.DECIMAL is a sci-fi ARTS/MOBA that features near-future tech, "hero-centric" squad combat and real-time tactical deployments.
.DECIMAL is a sci-fi ARTS/MOBA that features near-future tech, "hero-centric" squad combat and real-time tactical deployments. Read more
About this project
An innovative new ARTS/MOBA with a visual style unlike anything you've seen in the genre.
A Unique Setting for a Unique Game: Swords and magic go really well together with Multiplayer Online Battle Arena (MOBA) games. It couldn't be any more clear. We get it. We LOVE it. But you know what else goes really well with the genre? Spider tanks. Rail guns. Bio and Cybernetically enhanced infantry. .DECIMAL will represent a fictional version of humanity’s own near-future.
You can expect things like walking tanks, barrage-style missile strikes, EMP bursts, hyper-kinetic sniper rifles, machine guns, mechanical scout dogs, and more. That’s not to say that we've done away completely with swords and melee combat. May it never be! That’s an important part of character variety and player choice. Just replace your standard steel sword with an electron-energized power sword that releases a horde of flesh-eating nanites with every swing.
Here are a few key features that set .DECIMAL apart from other MOBAs:
• Control a squad instead of a single hero - you have a champion whose abilities are visually represented in your squadmates.
• Choose from a wide pool of abilities and see them reflected visually. As your squad changes during gameplay you will see them equip new weapons and gear.
• Streamlined Mechanics do away with the things that don’t really make sense. Make the genre easy to understand without removing depth and fun.
• A unique near-future, sci-fi setting to destroy the opposing team in.
A Unique, Personalized Squad: In .DECIMAL our squads will still move and act like a single, solitary unit. You tell them where to go and what to shoot, stab, burn, maim, and fillet. In a MOBA it can be challenging enough to control a single hero. We feel ya. No insane micromanaging will be required to chain together perfectly timed net tosses that lock your enemies down forever in what can only be called insanely frustrating and overpow ... Sorry, I lost a game against Meepo last night. Where was I?
Ability Customization on the Battlefield: Part of a hero's personality comes from the abilities that they have and the synergy between them. We don't want to lose that, so each squad captain in .DECIMAL will still retain multiple abilities just for them. Squad members, however, can be specialized during gameplay, filling in gaps in your team as necessary. Desperate for some healing? Upgrade your squad member into a field medic. Getting caught unaware by the other team too often? Grab a forward scout.
Stripping Out Unnecessary Game Mechanics: .DECIMAL doesn't simply rehash old mechanics because “that’s the way it’s always been done.” Our motto is "Complication doesn't necessarily add depth" (our other motto is "Don't eat anything that's been in the fridge for over eight months" but that's another story). And that’s exactly how we’re analyzing every so-called necessary MOBA feature. Will we keep the good ones? Absolutely. Will we ditch the bad ones? You betcha! MOBAs have, in the past, been very hard to understand and jump into. We aim to change that.
Survivors call it The Last War. Your squad calls it a fight for control of the last known active nuclear missile silo amid the landscape of a near-future holocaust.
You've been sent to stop the launch. Others ferociously defend it.
Choose a Sniper to fire armor-piercing, hyper-kinetic rounds...
Or pilot a weaponized mobile platform in the form of a spidertank.
However you decide, deploy your Heroes and go kick some ass.
Here's another way of viewing the updated Reward Tiers (via spreadsheet):
As a developer, we pledge to be responsible stewards of your time and investments. We take this opportunity seriously and are working to create a game that we will all be proud to make and to play.
*Cris Velasco is a multiple award-winning composer of epic orchestral, dark experimental and modern hybrid music scores for video games, film and television. After graduating from UCLA with a degree in Music Composition, Velasco pursued his passion to write music for visual media; his first major release was composing for Sony’s blockbuster God of War.
A prolific and versatile composer, Velasco has become one of the most sought-after composers in interactive entertainment, scoring many major titles including Company of Heroes 2, Mass Effect 3, Borderlands 2, ZombiU, Warhammer 40,000: Space Marine, God of War 3, Tron: Evolution, Borderlands, God of War 2, Darksiders, Clive Barker’s Jericho, and many more.
What You Can Expect From Us:
We fully understand the passion behind the MOBA community. Regardless of which one you play, we are all part of a wonderful, expansive, passionate community. We know what it takes to win your hearts and your precious gaming time, and with your investment, we will work tirelessly to make this a successful endeavor.
A tragic truth of the industry is that it takes money to make games. When you sign on with a publisher who promises to fund your game you often give away a large part of your creative control. That’s how the creative vision can get compromised and the passion can slowly ebb...
