About this project
First off, we’d like to mention that Convoy has been accepted on Steam and we plan on launching in February 2015!
27-11-2014 - We're 200% funded! Thank you all so much!! :D
21-11-2014 - We've teamed up with Humble to allow Paypal and Amazon pledges on our site!
07-11-2014 - We've made it with 3 weeks remaining! We literally couldn't have done it without your support. Thank you all so much!
- €12.500 Linux Version – We’ll make a Linux version! We will do our best to get this ready for the release in February, though if we run in to unexpected issues (this is a new territory for us) we may push it back a little.
- €15.000 Scenario Editor – We’ll release a polished version of our in-house scenario editor, allowing you to make your own objectives, radio signals and ambushes! This will likely not ship with the release in February, but will come in an update soon after.
- €20.000 Modding API – We’ll create an API which will allow you to create custom Weapons, Abilities and Units! This will definitely not make it with the release in February, but will come in an update after launch.
- €25.000 Free Add-on - We'll continue working post-launch to release a free add-on to all €10+ backers! We have a lot lot ideas such as new gameplay modes, more content, etc. Exact details will be decided based on feedback from you (the community)! Release date would be summer 2015 at the soonest, exact details will follow over the next few months.
Presented in pixel art and set in a future post-apocalyptic setting, Convoy is a squad based tactical roguelike-like in its core. You travel with your combat vehicles and convoy across a wasteland to find parts needed to repair your broken spaceship. During your journey you will encounter strangers in randomized scenarios by picking up radio signals.
Depending on the choices you make, signals can either lead to tactical combat, text based dialogue or chance based role-play. Whatever choice you make, you need to keep your convoy and its cargo safe from raiders, privateers and other enemies. Keep upgrading your vehicles, as death is permanent in Convoy.
- A new take on tactical combat: Combat plays out in real time as a high-speed car chase where you need to position your units and use abilities to maximise their effectiveness.
- Exploration pays: You will encounter many different radio signals, each with a text based event. What doesn’t kill you may reward you with loot.
- Fully customizable units: Each unit can be upgraded and outfitted with different weapons and abilities, allowing you to customize them to your needs.
- A randomized planet: Each play-through features different main and side objectives, events, choices, and different consequences to your actions.
- A cold war turning hot: Three factions vie for control over the planet, your actions tip the scales of balance making you an enemy to everyone. As each faction grows in strength, you need to keep up.
at the core: Knowing one wrong move could lead to certain death
puts you constantly on edge.
The Spaceship Mercury has suffered a critical failure to several crucial systems, forcing her to land on the nearest planet; Omek Prime. This is where your journey begins.
Omek Prime is an arid, scarcely inhabited fringe world controlled by three major factions, where the law is seemingly absent. It is a harsh place for anyone, especially off-worlders like yourself.
Your ship has landed in the town of, Colonia where you hoped to find replacement parts for your ship. Though there are some mechanics and traders around, no one seems to have the parts in supply. They do know of some people who might be able to help you, but they all live out in the wasteland. You have no other choice but to unload your planetary vehicles and head into the desert, in search for the parts.
In Convoy, you take command of a convoy of combat vehicles and an MCV (Main Convoy Vehicle) with which you have to scour the world to find parts for your ship.
You’ll be given several contacts who’ll be able to help you acquire the parts. These contacts are given to you at the start of the game, with an approximate location. It’s up to you to find them, convince them to help you, and get the parts you came for.
On your way to the contacts, you’ll encounter radio signals. These could be from a local town in need of help, other travellers, raiders waiting in ambush, etcetera.
It’s up to you whether you’ll deal with these, and how you deal with these. For example, there could be a stranded traveller with a broken vehicle. Will you help him fix it? Or will you shoot the man and take his items for your own? And what would be the consequences of such actions?
Some actions may lead to combat, others may give you side objectives. Side objectives can be completed for a reward. The risks may, or may not be worth it. Your choice.
As you complete objectives and survive combat, you will receive loot. Loot can be either Fuel, Bolts or Equipment such as weapons.
Fuel is needed to travel on the map. If you run out of fuel, all you can do is wait and hope someone comes by with whom you can trade.
Every unit has stats that can be upgraded with Bolts and customized with various Equipment. To repair, upgrade or customize a unit, you’ll need to find a camp. Camps are scattered around the desert and usually also have a shop where may trade equipment and fuel.
Use your MCV’s ability to gain an advantage in tactical combat and make sure you survive the enemy’s hail of bullets! Destroy your enemies in combat, or die trying!
