Project image
)}
€861
pledged of 12.000 €pledged of 12.000 € goal
41
backers
0seconds to go
Funding Unsuccessful
The project's funding goal was not reached on Fri, March 4 2016 3:50 PM UTC +00:00
Snapjaw GamesBy Snapjaw Games
First created
Snapjaw GamesBy Snapjaw Games
First created
€861
pledged of 12.000 €pledged of 12.000 € goal
41
backers
0seconds to go
Funding Unsuccessful
The project's funding goal was not reached on Fri, March 4 2016 3:50 PM UTC +00:00

About

The Fifth Expedition is a game in which you will take control of a small team and guide them through a large,procedurally generated dungeon full of dangers.

The Story

In the aftermath of a world ending catastrophe, the survivors found shelter in and around large production facilities. These remnants of the old civilization were built over the course of several decades and automatically output regular supplies of food and water.

3 generations after the end, the community that sprung up around one of these is put in danger when their facility suddenly stops its output.
Forced to send people into the largely unexplored depths to figure out what went wrong and, most importantly, get it working again, they select the best of their best, armed with everything they could possibly need in terms of supply and gear.

After that first group is never heard from again, and the next 3, less well staffed teams also entered and never returned, they turn to their last hope.

The Fifth Expedition

A team of whoever was left, supplied with a bare minimum and equipped with whatever the prior teams deemed unfit for use.

The Gameplay

You will be facing the dangers of the facility with only minimal equipment and resources. As such, you'll be required to not only guide your team through each level alive and as unscathed as possible, but also to find and gather whatever resources you can.

Every area is filled with dangers, both from the building's malfunction and disrepair as well as from its security system and automated processes.
Your team will have to use the environment to their advantage, manipulate parts of the old machinery, or just blow it up to make a new passage if need be.

Most importantly, you will have to scrounge up enough food for your team, and manage who gets to eat and how much in between every mission. And while you can conserve food by letting a couple people go hungry for a time, doing so will quickly make them less effective at their job.

You will also have to keep a constant look out for scrap materials, medical supplies and advanced hardware to maintain and upgrade your equipment and treat your team's wounds.

Randomized Dungeon

Every level is built with procedural generation, you will never face the same challenges twice and every corner could hide a new danger.

With resource gathering being a huge part of the game, each level will have you make the choice between trying to explore as much as you can, finding as much as you can, and trying to find the exit as fast as possible before something horrible happens to one or more members of your group.

Team Strategy

Control up to 5 units per mission out of a total roster of 18 and guide them through the dungeon in real time. Every member of the team has their own strength, weaknesses and gear. All of which will be randomly determined for each new campaign and can be altered and augmented over the course of the game.

The Camp

In between every level, you'll have the opportunity to rest for a bit. Your team will set up camp and you'll be able to configure your team and their loadout, choose who goes onto the next mission, select which of your abilities you want for the next level, begin the crafting process on new items, select units to receive medical treatment and so on. Basically, this is where you handle the campaigns progress and overarching strategy before diving into the next level.

Equipment

Every item you find opens up new possibilities and allows for more customization of your team. Your choice of gear can be tailored to your play style or the other way around.

Crafting

The game's crafting system is how you'll turn your hard earned resources into shiny new gear for your team to use.
Additionally, every item can be upgraded to not only make it stronger, but also tailor it further to what you want to use it for.
You can also research new equipment to fill your needs and further expand your arsenal.

Survival

You'll have to keep your team alive. This involves more than just avoiding traps and enemies within each level. Exploring the dungeon takes its toll, and in addition to the lack of food, units will require medical attention if they've suffered severe injuries. To keep everyone in as good a condition as possible you'll have to juggle your resources between crafting new gear, keeping people patched up and keeping everyone fed.

Progression

Of course, not everything is doom and gloom. Even though your team will probably slowly get more hurt and tired as the campaign goes on, your equipment and skill will increase to compensate.
Every successful mission will make everyone on the team a bit more effective (Level Up) and every new item will open up new options.
Of course, the further you get, the more difficult things become as well.

Player Focus & Skills

Not one to let your team handle everything by themselves, you'll be able to directly interact with the world through your own set of skills. Be it slowing things down, giving you more time to react, revealing parts of the map, or giving everyone a short burst of speed or strength when they need it, the player will have several skills at their disposal with which to influence each new level.

