Survival Horror- Utilizing randomly generated maps & traditional survival horror design to deliver scares with modern controls. Read more
This project's funding goal was not reached on December 7, 2013.
About this project
Vote for us on Steam Greenlight!Follow us on twitter!
- New rigs, and animations
- New models for both zombies and humans
- HDR lighting and shadows
- Sound effects for environments and weapons
- Diverse objectives
- Customizable options menu
- New textures
- Added particles and effects
- Depth of field
- Updated inventory management
- Dynamic weather system
- Camera modifiers to alter the appearance of the atmosphere
Watch out for our new upcoming trailer, and developer walkthrough coming soon!
The following screenshots represent a game still in development and may change in the final product.
Objectives - The main objective is survival. Players are tasked on finding anti-viruses to either suppress their infection, or hand it over to the military for extraction. Players can complete additional quests from randomized NPCs for additional rewards.
Old school survival horror reborn with modern game designs - Supplies and inventory are limited, camera angles are fixed, and moral choices needs to be made.
Randomly generated maps - Every layout, item, objective, camera, and spawn are randomized. Our Random Map Generator will ensure you a new experience each time.
Multiplayer, co-op - Play with up to 3 friends and survive together to complete various objectives. Play it safe by sticking together or save time by splitting up.
4 playable characters - explore three different themed maps to discover the secrets behind the outbreak.
The random map generator is a mechanic which randomizes everything in the game. This ensures no two experiences will ever be the same. Room locations, map sections, layouts, objectives, environment spawns, event triggers, object, barricades, vehicles/ enemy spawns, road, objectives, weather, set pieces, events, NPC, quests, lighting, puzzles, camera positions, and more are all randomly generated for both single player and multiplayer modes.
A virus has spread throughout North America. All you know is that you have been infected and time is running out. After getting in contact with the military through radio, they have appointed you to retrieve samples of the anti virus leftover by rescue teams throughout the area. This is essentially a trade for your own extraction. These samples will suppress your infection, but its also the key to your escape. What lengths will you go to slow down your infection?
I nfected includes three unique environments that will incorporate randomly generated maps for the characters to escape. These areas are homages to other survival horror games. Every component of the level and its geometry will be randomized at the beginning of the game.
Deserted Mansion ( Hallway sections, rooms, objects, enemy spawns, layout, objectives, weather, set pieces, events, NPC, quests, lighting, puzzles, and camera positioning are randomized)
Isolated Forest ( Terrain, wildlife, objects, enemy spawns, routes, objectives, weather, set pieces, events, NPC, quests, lighting, puzzles, and camera positioning are randomized)
Abandoned City ( Buildings, objects, barricades, vehicles, enemy spawns, road, objectives, weather, set pieces, events, NPC, quests, lighting, puzzles, and camera position are randomized)
Kate - A news reporter that found herself in the middle of the outbreak. After being infected while filming news footage, she now is on the hunt for survival, and uncovering the truth behind the outbreak.
Ability - While in stealth, she can maneuver around in the environments faster than the other survivors.
Aaron - A father traveling with his son that became infected. He was searching for a cure but got himself infected after a car accident from picking up a stranger in need for help. Desperate for time and answers he now searches for a cure for himself and his son.
Ability - Break free from grabs faster than the other survivors.
Chase - A captain of a local militia designated to help evacuate civilians, her team was ambushed and became infected. She learns that there are antivirus samples left scattered in the area, and it may be the key to her survival.
Ability - Reloads her weapons faster than other survivors.
David - A high school student that knows all too much about an outbreak thanks to video games and movies. This was essentially a dream come true for him and ironically he was the most prepared. He was infected by his girlfriend after attempting to save her.
Ability - Runs faster than the other survivors.
You and other Backer created ones!- Design your own survivor to be in the game with your own lines and voice!
Ability- Design your own ability to be in the game!
- Randomly generated experience
- The ability to fluidly maneuver around while engaging in combat
- Use stealth to avoid confrontation
- Ability to play in 2 different perspectives (Fixed/ Third person)
- Environmental puzzles
- Post game unlock system
- Multiplayer Co-op
You are infected at the start of the game and slowly becoming a zombie. You must collect antiviruses for the military to ensure your own extraction, however the antivirus also temporarily heals your own infection. Antibiotics are scattered throughout to help suppress the infection.
After entering stages of the infection players will show various degree of abnormality in the way they move and aim. Upon hitting 100% infection, you will become a zombie. This applies in both multiplayer and singleplayer modes.
