About this project
(Update) Rift Support! No... seriously. It started as something silly. VR for a super retro game? Well, turns out it's actually pretty cool!
Download Rift Demos: http://demo.cityquestgame.com
(Update) Kicking it Forward: If this project is successful, we've made a solemn (or at least as solemn as we get, which realistically is not very solemn) vow to give back to the Kickstarter community. Please check out Kicking It Forward for more info and more great projects who are participating :)
People we've yelled at loudly enough to hear:
"City Quest is that rare brand of adventure that plumbs the scummiest depths of tastefulness, yet manages to emerge not covered in, well, crap." - Nathan Grayson, RockPaperShotgun
"...It’s a *very* compelling game..." - David Helgason, Unity CEO (From a tweet to us that we definitely didn't edit down a little.)
First and foremost, let us introduce ourselves. We are Stone Monkey Studios. We're a small two man studio that works in and around Redmond, Washington.
Ryan is the main programmer, Jon is the main artist, and we both share the rest of the work. We've been working together since 2007, and between the two of us, we've had a hand in releasing quite a few games, both for our studio, and with other studios. Most recently (and notably) we pushed out a top 3 entry in Ludum Dare 25 called The Fall of Mister Wily with a few good friends.
Incidentally, the extremely talented Akash Thakkar composed the music, and handled sound design for Mister Wily (as well as the music for the trailer up there). He'll be the one working on the music for City Quest as well, so you know it's going to be good.
By the way, we also thought we'd mention: We're on Steam Greenlight!
If we're Greenlit, all our backers will get steam keys for the game when it hits Steam!
City Quest is a fantastic new adventure game with stylish, cutting edge high definition graphics. See?
This concept came about in 2010 when we were discussing one thing or another, probably something awful and inappropriate. Ryan had played many of the Sierra and LucasArts adventure games when he was younger, and Jon had played more modern ones, but both of us enjoyed them immensely, so we set out to create one of our own.
A few different projects came and went since that time, but we've picked this journey up with a new engine and a new perspective in the past 6 months.
Which leads us to....
Click it. Go on, you know you want to. Just, please be gentle.
After a few months of work, we've got an official demo for the game! The large majority of the point & click engine is in right now, and we're working diligently on content and story now. You can play through the demo now to get a taste for the play style, the humor, the art style, and the storylines.
Play the demo here!
What was that about storylines?
City Quest has four main stories you can follow through the game.
- Hobo - Live the exciting life of a street urchin! Eat garbage! Panhandle! Uncover government plots!
- Lady/Lad of the Night - Make new friends! Form a union! Fight against the oppressive pimp overlords!
- Mafioso - Bust some kneecaps! Rise up the family! Hey, maybe even take them down from the inside! Or become the Don!
- Politician - Join the Rat Party! Make shady deals! Become Mayor! Slime your way to the top!
City Quest is a classic Point and Click adventure game. You will be, as one might expect, doing much pointing and clicking!The interface consists of several highly revolutionary interface elements to streamline your experience in a way not seen since the mid nineties.
- Walk - In an extremely accurate model of the human body, in this game you use your feet to move around the environment.
- Look - Experience the big city through the eyes of a bumpkin. Join in his wonder and confusion at all of the modern conveniences that we take for granted. There are also many dangerous things in this world, so it also doesn't hurt to look at things before touching!
- Touch - Put your hands on things! This is our catch-all for touching things, using things, generally interacting with objects in the world. Make everything filthy with your grubby hands!
- Mouth - A marginal grasp of the English language may have you shouting "That's not a verb! Your list is poorly constructed!". Well that's nice of you to point out. Thank you. We use the "mouth" icon to mean anything that you do with your mouth. This means "eat", "talk", "lick"... anything that you do with your mouth.
- Inventory - Throughout your travels in the city you will collect quite a bit of... well, junk. We have created, mostly through witchcraft, a sort of bag that will hold all the things you manage to collect. We call it an "inventory", catchy, right?
Use these key elements to explore a detailed world, solve puzzles, mince words with all manner of unsavory characters, and finally, suffer the consequences of your own poor choices.
Speaking of poor choices, we want to detail just a bit about dying in the game. There are lots of funny ways to get into trouble in this game, but we have made it our utmost priority to have this be reasonably painless for you as a player. We really want you to explore the world! It's fun to find new things, but not at the expense of losing you progress.
In general, we strive to remain as true to the old games as possible without completely throwing out decades of gaming advancements.
Ok, by now you know a little bit about us, and a little bit about City Quest. If you haven't already disappeared by this point to throw money at us, you might be asking your computer screen "WHY? WHY DO THEY NEED MY HELP? FOR THE LOVE OF GOD, WHY?". If you are, you should stop, because your computer screen is inanimate. It's not going to tell you anything.
I will, though!
Down to it, we're a teeny tiny company that is making this game in our spare time on a very tiny budget. We think there are a lot of other people like us out there that enjoy adventure games and would like to support the creation of a new one!
What are we going to spend your money on?
Well, first and formost, we want to bring killer music to the game. We could find some stock music online, but having the ability to perfectly match the mood and have a consistent voice by those means would be nigh impossible. We could also make some music ourselves, but it will definitely not be of the same quality as we could get if we bring on a composer. This will be the second project we've worked on with Akash.
Here's some of the work he's done with us so far!
