Steve, The Alright Knight
A platforming adventure with combat, puzzles, and “volunteer” voice actors, Sir Steve is the Alright Knight fighting to save his world!
STAK (Steve, The Alright Knight) is a classic platformer adventure (set to release on PC/Mac/Linux) with mixed combat and puzzle features. You play as the knight Sir Steve as he travels the land to find the lost artifacts necessary to progress further. With your faithful squire, muffinz the cat, you work to overcome any and all obstacles.
Meanwhile, quietly in the background, is a world of events transpiring regardless of your existence. From the heroic Sir Glory fighting endless hordes, to the dozens of one and done knights who die along your journey, the story of the fall of Eridris is one that is compelling, captivating, and… with the touch of a button easily skippable.
The world was beautiful once, with sapphire blue oceans, and jade green verdant lands. In the sky, you could see the glimmering rings of creation, like a jeweled crown that sat upon our home.
That was until the sins of the people gave rise to the aphotic gods. Twisting the light of the world to their selfish desires, they became deific beings bringing suffering and pain. The first Gods, led by Eridris the Unending Light of Heaven, waged war against the shadows, but found that the same power they’d used to create everything… destroyed in equal measure.
With victory only ruin was left. Fleeing the desolate and haunted lands of their home, the Gods and their people forged out of the rings new worlds. These moons became their haven, and it was thought that they were safe. They believed that the threat was over. That was until one of the Gods went silent, and their moon dark.
The Gods tried to assail this dark world, but it was to no avail. The destruction caused in the First War had seemingly unified the aphotic gods into one single being, and he easily rebuffed all attacks. So the Gods withdrew, bickering among themselves to find a way to survive and stop the shadow from spreading to consume what was left.
Now that darkness has spread to the Moon of Eridris, and her and her people are running out of time. Left with only desperate options, the Goddess of Light and Valor has sacrificed herself and her power, to infuse in the lands one final hope: that any with the courage to stand and fight will succeed.
Hope rests on the shoulders of these few knights, but no one knows if it’ll be enough… or if it was too late.
Using modern programs to draw simple, yet elegant designs, STAK is a labor of love. The smooth, responsive sprites are the result of patient and detailed hand animation. Each level you visit is a world unto itself, and from start to finish the fun-loving graphics will bring you into a world far larger than it may first appear.
From the beginning and onward, players will find themselves thrown against hordes of enemies (dispersed evenly for game balance reasons), ancient puzzles to test your resolve (with helpful features because we care about your sanity), and a world filled with regions to explore and loot (but put in a more or less linear progression to enhance player experience).
The dynamic progression of story and character will slowly reveal that all is not as straightforward as it appears. Betrayal, loss, and an engaging narrative transforms this 2D platformer into a true three-dimensional, voice acted, storytelling experience.
$2,500 - Our goal!
$20,000 - We get the game to you faster! Within 6-8 months.
$40,000 - We can go full out on this game, finishing within 5 months.
$60,000 - Expanded Content!
$80, 000 - We get STAK tattoos and record it for the viewer’s pleasure.
$100,000 - Multiplayer!
The four of us on this team know what it’s like to look at a deadline and figure out what we need to get it done. Figuring out what skills we need to develop, and how long a project will take, is integral to our current, paying jobs. So we can say with confidence that it’ll take anywhere from 10-12 months to make this game. If we do well, it could be sooner, but we always strive to promise low, and deliver high.
Our biggest hurdle is that we currently work full time to support ourselves and our families. We want to make this game, and eventually make more. We want this to be our lives and to accomplish great things, but we have to be realistic. A large portion of the game’s time-table is taken up with the fact that we can’t put the time and effort we want into it when we want to. We have to be smart (or else the SO’s will throw us in the dog house), and work ourselves realistically. No one wants us to offer the best game ever in the next few weeks, only to have an endless stream of emails telling you about delays. This is not that story.
That’s why our stretch goals put that out there, the fact of the matter is that if we could make enough to turn this into a full time job instead of a part time hobby, then the production time will decrease dramatically. We won’t make promises of what we’ll put into the game because in all honesty we have the desire to do so already, we simply lack the opportunity. We won’t hold our creativity back to strongarm our supporters into backing us. We may just be starting out, but we won’t start off like that.
Our technical skills improve daily: while STAK is being listed as our first official game, this isn’t our first project. We’ve spent months learning the basics, and we’re proud to have learned and utilized the Construct 2 Engine in order to make what we have. We learned from the beginning how hard making a game is, simply by trying. One of the major issues we keep facing isn’t even really an issue; we keep trying to do things only to find out how to do them better. More than once this has led to the deletion of code – and the creation of something far greater in its place. Those times that it hasn’t, we’re very glad that some of our team members are near religious with their saving practices.
No matter what happens, we’re determined and dedicated to making this work. No one should have to give up on their dreams, and too many people do. When we started we weren’t sure what reaction we’d get, but even now while we’re just beginning our first launch title, we’ve had cries of support and dozens of people asking to join us. One day we will let them, one day we’ll support them as you support us, and one day we’ll make the game everyone can’t wait to play.
Thank you for your support, and thank you for believing in this little team from Podunk, Idaho. We’ll make you proud, and that is a guarantee.
Founded January of 2015, four computer nerds got a hair brained idea to try something awesome; To make awesome (video and board) games that they themselves would want to play! Fate saw fit to bring these four together from some of the most unlikely plains of existence to ever meet… and get along! A graphics design Professor, a DJ, a car wash manager, and whatever Joseph decides that he was defined as, all merged together in new careers at the same place of employment. Fate, or destiny? Who cares! For whatever reason, the stars aligned, and some great ideas will be brought forth into this world for all to enjoy. Whether the world be ready for it or not, OTC Gaming has made it’s arrival, and plans to reshape the way games are done!
Risks and challenges
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