Sacrifice and Choices
Since there are limited supplies set by the difficulty setting, players need to choose to use these resources sparingly. This creates an unprecedented level of urgency and choice to either prolong fate, or accepting one's death.
Earn survival points at the end of the game depending on how well you performed. These points are used to unlock items in the armory. The weapons will be unlocked and enabled randomly inside the map for the player to scavenge instead of starting with it immediately to force players to discover it themselves. However customizable clothing can be selected at the pre-game lobby.
Designed to break up the pace of combat and to create a more hectic situation for players to solve. These puzzles can range from environmental hazards, physics based interactions, or searching for the right clues.
You might encounter some of them along the way in the adventure, complete quests assigned from them for additional rewards. However, weigh your current situation before taking accepting any promises…
The inventory consists of six items, excluding their equipped weapon. Managing inventory will be in real time, however there are shortcuts to access each slot. This can be toggled on/ off based on user preference.
Zombies will appear randomly from different sections of the map. Treat each encounter as a puzzle, finding ways to avoid combat when needed or using the environments to your advantage.
Various zombie types will have different methods of attraction and movement patterns, so memorize them well to survive.
Slow shambling zombies that will try to engage you head on. It has poor vision, hearing, and smell and is only interested in biting you. Run or sneak by it if you have the chance to save some bullets.
Humans that are near their final stages of the infection. They are focused on attacking anything in its sights and more focused on killing than infecting.
Stalker (Stretch Goal)
A humanoid like monster that appears at random that attacks anything in it’s way, it is designed to chase and hunt you down. You can temporarily stun it to run away or hide and hope for the best. It may sometimes drop something useful...
Work in progress creatures + Backer created ones!
Each character has an unique ability in the game. You can move, shoot, hide, or enter stealth to traverse around the environment. You can have up to 6 items in your inventory, which also affects their weight. Players can cycle between the camera angles in the pre-game lobby (Lobby leader selects theses game settings).
Players can decide to kill themselves in multiplayer or singleplayer modes to avoid becoming a threat to their friends. However players need at least one bullet to do this.
Play with up to 3 players and survive together to complete various objectives. Play it safe by sticking close or save time by splitting up. Keep in mind time and supplies are limited. Players can manage their inventory among each other in real-time, and use shout outs/ and items to mark their location when separating. When players are heavily injured and unable to walk, they can lend each other a hand by helping them walk or by carrying them. This greatly impacts your weight and may hinder your survival, some sacrifices may have to be made.
The chart above outlines where the funds will be allocated during this development cycle for the base game. (Note: Allocations of the funds will fluctuate depending on the amount of funding we will receive under/ over our initial goal).
Why we need your help?
During the past year, we have assembled a team of members who have sacrificed other commitments to dedicate their time and effort into this game. We rebuilt what was showcased on steam and now progressing throughout the beta stages. We truly believe we can finally create a unique horror experience reminiscence of old school survival horror and want the opportunity to share it with everyone.
The funds we receive will go towards developer tools, commercial licenses, server hosting, merchandising, packaging, and to ensure that our members are financially secure during the development stages of this game.
In essence, our team have spent countless hours on the project already and we want to realize the dream of making memorable games. With your support, we can grow and continue to make more amazing games for you guys to experience.
As well known active participants in the Toronto gaming community. We would like to become an indie studio known to create great games with a low budget. Our vision is to build on and utilize our random map generator mechanics throughout all the games we develop. With this, we strive to bring something new to the tried and true genres. We hope to expand our capabilities as developers to keep pushing ourselves to the limit. Our dedication will only be strengthened with your support!
Andrew Tsan, Jack of all trades, Project Manager
Andrew Tsan is recent graduate at OCADU, majoring in Graphic Design. With a passion for games both digital and analog since the age of 15. With the increasing availability of developer tools, he is hoping to share his creative visions through his favourite form of interactive media. He recently acquired an award for his game "Dollhouse" for "Best Concept" at Toronto's biggest indie showcase Level Up 2013.
Yun Shen, Lead Programmer
A tinkerer by heart, Yun likes to play around with embedded programming, audio electronics, and LEGO. As the group's main programmer, he designs AI for the games, creates custom shaders for transitional effects, programs in-game character's animations, as well as designing the group's websites and programmer for Dollhouse: Room 1313.
