Dark Storm: Ascension
Dark Storm: Ascension
Dark Storm: Ascension is a single player stealth action game heavily inspired by Metal Gear Solid. XBox One planned.
Dark Storm: Ascension is a single player stealth action game heavily inspired by Metal Gear Solid. XBox One planned. Read more
About this project
Dark Storm: Ascension is an indie stealth action title, with roots heavily inspired by classic games such as Metal Gear Solid and Deus Ex. You play as Amber Kingsley, a form Army Special Forces soldier that was dishonorably discharged after a failed mission in North Korea, which resulted in the deaths of several members of her squad. Now riddled with guilt, Amber has joined Ancile, a private military corporation charged with protecting the Irving Apex Facility in Alaska. There she hopes to find a new purpose, but will ultimately be forced back into action when the base comes under attack from a mysterious enemy.
We also have a free stand-alone title called Dark Storm: VR Missions, which we built using UDK before our transition into Unreal Engine 4. We are happy to be giving away this product for FREE during our Kickstarter.
Click the image or click here to visit our twitch page Here
By the year 2034, the world is on the brink of a Third World War as the United States and the Russian Federation is locked in a new Cold War.
With natural resources almost all but extinguished, with fewer than fifty years of oil left in reserve, the world powers have begun to explore alternative means to fuel the next century. The solution - the harnessing of Dark Matter.
Deep within Alaska the most powerful Hadron Collider ever conceived by man is attacked from the elite Russian Kresnik Division, which systematically ceased control of the base, killing all that stood in their way. However, the Russian forces did not count on Amber Kingsley.
- Drone Deployed Map
- Sya Enhanced Projection
- Full Voice-over
- True First-Person
- Dynamic Third-Person Camera
- Original and Immersive Narrative
- Dynamic Destruction UE4
Other features we are proud of including:
- Morphine Injection
- Healing Chambers
- A Noisemaker
- Execution System
- A Cover System
- Analytical Mode
- Scattered Audio Logs
- Hit Reaction System
- Tactical and Evasive movements
Original development of Dark Storm: Ascension began in Unreal Developers Kit (UDK), and while a great deal of work had been completed, business decisions outside of our studio’s control allowed Fenrir Studios to move development to Epic’s new Unreal Engine 4. As a result a large number of levels and assets needed to be rebuilt within UE4. Nevertheless, despite the additional production time this brought to us, it offers us the opportunity to bring a new level of quality to our production, which ensures a better product for consumers.
However, Dark Storm: VR Missions retains its original UDK build, which we are offering to all potential backers for FREE! Once downloaded, backers can see our original concepts and models, and then have a greater appreciation for what you’ll be seeing in Unreal Engine 4. In time, however, we do plan to recreate the whole VR experience in UE4, but that is news for a later date.
YouTuber Squeaky Smurf play/preview of Dark Storm: VR Missions - UDK Build.
Contra Network playing our game. Really good run-through.
Being an independent game studio means we are not funding by those within the team but dedicate their time and resources to see this project come to fruition. Our support and motivation comes from fans such as yourself, who have stood by us since the development of Dark Storm first began. It has been with your support that we’ve gotten as far as we have.
Development of Dark Storm: Ascension has been ongoing for over two years, and while a great deal of work has been done without the need for funding, we’ve finally reached the milestone where the company wants to reach out to our audience and ask you for help, to bring Dark Storm the rest of the way.
There are also a number of additional costs that must be addressed as well when developing a video game, such as taxes, marketing, travel expenses, and entry fees for various conventions around the country where Dark Storm can be shown to the world.
Risks and challenges
Game development is very difficult, most of all when you are working with a team based around the world. Without a home office, managing time between our North American and European (among other nations) developers, can be very hard. However, our people are extremely dedicated and many have been working on Dark Storm for two years producing amazing art, models, levels, writing, and audio. Our team members have lives -- go to school, family obligations, and jobs while also working for other game developers. At times this can be pressing obstacles for production. Nevertheless, we at Fenrir Studios works daily to ensure that communication between the various departments remains focused, and inspired. We have weekly meetings that can last upwards of 3 hours – not to mention daily meetings between the leads and the smaller divisions (art, writing, design, levels, audio, etc.); and each day our developers put in dozens of hours’ worth of work every week producing quality work that amazes us daily.
We’ve already demonstrated what such a team can accomplish with our release of Dark Storm: VR Missions, and our previous build of Dark Storm. Each represents countless hours of design, building, writing, and coding to create our first market game.
The other major obstacle that we face is the conversion from UDK to Unreal Engine 4. New software is always a task, even for those that are generally familiar with the Unreal Engine. Much of Dark Storm: Ascension had already been built in UDK, much like the Dark Storm: VR Missions has been. It will take a lot of time to begin to transfer game assets from one engine to another, not to mention the coding, scaling, updated textures, and the integration of new shader technologies. There are a lot of things that can go wrong during this stage of development, such as coding errors and general glitches. Other features need to also be learned and incorporated, such as physics, which includes hair and cloth, and utilizing the new destruction system that UE4 offers.
Regardless of these challenges, Fenrir Studios and its development team are excited about the new offerings of the Unreal Engine 4. Already we are beginning to see the differences between UDK and the upgrade to UE4, and what this will bring to Dark Storm: Ascension when our work is complete.
Many independent game studios say they are dedicated, and we don’t doubt their commitment to their project. However, we hope anyone visiting our Kickstarter page will understand that Fenrir Studios is different. We are all highly motivated, dedicated, and excited by the work everyone produces. We aren’t saying we are going to change the game industry, or think we are out to equal AAA titles – we are our own thing – developers building a game for the love of our product, and the enjoyment of game design. We firmly believe our fans will see this passion in our work when Dark Storm: Ascension is released.Learn about accountability on Kickstarter
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