Song of Horror by Protocol Games
Song of Horror by Protocol Games
Song of Horror is a story-driven third person survival horror. 16 playable characters, permanent death and paranormal terrors await!
Song of Horror is a story-driven third person survival horror. 16 playable characters, permanent death and paranormal terrors await! Read more
(You can also download it in Spanish - Puedes descargarla también en español)
The demo is Windows only, although the final game will be ported to many more platforms. We recommend at least 4GB of RAM and a GPU along the lines of the GeForce 840M / Radeon HD 8750M for the game to play properly.
Song of Horror is a heavily story-driven third person survival horror combining automated camera angles and an inspiration in the old school classics with modern design, mechanics and visuals, evocative of mankind’s eternal fear of what cannot be understood. Take control of up to 16 characters who have been plunged, throughout time, into a nightmare for which they are not prepared.
Song of Horror began its development with our sights set on a release for Windows, Mac and Linux. However, we recently brought the publisher Badland Indie on board, whose involvement means that Song of Horror will also be released on PlayStation 4 and XBox One.
Earlier this year we got Greenlit, so Song of Horror will be on Steam as well as on DRM-Free stores.
It’s an ordinary Friday in the life of Daniel Noyer, washed-up advertiser and former entrepreneur who has fallen on hard times lately. Currently the lowest of the low at a publishing house, you receive an urgent, yet seemingly straightforward assignment: to find the company’s most important client, the renowned writer Sebastian P. Husher, who hasn’t been heard from in weeks.
Upon your arrival at Husher’s mansion, you realize something’s wrong. The lights, still turned off at the onset of nightfall, reveal that no one is home. The dog, which was forewarned at the entrance, is nowhere to be found. The main door, left ajar, hints at a hallway drowned in shadows.
And an eerie, haunting melody, pierces a thundering silence.
- A Thrilling, Movie-Like Experience
Join Daniel in a spine-chilling tale of horrors. Unravel a dreadful mystery of deep, unknown roots, a mystery threatening to destroy him.
- Automated Cinematic Cameras
- 16 Playable Characters
Daniel Noyer is the protagonist in Song of Horror, but he’s a rather... special one. You will not only control him but also up to 15 other characters, either close to him or completely unrelated. But beware, not all of them might make it to the end. In fact, you will most likely lose some along the way. Who, and how many, will you be able to save?
Each character has his/her own defined background, personality, views and opinions, as well as his/her own unique gameplay quirks. In addition, they will each react differently to what they see and experience. Which of them are still kicking and which are gone will affect how the story is told.
- Normal, Everyday People
There are no heroes nor superhumans in Song of Horror. The entire cast is composed of real-life, ordinary folks who you could come across in the street any day. Meet Daniel, the advertiser. Meet Sophie, the art gallerist. Meet Etienne, the sales director. There’s also the doctor, and the shop clerk. They will suffer, they will be scared and they will be vulnerable. None of them can make it on their own.
- Careful Exploration
The devil’s in the details, or so they say. Each clue might have a meaning; every observation can be crucial. Peril is around every corner, and there is no prize for first arrival at the end line. The prize is to arrive at all.
- Life Is Fleeting
There is no health nor sanity meter. Being alive or dead is the only measure of success, and going from one to the other might only require a single misstep.
- Agile, Adaptive Control System
Forget about tank-style movement or otherwise clunky control schemes. As the view adjusts automatically to the situation, so do the controls. The characters move as a normal person would but, other than them not being action heroes or athletic soldiers, Song of Horror’s challenge lies entirely in the game itself.
- An Unsettling Soundtrack
Our composer, Manuel, is creating a plethora of enthralling musical pieces that will take Song of Horror to a whole new level. Come take a sneak peek at his work!
Old Woman, Old Song (sample)
A Glimpse into the Dark (sample)
- The Story Unfolds
Song of Horror will be divided into several chapters. In each chapter, you will visit a different location while delving deeper and deeper into the mystery. Your findings will shed light upon the darkness that has taken over Daniel's life.
- The Presence: A Dynamic AI Out to Get You!
Song of Horror features no weapons, no traditional enemies and no typical combat. Instead, you will be haunted by twisted manifestations of an eldritch, primeval horror. This entity is known only as “The Presence”.
The Presence will mess with your senses and dramatically warp reality. This paranormal terror will affect lighting, sound and the very atmosphere around you. Its harrowing manifestations will either actively haunt you or lie in wait for you, setting deadly traps that you’ll need to avoid if you want to live. It will play with you as a predator does with its prey, featuring both pre-set events and procedural appearances of many kinds, influenced by how you play, how much attention you draw to yourself, and its own mood system.
- Permanent Death
At the beginning of most chapters, you will choose among a set of characters. The one selected will be the first to face the unknown.
Barring Daniel, characters in Song of Horror have one single chance. If they die, they’re gone for good, and you’ll need to select one of the remaining people and pick up where you left. Should all of them perish before reaching the end, you will need to restart the chapter. Some of the survivors may reappear later on!