Michael Lee, Assistant Programmer, Designer
Michael, graduated from University of Toronto in computer science, one of the founding members of Creazn, a gaming enthusiast, and youthful at heart. He was the main programmer for Dollhouse: Room 1313, he has stepped back and is now the assisting programmer for the group. He still actively participates in the game design and discussions.
Kelvin Lam, 3D Modeler, Environment Artist
Kelvin is a 3-D modeler and an avid gamer. While he enjoys playing games his true passion lies in creating them, and probably one of the most die-hard fans of Resident Evil.
Katie Poon, 2D and Texture Artist, Consultant
An enthusiast of narrative-driven games with a strong passion for art in video games, Katie contributes to the production of our games with her conceptual and visual designs.
Jennifer Phung, Graphic Desgner, 2D/ 3D Artist, Public Relations
Jennifer is a 2D, 3D artist who enjoys animating and making games. She is currently completing her degree at OCADU in graphic design but is still taking part in the Toronto game development community. The most recent game she worked on was "Luminous," which won for "People's Choice" at Toronto's biggest indie showcase Level Up 2013.
Shawn Cain, 3D Modeler, Animator
A 3D Modeler with an eye for detail and the patience for polygon perfection. A horror connoisseur, he factors his knowledge and understanding of the genre and its visual characteristic into every design he does.
Ben Li, Audio Designer
Ben Li is currently a first year graduate student at the Columbia College Chicago, majoring in Music Composition for the Screens. His passion is in film and visual media scoring. With the increasing availability and quality of production tools, he is hoping to share his creativity and uniqueness through the music he writes and produces.
Stanley Hung, Business Analyst, Public Relations
Being a gamer with a business background, Stanley has the understanding of executing a gaming project from start to finish. By understanding the flow of the project, he manages the conflicts and delivers solutions to the group.
You do not obtain double rewards, only the tier specific rewards you have backed.
These are some elements and components we would like to add into the game to even make it more awesome, however due to our projected time and resources available we cannot do it without your help!
Risks and challenges
A big challenge for us was finding the right people, keeping to a schedule, knowing each other’s skill sets, and working with our constrained budget. We are all essentially starving artists that denied other offers to pursue our true passion in making video games for everyone to play.
We are starting off as a small team of nine people that made due with as much free resources we had. We have gained valuable experience during the alpha stage in this game and with community feedback, we are ready to demonstrate our skills. Creating video games is no easy task, so we want to be able to perform to the best of our abilities with the tools available to us.
A challenge we may face is delivering quality while following a strict schedule. We have spent many meetings in deliberation on how we can deliver high quality content without sacrificing quality. Here at, Creazn Studio, we will continue to work hard to overcome and obstacles to make I-nfected a success.Learn about accountability on Kickstarter
The game will be released through digital distributions or a hardcopy specialty version ordered through us.
We are looking forward to porting the game onto other platforms, however in our current build it is only available on windows.
There are no AI player bots in this game in the current build, but this does not mean we won’t consider it later down the line!
It is a modifier that can be enabled.
It is in the modifier settings, it essentially depends on how big you want the map to be, difficulty and the how objectives are randomized.
You will become a zombie in both multiplayer and single-player campaigns.
Not in the current development build, but we will consider it in later down the line!
Treated as your quintessential health bar where it slowly depletes over time. Getting attacked by the zombies speeds up the infection. Depending on different stages of the infection the player will move differently and will affect their movement speed and aim.
A Day One edition will grant access to all the content we will release for the game free of charge as a way of saying thanks for your early support!
Day One Weapons are a purely aesthetic modification of the default version unlockable in game, and a set of special camo’s for that tier and previous tiers below to tell your friends you were a Day One backer!
Where do I message you to talk about my custom design rewards? (i.e. the newspaper, posters, characters, zombies?)
We will contact you shortly after the our funding period is over to discuss with you thoroughly on the specifics of your design through any services you are comfortable with (ie. skype, msn, facebook, etc…)
As long as you were one of our backers that pledged over the $35 amount you will be receiving all the backer created characters and costumes, and tier specific day one rewards.
If I was to Design myself as a playable character, zombie, and NPC, won’t it be weird to see myself appear 3 times?
If you are playing as a backer created character, their NPC will not spawn in the game, however they can still have a chance to become a zombie…
After calculations we concluded that the cost to keep servers running are cost intensive especially for this type of game, and the base goal cannot cover all expenses during the initial launch.
- (40 days)