Check out the video below to see a demonstration of combat:
Combat plays out as a tactical high-speed car chase where you need to order your units to move, shoot and destroy the enemy. Most weapons need line of sight to shoot, so positioning your units is crucial. Units have Health and Armour, some weapons are more effective against Health, other are better versus Armour. Health can only be damaged when Armour is destroyed, and when Health reaches 0, the unit is killed.
Your MCV has several (upgradeable) abilities that can turn the tide in battle. Abilities currently in the game include a missile launcher that does damage over a large area, a mine thrower that flings mines, an EMP gun that disables an enemy and a repair drone that heals a friendly unit. Other abilities we want to add are a big laser beam that does damage to anything in its path, a drone that damages a target over time, and many more!
Combat can get quite chaotic, especially as you progress further in the game. Fortunately, you can pause at any time to take a breather and issue new orders to your units.
Omek Prime is controlled by three major factions. After years of open warfare, they've come to a fragile ceasefire. Though skirmishes occasionally still happen, the factions now mostly prey on the innocent.
Your involvement however, might stir things up again as it doesn't take much for any one of the factions to break the status quo...
Raiders are a ruthless and bloodthirsty bunch. They delight in the suffering of others, often attacking travellers simply for the pleasure of combat.
The Privateers adhere to the old pirate code of those that sailed the seven seas on planet earth. They are obsessed by wealth and frequently try to bully travellers into handing over their valuables.
The T.O.R.V.A.K. are a mysterious group that favour technology over sheer numbers. They seek technological advancement in everything they do, exterminating everything and everyone that stands in the way of their perceived best course of action.
Chances are, you’ll die in your first run. When you’re dead, you’re dead. No quickload.
Every time you start a new run, you'll have a different experience. The objectives, map, events and enemies are all randomized, pulled from a large pool and adjusted to the player. In fact, chances are the same event plays out differently the next time you run into it!
Not only does the game play out differently each time, you can also adjust your play style. You can unlock new MCVs by defeating each faction’s boss and new units through specific scenarios and achievements. These events may or may not actually appear in any particular run; to get that specific unit you may have to make a certain combination of choices.
We have several features on our wish list that we’d really like to implement:
Environmental hazards during combat: We’d like to add more interesting environmental hazards you need to deal with. Things such as bridges and roadblocks forcing you in a tight formation, and cliffs and canyons forcing you to split up your convoy. Other hazards we are thinking about are things like dust storms reducing visibility or particularly bad terrain reducing manoeuvrability.
Ramming/Melee: This is something we experimented with in the past and didn’t really pursue further. We’d like to revisit this as we think any high-speed chase should have cars bumping into each other, with brutal melee weapons smashing up windshields and puncturing tires.
Increased interaction with the map: Tying together with the combat hazards; on the map we’d like to show more features such as minefields and dust clouds, allowing you to have more control over where and how you fight. This would allow for different strategies when navigating the map.
More weapons, units, events, enemies and other content: More is better, right? We already have around 25 weapons and utilities, 15 units, over 100 events, and 10 enemies. We want these numbers to go up and have some really cool ideas. Fortunately, due to the modular structure of the game, most of these things are relatively easy to add. However, they still take time.
Unique taunts for each unit: Currently there is one single audio file being played when you select/order any unit. We’d really like to add some diversity as this greatly improves the atmosphere and gives each faction and unit a more unique feel. At the very least there should be a different sound for each action (select, move, target). Better would be a specific voice per faction, and even better would be a small set of unique taunts for every unit. This is a lot of audio production though, especially if we want each unit to have a unique voice.
When we started the project about a year ago, we initially wanted to make a small roguelike-like which showcased our skills as a development team. We first worked part-time on the project, with “real” jobs and thesis work as our main focus. The project grew quickly and the response from people around us was much better than we expected. We decided to push our luck and we figured that this might actually be “it”. We submitted the game to Steam, and after some anxious waiting, we go the news it was accepted!
Now we want to finish the game and get it released!
With your support, we will be able to add the final features and finishing touches to the game, polish the hell out of it, and make it the best it can be. We want to release the game in February 2015 for PC and Mac on Steam, and with your kind pledge, we can -and will- make this happen!
The development team
Sander is the designer and takes care of the business part. He also writes some code and makes particle effects. Before co-founding Convoy Games, he travelled the world, worked in IT and did an internship at Vanguard Games where he worked (among other projects) on Halo: Spartan Assault
Sipke Atema Facebook
Sipke is the technical genius and programmer. Oh and he does some UI design too. Sipke previously worked in IT and has a background in electrical engineering . He also did an internship at Critical Bit where he worked on the web version of Reign of Bullets.