- No Going Back
There is no manual saving in Song of Horror. Your progress will be stored when you finish a chapter, or if you select the “Save and Quit” option to come back later. Whenever you continue, however, you’re once more on your own.
- Puzzles and Riddles
From simple locked doors to full-blown enigmas, from straightforward to dangerously deceptive ones, Song of Horror will be rich in original, engaging (or terrifying!) puzzles, ranging from little daily life obstacles to sinister games where your life is at stake.
Pick up all kinds of mundane and bizarre items, examine them in 3D and uncover the secrets they hide. Struggle to find hidden clues in an old photograph or a dusty letter written in fear. Your findings will not only help you progress, they might also save your life!
Song of Horror is being developed by Protocol Games in Madrid, Spain. Development began in October 2014, and we already launched a Kickstarter campaign last June. Although we were not succesful, we had a plan B, and have improved the game a lot since then.
Last but not least, our brand new publisher, BadLand Indie and their slew of marvellously helpful folks!
Apart from the main team, we also consult specific subjects with other qualified folks, such as Víctor Tascón Uceda & David Santos Juárez, two other architects, and Marina Mena Guardabrazo & Elise Stormyhr, two professional translators and proofreaders. We'd also like to thank Aaron Neal for his selfless work on particle systems.
For the whole team, Song of Horror’s creation represents the fulfillment of our biggest dream. More accurately, our lifelong dream.
Since the beginning back in October last year, we have gone full-time without hesitation. This is our dream, and we will never be happy in our lives if we don’t go at it with everything we’ve got. We have commited our maximum to Song of Horror. We have left jobs and let good professional opportunities pass us by. Some of us are even combining two jobs or this job with further studies (this job being a full-time one already).
We launched a campaign in June, and failed, but we didn't give up, and we're grateful to have met quite a few wonderful backers! Since then, we've worked very hard, we have improved, and we've got a publisher to help us and ensure that the game also gets to consoles. Now we are back, stronger and even more motivated to see it through to the end.
Until now, the two producers have gone unpaid, and the two workers have been very generous with their conditions. We have worked from 40 to 70 hours every week, weekdays and weekends alike when it has been needed. Financially, we have put our lifetime savings and the help our families could provide us towards this one and only goal: the making of a great game both you and us can be proud of having helped become a reality.
We would not dare to present ourselves before you if we hadn’t, as it is said, put our money where our mouths were. All these sacrifices have been necessary to present to you the results that hopefully will give you a solid reason to back Song of Horror. Unfortunately, our own personal savings are not enough to guarantee the completion the game, let alone make the game we want to make. Thus, we need your help. We need you.
Song of Horror needs you, friends.
Add-ons are additional items that you can include in your reward package, just by increasing your pledge by the appropriate amount. Here's how you purchase one.
Some add-ons feature shipping costs. However, if your reward tier already includes one of these items, you don't need to add those costs again. If your reward tier does not include any such items but you purchase more than one as add-ons, you'll only need to include shipping costs once. If you have any doubts, don't hesitate to contact us!
- In your last Kickstarter, you said you needed a certain amount, and now you're asking for less. How come?
Fair point. But it has an explanation, and it is two-pronged. First of all, we now have a publisher, which we didn't have before. Each publishing contract is unique and, while we still need to secure our own funding (as we're the owners of the game), our publisher's help and support has taken certain weight off our shoulders.
Second, since June, we've kept working on the game. What we have advanced and spent thus far is out of the equation as far as funding neccesities go. As a consequence, we have almost depleted our personal capital, but that's what it was for in the first place.
- Wait a second, where's the budget for, you know, programming, design, writing, etc...?
The amount we are asking for is the minimum we need, as of today, to ensure the making of Song of Horror. This means that Carlos and Ignacio (the two producers) will not perceive a salary during development. The only money they will get is the one needed to pay for Social Security (public healthcare) fees (an amount which has been accounted for in the "taxes & fees" section).
Thus, the roles they have assigned (such as programming, design, writing, etc...) will not drain Song of Horror's precious resources. The only exception to this rule will happen if Song of Horror happens to overshoot its goal by a hefty amount. In this case, Carlos and Ignacio might take small allowances every now and then to help with day-to-day costs.
Risks and challenges
The most immediate risks we are facing are the financial ones we explained in the “Why Kickstarter?” section but, as an addendum, we’d like to clarify other possibilities that we will need to account for during development.
-Development obstacles: Our current delivery dates are estimates based on how we’ve fared so far in tackling the many challenges the development Song of Horror entails and also based on talks with our publisher. However, some features and ideas might prove trickier to get right than we initially thought, and some mechanics might need extensive fine tuning or even a complete re-thinking depending on how well they translate into creating the engaging horror experience and the oppressive atmosphere we are aiming to deliver with Song of Horror. Thus, the risk of delays is ever present if we want to ensure maximum quality, but rest assured we will take every possible measure to minimize this possibility.
-Force majeure: We are a small team and, as of today, no member is easily replaceable. We are at the same risk as your average person of falling sick or facing other circumstances beyond our control which might impact development schedules.Learn about accountability on Kickstarter
- (42 days)