Can you handle death defying speeds while opponents get decimated by mines popping out of the ground? Try our demo and find out!
Can you handle death defying speeds while opponents get decimated by mines popping out of the ground? Try our demo and find out! Read more
About this project
Thank you all for the support you have given us through this campaign! This isn't the end we will be back!
"The game is a thrill ride" - Future Beta Gamer
"Slick, stylish and super fast antigravity racing well worth taking for a spin." - Alpha Beta Gamer
"As a big Wipeout fan, this game simply looks fantastic" -lifeisxbox.eu
At its core Antigraviator is a futuristic racing game in the likes of Wipeout, F-zero, Redout and Fast Racing Neo/RMX. However, we do add a twist, players are able to trigger traps. These traps range from hover mines popping out of the ground, boulders breaking of rocks, tunnels collapsing to missiles fired from rocket launchers along the track.
Overtake your opponents by triggering traps and activating abilities in this fast paced futuristic racing game! Where death and destruction are part of the daily job, but so is the glory of winning races and the hard earned cash that comes with it! Crowds become ecstatic when they see pilots being decimated by driving into hover mines, vehicles exploding as they head nose first into falling rocks triggered by a rival pilot and engines exploding as they get pounded by rockets. This is not a sport for the faint of heart!
Want to try the game yourself? We have a new public alpha build available. The build contains 3 playable levels, vehicle customization, single player versus AI and split-screen multiplayer.
Download the alpha from one of the websites below:
Note: While keyboard is supported we do recommend the use of a controller at this time! Not the Steam Controller as we do not yet have steam support build in.
Edit: We have a Mac and Linux build available on Gamejolt now!
We are testing the online login (not play) on this build. If you don't want to be part of this then choose an offline account. Also please note that this is an alpha and a vertical slice of the game. It will show you the direction the game is taking and will give you a feel of what the actual racing will be like. It is in no way a final and complete version. If it was we wouldn't be here.
Antigraviator offers 4 beautifully created 3D worlds, each with 3 tracks to show your opponent who is the fastest.
Antigraviator's vehicles are equipped with powerful items that add unique abilities. Nitro fuel, invulnerability shields, cloaking devices and other devious devices are used by the racing teams to get an edge on the opposition.
Vehicles can be customized by the players. Each vehicle has different part sets that can be unlocked and have an effect on the handling of the vehicle. You can also customize the skin and colors of the vehicle. Unlocking parts is done using in-game currency or reaching certain goals obtained by playing the game. Antigraviator is a premium game. In-game currency needs to be earned and cannot be bought with real money. At this point there are no plans to add micro transactions. If they ever would get added it would only be to support cosmetic unlocks.
- Single player versus AI
- Local split-screen multiplayer with up to 4 players
- Online Multiplayer with up to 8 players
We are planning a release on both Steam (PC, Linux and Mac) and Xbox One. We are already Greenlit and our Xbox One Dev Kits have already arrived. We are currently testing and modifying the game for the certification process that is needed for Xbox One. One question that gets asked a lot is if we have plans for a PlayStation 4 release? We can already reveal it will be the first stretch goal of this Kickstarter.
We started to work on the game in February 2016 as a project for school. Back then most of our fellow students were making platform games and we wanted to do something else and go full 3d with our project. After 3 weeks we had a working prototype and after 12 weeks a first production build that was evaluated by an exam commission. Although the graphics didn't look anything they do now, we got very high grades on the project. That's when we decided to enter the game for showcasing. We were selected to showcase at Indigo, the Netherlands, Indie Games Play 7, France and Screenshake 2017, Belgium.
In January we started Cybernetic Walrus and are now full time developing the game. Because of the changes to Steam Greenlight we decided to release a first public alpha and try to get Greenlit. It only took us 8 days to go through the process.
Cybernetic Walrus is a collective of four people. We studied Digital Arts and Entertainment, a bachelor degree in game art and game development, together in Kortrijk, Belgium.
Form Left to Right:
- Szabolcs Csizmadia - Technical 3D Artist
- Ir. Pieter D'hont - Lead Programmer
- Mike Coeck - Managing Director, Programmer
- Dovydas Budrys - Lead Artist
We figured that a racing game without a great soundtrack is like a game controller with missing buttons and thumbsticks! So, we hired Michael Maas to compose the music for the game. Michael is among others known for his work on trailers and TV spots for The Amazing Spiderman 2, Edge of Tomorrow, Maze Runner: The Scorch Trials, The Walking Dead, The People Versus O.J. and Gotham. In 2016 he started studying "MA Composing for Video Games" in the UK.
Underneath are three samples composed by Michael Maas that are already in the game:
We are funding the game ourselves with the aid of the Flemish Audiovisual Fund, a governmental fund in the Flemish part of Belgium that provides resources to local media, film and game projects. With this aid and our own funds we will be able to publish the game, however it will need some more polishing. We also hope to create a small budget for marketing our game. Next to that, we would really like to offer you guys a lot more content and more platforms to play on these are addressed the stretch goals for the project.
Since we realize that we are the new kids on the block, we also hope that Kickstarter will help us build a community. We are already looking forward to meeting and talking to all of you.
We have a subreddit open for all feedback and questions!
We are asking for € 30.000. This might seem like a lot, but in reality when working on a game it is not. The breakdown for your support looks like this.
Steam (PC, Linux and Mac) and Xbox One releases are already included and don't need extra funding.
Because we are also looking to build a community out of being on Kickstarter it sounds only more then reasonable that we reward you for being part of it. We will be giving away a free copy of Antigraviator for each goal we reach.
Risks and challenges
Creating a video game is always an endeavor that comes with many challenges. However, our risks are minimized for of a couple of reasons.
Up until now the game has been funded by ourselves and the Flemish audiovisual fund, this is a governmental fund in the Flemish part of Belgium that provides aid to local media, film and game projects. This covers most of ours costs to complete the game and it minimizes the amount we are asking for.
We are also partnering with DAE studios, a Belgian game studio that has been around for many years, they focus mainly on educational games but have also produced some commercial games. They help us out with free office space, advise and feedback. This again greatly reduces our costs and risks.
Furthermore, it only took the project a mere 8 days to get Greenlit on Steam. This in turn ensures we can publish the game on the Steam platform. We are also approved by Microsoft to release on Xbox One.
We still have work to do on the game, we have a couple of more tracks to design and get the online multiplayer on point. However the core game is finished and is available in our downloadable alpha.
So, to say this project is without any risk would be a lie, but we have confidence the risks have been minimized.Learn about accountability on Kickstarter
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