Roy is the Kung Fu master and artist. His work mostly consists of coming up with cool graphical designs and drawing the pixels. He also kicks some serious Kung Fu arse! Before working on Convoy he did freelance graphical design for print and did an internship at Daedalic Entertainment where he did animation work for several adventure games
Kevin writes most of the quests and dialogues. He’s the perfect man for the job with a background in English literature and translation (he’s in fact 50% British) and stand-up comedy and theatre.
Since he joined us in April, Kevin has already written over 100 scenarios, most of which have several branching options and many different outcomes.
Pascal “Antinomia” Boom
Pascal makes all music and sound effects. With over 10 years of experience in electronic music composing and production, he's one of the best musicians in our area.
Here's a preview of our soundtrack:
Indietopia Games @indietopiaGames
Indietopia helps us with marketing and publishing. They’ve secured our launch on Steam, give us advice on marketing and help us with publishing on other platforms.
€ 1 A "thank you" email and a tour of the office if you happen to be nearby! If you happen to be in the North of the Netherlands, feel free to drop by our office and grab a cup of coffee!
€10 (~US $13) Early Bird - Get the digital Steam release of Convoy: Upon release, you’ll be sent a Steam key with which you can activate the game. This is the Early Bird tier, and only 250 are available!
€ 12 (~US $15) Get the digital Steam release of Convoy: Upon release, you’ll be sent a Steam key with which you can activate the game.
€ 20 (~ US $25) Double pack! One for you, one for a friend! Get 2 copies of the digital Steam release of Convoy: Upon release, we'll send you 2 Steam keys with which you can activate the game. One for you and one for a friend!
- € 20 (~ US $25) Previous tiers (Except double pack) + Convoy Soundtrack album in OGG format: Get the soundtrack as a full-length album in high quality .OGG format. Consists of 8 “action” tracks and 8 “ambient” tracks, and a bonus song.
€ 30 (~US $38) All previous tiers (Except double pack) + immediate Alpha access upon Kickstarter success: As the digital release tier, plus we’ll send you a Steam key with which you can access the Alpha (and later Beta) version of the game. We’ll be constantly improving the game with updates on a regular basis. Your feedback will help improve the final version!
€ 40 (~US $50) All previous tiers (Except double pack) + Your name (or nickname) in the credits under “Creative Directors”: Not only will you get immediate Alpha access, but because your feedback is invaluable to us, your name will also be in the credits as “Creative Director”.
€ 50 (~ US $63) All previous tiers (Except double pack) + Your name (or nickname) (Max 12 characters) will be added to the list of random names units can have. (We remain the right to refuse a name if it’s deemed inappropriate): Units are given a name by default (you can edit it). We have a small pool of names our name generator can choose from, and with this tier, your (preferred) name will be added to that list. We’ll contact you and ask which name you’d like in the game. You may suggest several names, we’ll choose one from it. If your name could get us into trouble for whatever reason, we’ll ask you for a new submission.
€ 75 (~ US $95) All previous tiers (Except double pack) + 30-60 minute Skype call with us! We'll get in contact to arrange a date and time where you may tell us everything and we'll answer all your questions. We’ll contact you and together determine what a good time would be for this call. You may do this as a group (with a bunch of friends, your class, etc.) or on your own, it’s your call! We’ll be at least one person, perhaps more if time permits it or you have a special request. You’re also free to stream, share or publish this! :)
€ 100 (~US $126) All previous tiers (Except double pack) + Your name in a scenario! Become a character in the world with your name in a scenario. The game features many events in which you interact with other people. One of these could be you! We’ll contact you and ask which name you’d like in the game. You may suggest several names, we’ll choose one from it. If your name could get us into trouble for whatever reason, we’ll ask you for a new submission.
€ 250 (~US $315) All previous tiers (Except double pack) + Work with us to create a custom event that will appear in the game based on your ideas! We'll get in contact and create a scenario based on your ideas. We have an extensive scenario editor which we use to create all the events in the game. With this tier, you get to design one! Because there are so many possibilities, we’ll let you come up with a general idea. We’ll then discuss this idea with you, and together with our writer, create a functioning event.
Risks and challenges
The biggest challenge to the project is balancing the gameplay loop. We want to make the game challenging and rewarding. As a player you'll likely fail a lot, yet this should never be too frustrating. Balance is key to getting the best experience. If this is not right, the game will not be as enjoyable as it could be.
There are several risks to the project: Hardware might fail, personal injuries could occur, unforeseen development problems may happen (though the chance of this is small due to our progress made already), and other unexpected troubles. These would at the worst result in a loss of time.
Since the project is nearing completion and we are already accepted on Steam, the game will get a release. No matter what!Learn about accountability on Kickstarter
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