You wake up at an unknown island without any sort of memories. Strange beings seem to occupy this place. What's your next move?
You wake up at an unknown island without any sort of memories. Strange beings seem to occupy this place. What's your next move? Read more
Targetting platform: Windows, Mac, Linux and Xbox one.
Estimated delivery: december 2015
"You wake up. It feels like you're laying on sand and you hear the sound of waves colliding with the shoreline. At first glance, everything seems to be normal. But as soon as you open your eyes you realize there's definitely something out of the ordinary..."
Turbidus is a game in which you'll be full of questions right from the start. "Who am I?" "What is this place?". The aim of the game is to answer the very questions that are on your mind, and then deciding how you react to the new information. It's best described as a Role Playing Game, although your role won't be decided from the start. You decide your role yourself.
The game will be full of different locations, lore, enemies and allies. And it's up to you to find them. You won't have a set goal; you make your own. Exploration will be one of your most important weapons.
Turbidus Environment Preview
Turbidus will play a lot like a Role Playing Game in the sense of being able to explore a vast landscape, with a lot of opportunities for you to improve yourself and your abillities. The twist, however, is that you're completely free to decide where you want to go, and what your next plan of action is while you try to solve the mysteries that the game has to offer.
You'll be able to play the game from either a First or Third person perspective. Turbidus will feature shooter-style combat with a lot of interesting and mysterious enemies to fight and outsmart. We're not able to go into full detail about the gameplay yet, that'll have to wait until a later date.
- Kickstarter/Amazon, will both take a percentage of the money earned with kickstarter projects.
- Hardware, for additional hardware support like the Oculus Rift, a number of different controllers and more. This will take a modest amount of the budget.
- Software Licenses, whenever we need licenses or software for development purposes of the game; like dev-kits.
- Rewards fulfillment, money reserved for physical rewards towards our backers; like T-Shirts.
- Wages, for our key staff and for hiring new staff when needed.
Everyone who donates at least € 5,00 will receive a digital demo not available to the public once we're close to releasing the game. This demo will be a taste of things to come in the full game.
You'll get the game once it reaches the ALPHA stage of development; when we are still finalizing the game's features. This option is for the player who really wants to test-drive and support the game.
For those who want the game early and want to a part of the final stages of the development process. At this stage the game is basically done, however we will be still play testing so the game so there will be an incredible game experience at the end. Your feedback will be highly appreciated.
If you back for tier € 25,00 or above we will be able to provide you with a digital copy of the Xbox One version Turbidus once available. If the game greenlits on Steam you'll be able to choose to recieve a Steam key for the game instead, which again, you'll receive when available. If we reach the € 80,000 stretch goal, you'll also have the option to choose for a digital copy of the game for Playstation 4 once it's available.
Finally the game is powered by Unreal Engine 4.
For the backer tiers with T-Shirt, below is an sample of what you get:
Uniblox games is only responsible for reward delivery. Additional fees and or taxes, if any are the sole responsibility of the backer. Rewards will only be sent out in the event that the main goal of € 25.000 has been reached.
Risks and challenges
Whether this Kickstarter project succeeds or fails, we are going to make Tirbidus the experience we want it to be. The biggest risks are personal ones at this point; we've decided to go all-in on this one and are forgoing comfortable wages, support staff and sleep to make sure the game comes to fruition. If the game is unsuccessful, we will have poured a lot of time and energy into the game that may go unrewarded. That's a risk that we are more than willing to take.
Whenever development is done this way, there are inherent risks. We may tackle problems that are difficult for our team to solve. Technical issues may be more intense than we have anticipated, particularly when it comes to pushing the game to additional platforms. Since our team is small, we may not have the manpower to dedicate to every obstacle that we encounter; this could potentially lead to a lot more development time and might, if taken in aggregate, force release dates to get pushed way back.
We don't want that to happen, but as experienced developers we all know it is a possibility; even far larger teams with much bigger budgets have to push back dates. It is not always possible to know what issues might cause a development schedule to be affected, and although we are working hard to ensure that the game is properly scoped, it is not always possible to fully rule out these sorts of setbacks.
What we do know is that we can overcome these issues, based on our experience in Unity and game development in general. We are extremely dedicated to this game, and even when we have a small team, we have what it takes to make this game a reality; inspite of any potential setbacks, we are going to bring this game to its audience, as it was intended to be.Learn about accountability on Kickstarter
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