Challenge

We like our games challenging. No free lunches to be expected. 
If someone on your team dies, either by being killed in action or by starvation, they stay dead for good. And outside of the very rare opportunity to find a survivor from the previous groups, you won't be able to replenish your ranks either. Lose too many people and a campaign can actually become impossible to win.

The game also automatically saves your progress regularly, and there is no reloading. Mistakes and nasty surprises are a constant part of the game.
(That being said, we do plan to also implement an optional easy mode that will let you save and load the game at your leisure.)

Replayability

The random nature of the level generator and there being a lot more items than can be found in a single campaign make sure that no campaign is ever quite the same as the one before it.

We, that is the Snapjaw Games team, are a small team of developers from widely different backgrounds.

We had long planned to start a game studio together and start living the dream. And a little over a year ago, those plans became concrete reality.

Over the course of the last year, production on The Fifth Expedition began alongside our journey to founding the business that is Snapjaw Games.

Being lifelong gamers, we are especially influenced by the PC games of our youth. And while a lot of that influence shows itself in our game, we tried to approach it not from the perspective of "we liked that, let's create something like it" but from a place of "why did we like that and how can we make something that scratches the same itch".

We're also deeply in love with the more recent generation of games. For all the things one might claim are wrong with "games these days", it is still an amazing time to be a gamer!

As a result, The Fifth Expedition takes inspiration from both the original Syndicate, X-COM and Diablo 1 as well as from things like Binding of Isaac, Dark Souls and the new XCOM,

The core team of Snapjaw Games is, first and foremost, made up of programmers. Some of us have some experience in the artistic sorceries, but by and large, we're much better at writing the code than we are at making the game pretty.

And hiring outside help for that sort of thing can quickly get very expensive.
This is where Kickstarter comes in.

The money from this campaign would go directly into one two categories.

1.) Extending the time we have to make the game great by adding 2 more months of pure polishing time.
2.) Paying our Illustrator, Composer and 3D artist / animator to create more things for us.

While we try not to let feature creep tighten its grip around us, there are a couple of things we currently have filed away under "nice to have"
And should the campaign be successful enough, some of these might find their way into the final product.

There aren't any fixed funding numbers assigned to any of these, nor is there any ordering, but should we exceed the funding goal, we'll get on that. The ordering might even happen based on your feedback and what you would want to see most.
The "nice to have" features are:

 - More fleshed out character customization
 - Additional music for the soundtrack and dynamic music
 - More & Better unit portraits
 - More different looking areas and decoration elements.
 - More voice acting
 - Better effects (particularly particle effects)
 - Additional ending(s) and win / lose conditions
 - Additional Localizations
 - Even more variety for everything

Since we're only a small team, we can't really do a lot of physical reward stuff. So we decided to not try and ruin a good thing by focusing on what we can do.

Make the game.

As such, our rewards range from getting the game, to getting the beta, to being involved in the game somehow.

The first two I think are self explanatory, the latter involves us being in direct contact with you after the Kickstarter Campaign has ended.

The first and most simple one: Your name in the game

If you pick this option, we'll add a name of your choosing (first and last name) into the pool for random unit names. You can choose to enter a first and last name that are both randomized (so a unit may get one but not the other) or have them always be linked, so that when one comes up, the other does too.
We do however reserve the right to refuse certain names if they are inappropriate or not fitting for the general theme of the game. In those cases we'll let you know and you can pick another one (up to a point)

The other options, a bit on the more expensive side, are somewhat more complex.

In the cases of both Trap, Room or Item Designer, we'll get in contact to get your idea for the Trap, Room or Item in question, as well as to explain the sorts of limitations and possibilities that exist within the games system. Once we get your idea, we'll go over them internally to try and implement them into the game as closely as possible, then get back to you with the results. If you're happy with the implementation, that's it, your design will be part of the game. If not, we'll go over up to 2 feedback phases with you to change and adjust things if need be.
Items and Traps are fairly self explanatory we think, and when we talk about "Rooms" to be designed, we're talking "If the player goes in here, something special happens to them" events.

The last one, being a background NPC, is you being put in the background of the camp. Where the player will rest and deal with crafting, medical treatment, skill progression, unit loadout etc. We'll be having Units and other NPC's doing work or resting in the background of this scene, and with this reward tier, you'll be one of them.
As with the designer reward tiers, we'll get in touch with you to get a physical description, sketch or photo of what you want your representation to look like. 
Also as before, we do reserve the right to refuse inappropriate or unfitting entries, but we'll try and work with you to get the best result.