Tools/Licensing We use Unity3d for our base engine (as do many other folks), and we're in need up some license upgrades. This is becoming more and more critical, as update support on the version we're using has been dropped. We're not getting new bug fixes or performance tweaks, nor any new features. This would also allow us to ship a Linux version of the game. If we don't raise our funds, then you'll make Tux sad. If you've never seen a penguin cry, consider yourself fortunate.
There are a handful of other expenses that would be eased greatly by this campaign as well, but these things are the biggest concern, and are what helped us establish our baseline.
I'm sure you probably want a few more details about some of these rewards, don't you? Yeah, I thought you might.
When the game is ready, all tiers will gain access to a DRM-Free digital download of the game for PC, Mac, and Linux. On top of that, if we reach our stretch goals for Ouya or tablet, we'll figure out a way to give those to you as well! Heck, we're even going to give you keys for any platform we can get on, be it Steam (Check our Greenlight page!), Desura, or GOG.
At the third tier and above, we'll also give you a DRM-Free digital download of the soundtrack by Akash Thakkar. Our baseline goal includes budget for a minimum amount of music, but if we meet stretch goals, we can get lots more, and you'll get all that too!
$50 Tier - Random NPCs
This tier is a unique, limited tier that allows you to be in the game, but won't break your bank. Well, we really hope it won't break your bank. If it will, for the love of all that is good, please pay your bills before you give us money. Unless you have a credit card and have made your peace with debt. In that case, we'd love to have your support!
Here you can be a random NPC on the streets, a filler in our virtual world. You will send us a picture, and we'll put you in the game. Possibly somewhere unflattering. It'll be awesome though.
$150 Tiers - Main Storyline NPCs
These four limited tiers are all the same, except in which storyline you will be a part of. If you choose one of these tiers, we will transform you into a character on one of our four main storylines. You will have unique interactions and dialogue. You will have some sort of meaningful interaction with the player, be it asking them to cap a guy, or helping the character discover the true origins of hobos on earth.
Note: These tiers are limited purely because we don't yet know how many NPCs we'll need in the game, and we'd rather take a conservative amount than create spaces in the game with little purpose but to fill these rewards. We hope you understand! It we reach stretch goals that allow for a bigger city, it's likely that we'll add more NPC tiers!
The poster will be 18" x 24" or about 45cm x 61cm for our international friends. It's digitally painted by our artist, Jon, and is the basis for the art on the printed box copy. I'm sure you're itching to see what it's going to look like, huh? Here it is! (Note, further detail may be added before printing, but this is approximately what the final version will look like!).
The t-shirts are charcoal grey (the best kind of grey, really), and on the front have the outline of our city in white, with the main character in negative space. The text, in case you can't read it on the image is "A little man in the big city. City Quest.". The back, in simple text indicate that you are, without a doubt, a Backer.
Collector's Edition Boxed Copy
Everything is digital nowadays, and that's good! Instant access is wonderful, and opens the doors to smaller teams being able to effectively reach an audience.
That being said, we still like boxed copies. It's still nice to hold a physical product in your hands sometimes. It's a fun feeling peeling open the cellophane on a new game, or it's a nice piece to add to your collection.
We wanted to follow in the footsteps of our forbearers and produce Big Box style packaging, but we've come to discover that most box printers won't do a run on something so custom when the order would be as small as ours. If anything changes, you'll be the first to know.
Since the Big Box style is out, we're going with a more modern DVD-Style Case. It's going to be awesome. It will have Super Awesome Art, and it will have a Reversible Insert. We've got a few cool ideas about what we want the inside to be, and we'll likely have a vote down the line to let you all decide what you like best!
Here it is! (The design may change as we move along with it, but the art will stay the same, albeit with further detailing.)
While we've set our baseline at the modest goal of $8,000, we do have plenty of things we'd love to do if we brought in more capital. Accordingly, we've set a few stretch goals, should you lovely people go above and beyond!
- $9,000: OUYA Support - We're pretty excited to see where the OUYA goes, and we'd love to bring City Quest to the OUYA. This stretch goal will cover the additional dev costs in bringing the game to the OUYA. If we reach this level, every tier will get access to the OUYA version!
- $10,000: iOS/Android Support - We've actually been developing the tablet versions in tandem with PC versions of the game, but there are additional licensing costs that this tier would cover. Imagine all the shenanigans you could get into if you could play on the go! If we reach this goal, every tier will get access to the mobile versions!
- $12,500: Deeper Sound Design and Music - Our baseline goal will get us a good amount of music, but we'd really love to be able to lob more money at our composer to generate more music and build the sound of the world even more!
- $15,000: Bigger City and more Side Quests - Our baseline is enough to bring this game through, but there are other areas of the city we'd like to explore, and more substories we'd like to tell. This level would bring additional side quests, an expanded city, and more ways to die!
- Beyond! We've got a fair few things we'd like to bring to the game, but we want to talk to you and see what things would be most important for you fine folks to see in the game!
Risks and challenges
As it is, the game is pretty far along, and barring an event such as untimely incineration of one or both of us, this game will get finished. Heck, even if only one of us is incinerated, the other one can probably still finish the game!
We've done our legwork and have a pretty solid idea of our fulfillment costs, so we're confident that we'll safely be able to fulfill all your rewards and still have enough to make the game as awesome as we'd like.
Realistically, there's always a chance that a project like this will run long, but our engine is complete, and now it's down to content and story. We've chosen an estimated delivery date that we feel is conservative, and if there's ever a point where that changes, we will be as transparent as we can about it!Learn about accountability on Kickstarter
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