Funding Canceled Funding for this project was canceled by the project creator on July 16, 2013.
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Streets of Rage meets Final Fantasy in this 2D Brawler RPG with a stylized anime & comic book aesthetic.

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Update #2: Create Yourself (NPC) detailed information

Update #3: Live Stream of Love. Game Overview and Production Notes

Update #4: Create A Quest

Update #5: Clarification of Platform Support

Update #6: Goal Changes & Art Book Draft

Update #7: Sounds & Words

In Whilom: Sins you play as Ceon, a government agent sent on a mission to find remnants of a secret order that conducted human experimentation and trafficking. Through out your journey you'll uncover the truths behind The Soulless War, Ceon's afflictions, and why sometimes forgetting the past is the best path.


As you control Ceon, you'll have a barrage of moves similar to most brawlers (Beat'em up) in your arsenal. One of the biggest differences in our game mechanics as a brawler, is the action doesn't feel spamy. While completing combos you can unlock special abilities during battle to be used to gain the upper hand on foes. There will be attack delays, where attempting to use the wrong move at the wrong time may end up getting you killed. As a RPG hybrid as well, you will be able to unlock and upgrade abilities, make moral decisions that increase or decrease your chances of success, and more. In Whilom your characters don't automatically "level up". You gain EXP like most RPGs, but how you choose to use that EXP will determine your own personal Ceon.

  • Taints: Taints are an optional character enhancement found or sold by merchants that grant new abilities. Using taints may feel good at first, but have considerable drawbacks in the long run. Example: Using a "Tainted Love" you give yourself the ability to steal hp from foes as you strike them. The possible drawbacks are being more vulnerable to ailments or decreased reputation with towns. Equip with caution. 
  • Crowns: Crowns are an optional character enhancement found by defeating Dead Kings scattered throughout the world. These optional bosses will reward those looking for an even greater challenge.

This game is far from complete, but we wanted to give people an opportunity to check out the barebones version of our game. Please understand our Alpha and Beta has multiple phases with a number of objectives to complete with each phase. Currently we're working on Pre-Alpha Phase 1b, and this demo is comprised of that accumulation of work so far. We also have a progress report you can check out at: http://sins.whilomworld.com/progress

Please Note: Demo is for PC & MAC platforms that meet Minimum System Requirements (MAC demo currently has no joystick support). You can learn about system requirements and more at http://sins.whilomworld.com/system

We've been toying with the world lore, and the characters in Whilom for about a year and a half now. Learning and improving our craft as artists, musicians, and developers. We now feel we're at a good spot to truly expound on what we've been developing and present a compelling, story-driven Brawler RPG with fun and gratifying gameplay. The team composition is below:

We've personally funded a lot of this game, and progress from our own pockets, but now we're at the point of financial and time (development team all work 9-5s) exhaustion. Without having to drag the development of this project on forever. We'd like to get the game into your hands as soon as next year, March 2014. We have basic mechanics and game structure down, now we need to refine, add more art, animations, and music. The money earned will help development wrap up in a timely manner and pay for the expensive costs of creative services. How the money will be used is broken down below:

Helping us by pledging would be awesome, but if you’re not familiar with how Kickstarter works your help won't go unrewarded. We've comprised some great rewards (located to the right), and even want to give out additional free demos to showcase progress and forward movement. We also have breakdowns of what every reward tier gains, "unlockables", and milestone (stretch goals) vision. 

Story Campaign 

Currently our main focus is the games 1-player story campaign. That takes Ceon through some of the locales of Whilom during his mission. 

The Fates (stretch goal - $?) 

Will be an episodic content mode that expands the story campaign in past, present, and future settings. This mode will support up to two players (co-op) based on episode.

  • shipping costs for US & Canada on all physical goods has already been incorporated into pledge. 
  • International orders welcome, if you pledge $45 or more shipping costs will be added.
  • Multiple Copies: 1 key limit for console & no key limit for PC, MAC, Linux.
  • All Physical Products Ship December 2013. 

Unlockables are our thank you to you for supporting our project, and us achieving certain milestones (stretch goals). These unlockables get added to your pledge reward Free of Charge. The more milestones we hit the more tangible benefits and in-game content we can provide.

  • PC/MAC/Linux (DRM Free)  - March 2014 

If Milestones Meet... 

  • (Playstation Network) PS3, PS4 & PS Vita Version - 2014
  • (eShop) Wii U - 2014 
All physical goods are shipped December 2013.
 

Please note: Whilom:Sins alpha/beta access is only for MAC/PC users. Thank you for your time, and we hope that you will support an aspiring development team and project.

Risks and challenges Learn about accountability on Kickstarter

You can never be certain how things in life go, especially in game development. We feel extremely confident we can hit our goal with the assets that are needed to be produced, and time for QA (Quality Assurance) testing of our game through each iteration of alpha, beta, and final build phases. The real concern is making Whilom: Sins stand on it's own as a unique experience that threads the needle of nostalgia and new ideas while keeping with our core themes, and making a fun, emphasis on a "fun", game.

Another important topic that is seldom discussed is health. Currently we're all at full strength, and healthy. It is important to create a quality product, and maintain our health in the process avoiding 80 hour work weeks. This is a testament to careful organization, and planning to overcome this silent, but deadly challenge.

FAQ

  • Well, it's sort of like asking that girl out when you were a kid to the dance. Won't hurt to try, and there is no reason not to try. We want to gain your trust in us, as individuals, as a team, as a company. We want you guys, and gals to see the progress of our project on a consistent basis starting with this pre-alpha (prototype) demo. So, would you like to dance?

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