You can also help us by supporting us on Steam Greenlight:

Risks and challenges

This is game development, so all manner of things could potentially go wrong.
But as far as organizational things go, only a major injury or death of a team member could really throw a wrench into our plans at this point. Sadly there isn't really a lot we could do in those cases, but anything else we have backup plans for.
Which is to say, we are very confident that the game will be released in a timely manner.
The only true challenge is making it as good as we can. And that will largely depend on the amount of time we can spend on it.

We're deliberately avoiding most physical rewards because, with a team of our size, that would just be one too many things to stay on top of... that and we have little to no experience in the organizational aspects that physical rewards with worldwide shipping would entail.

Learn about accountability on Kickstarter

Questions about this project? Check out the FAQ

Support

  1. Select this reward

    Pledge €5 or more About $6

    Throw it in:

    Interested, but not that into it?
    Throw in a small tip and be part of the community.
    You'll receive regular campaign updates, access to the backer forum and be listed in the backer section of the game credits.

    Less
    Estimated delivery
    1 backer
    Kickstarter is not a store.

    It's a way to bring creative projects to life.

    Learn more about accountability.
  2. Select this reward

    Pledge €15 or more About $17

    The Thing itself:

    At this level, in addition to the above, you'll get the game itself as a digital download once it is released.

    Less
    Estimated delivery
    25 backers
    Kickstarter is not a store.

    It's a way to bring creative projects to life.

    Learn more about accountability.
  3. Select this reward

    Pledge €20 or more About $23

    Name and Game:

    All of the above, and we'll take your name (or a name of your choosing) into the games random unit name selection.

    Less
    Estimated delivery
    4 backers
    Kickstarter is not a store.

    It's a way to bring creative projects to life.

    Learn more about accountability.
  4. Select this reward

    Pledge €25 or more About $28

    Game & In-game Exclusive:

    All of the above, and you'll get access to backer exclusive in-game customization options (This is purely cosmetic)

    Less
    Estimated delivery
    4 backers
    Kickstarter is not a store.

    It's a way to bring creative projects to life.

    Learn more about accountability.
  5. Select this reward

    Pledge €30 or more About $34

    Beta Access:

    All of the above, plus you will be among the first to see and play the game and be involved in the development process and direction of the game through your feedback.

    Less
    Estimated delivery
    5 backers
    Kickstarter is not a store.

    It's a way to bring creative projects to life.

    Learn more about accountability.
  6. Select this reward

    Pledge €65 or more About $74

    Art Print:

    Access to the backer forum, a digital download of the game upon release, your name in the random name pool and backer forum access.

    You'll also get one of the two art prints (your choice) send to you in poster size (30 * 17 inch)

    Less
    Estimated delivery
    Ships to Anywhere in the world
    0 backers
    Kickstarter is not a store.

    It's a way to bring creative projects to life.

    Learn more about accountability.
  7. Select this reward

    Pledge €80 or more About $91

    Beta & Art Print:

    Access to the backer forum, a digital download of the game upon release, beta access, your name in the random name pool and backer forum access.

    You'll also get one of the two art prints (your choice) send to you in poster size (30 * 17 inch)

    Less
    Estimated delivery
    Ships to Anywhere in the world
    0 backers
    Kickstarter is not a store.

    It's a way to bring creative projects to life.

    Learn more about accountability.
  8. Select this reward

    Pledge €150 or more About $170

    Trap Designer:

    All of the above.
    You'll be working with us to design a trap within the game, based on your ideas.

    Less
    Estimated delivery
    Limited 1 backer
    Kickstarter is not a store.

    It's a way to bring creative projects to life.

    Learn more about accountability.
  9. Select this reward

    Pledge €200 or more About $227

    Room or Item Designer

    All of the above, except Trap Designer.
    You'll be working with us to design either an item or an event room within the game (Your choice) based on your ideas.

    Less
    Estimated delivery
    Limited 0 backers
    Kickstarter is not a store.

    It's a way to bring creative projects to life.

    Learn more about accountability.
  10. Select this reward

    Pledge €600 or more About $681

    Part of the Scene

    All of the above, except Trap, Room or Item Designer
    A custom character model, based on your description, will be part of the camp scene background within the game.

    Less
    Estimated delivery
    Limited 0 backers
    Kickstarter is not a store.

    It's a way to bring creative projects to life.

    Learn more about accountability.

Funding period

- (30 days)