follow us on Facebook.
If you have any questions, you can also contact me directly at email@example.com.
If you like this project, please help us spread the word! Thanks!
Risks and challenges
For a small team, finishing a project like HollowFear on time, given the high quality standards I've set out for it, is no easy task.
However, this game is already in a late development phase, the technical side of the game(engine, tools...) and gameplay mechanics are practically finished. It has been slowly evolving for 4 years, with many iterations, so there are actually very few uncertainties left ahead of us. Given the fact that I brought it this far out of pure enthusiasm, there is no doubt we will finish it aswell, now that we have your support.
We are also not without experience. I have about 10 years of professional software development experience, and almost 15 years of hobby game development experience. So do the other team members.
But since words are empty, we are offering all of our supporters a demo, to prove we are more than capable of finishing what we set out for.Learn about accountability on Kickstarter
- (45 days)