Well, we like our passion. And we like our creativity. We like your passion and creativity too! So we come to you first. One hundred percent of the money we are asking for will go to staffing, hardware, and software needs, as well as fulfilling any Kickstarter backing pledges that need to be fulfilled.
We don’t just want to make and sell you our version of a video game. We want to invite you into the crafting. Into the composing. Into the sketching and painting and drafting. We want you to see when things go right but we also want you to see when things go really wrong. Game design is fluid and it has to change over time. But we can promise you transparency in how we come to our decisions.
To that end, we will share with you about the game as we build it. We’ll be asking questions, gathering opinions, and making polls. See, to us you’re more than just faceless people who give us money. You’re a part of our company and our lifeblood.
Fifteen years ago we began our video game careers. We’ve received industry acclaim in the form of 'RTS Game of the Year' and we’ve endured world-wide controversy in Aliens: Colonial Marines.
We have seen 'suits' drive decisions. We have seen greed get in the way of awesome. We have seen management tell us to do what our gut told us was wrong...and it’s time we took the reins. Now we've set out with our own vision - focusing on inspiration, passion, and creativity. With your help, we can make this game a reality.
Risks and challenges
We understand what an undertaking a new MOBA is, and have identified the following risks and challenges:
- we will avoid the "biting off more than you can chew" dilemma - and not make gameplay promises we can't keep. We have to stay laser-focused on developing what makes the core game fun, and the rest will follow.
- we will avoid making "reward" promises we can't keep. We have looked at what other kickstarters promise in terms of rewards, and quite frankly, it seems that many make promises they won't be able to deliver. Super elaborate swag will come on the back end; trust us, we want miniatures and posters as much as you do. At the same time we must focus on making sure the game is what we promise it will be.Learn about accountability on Kickstarter
Currently, .Decimal is slated as a Windows PC title through digital distribution because this type of game is heavily dependent on mouse interaction.
To clarify, these versions of the Spider tank , the Mech and their respective skin variants are exclusives to our backers. The standard version will not look like this version. We want to thank our backers by giving them something unique and people know from looking they are different. We do plan to include other large tanks or mechs in the game as we release addtional champions.
POINTS are used for buying new champions, squadmates, and other gameplay related items in the game.
Points are obtained through winning/losing games. At the end of each completed match both teams will earn points based on how well their team did. Players will recieve more POINTs for not leaving games and playing until completion.
CURRENCY is used for buying new champions, and cosmetic items such as skins, item attachments, etc...
CURRENCY is obtained by buying them with real money.
Champions purchased using either currency will be exactly the same. Playeres who purchase their champions using the POINTs system and never use the Currency system will be just as competative as those that used the Currency system.
We will not be introducing any Pay to Win situations.
Points = champions and gameplay items
Currency= cosmetic items and champions
Certain tiers seem to imply a time limit on how long we can use the heroes we buy. Is there a limit?
Once purchased, a champion is yours forever.
For instance, the $450 tier will get you all heroes released within the first year of launch, and they are yours forever. So not just all the heroes at the time of launch, but even the ones that follow (for a year).
You will NOT have to buy squadmates - they are a physical representation of your abilities, and therefore available to you at any time. We encourage you to mix and match them to suit your style of gameplay (and cause havoc among your enemies ;)
You will purchase Champions at your discretion. Your Champion will have some abilities that he/she alone personifies, and of course they will be the cool and unique!
Champions will be staggered in their release (to allow players time to adjust to the new champion upon release).
During the first week of release, the Champion will only be playable by those that use Points (in game currency) or Currency (Real money) to purchase the champion.
After the first week, we will open the Champion up to everyone to try for a week.
After the week of being free, the Champion will need to be purchased if you wish to play as them.
Our early estimates for Champions range from $3 to $20 dollars. $3 will most likely consist of a re-colored Champion, where $8 might entail a vfx update along with the color change. $20 would purchase a completely overhauled re-skin with new fx and voice. We will definitely make it worth your investment.
As of now we're looking to release anywhere from 20-30 heroes and 20 abilities at launch. We want to encourage players to mix and match to create exponential combinations. We currently have one map scoped that backers will help shape and define through playtesting.
we're shooting to match the League of Legends min system reqs:
2 GHz processor
1 GB RAM (Windows Vista and 7 users will want 2 GB of RAM or more)
8 GB available hard disk space
Shader version 2.0 capable video card
Support for DirectX v9.0c or better
Windows XP, Windows Vista, or Windows 7
Support this project
- (30 days)