"You awaken in a strange place, empty of any noticeably intelligent life. Surrounded by zombie robots, aimless and chaotic. The world around you seems to be an endless sea of islands floating in a void. Fight your way through the unique procedurally generated levels, collect valuable artifacts and try to find a way to that distant city in hopes of finding a way out of the chaos."
"Lone Wanderer" is the first full game from indie game development company, interFusion Games. The game takes advantage of procedural generation of levels, enemies and weapons, making each playthrough a truly unique experience.
The game is set to feature two play modes. In Classic mode, you play through 30 levels, will encounter 3 boss fights and are given a save option. In Arcade mode, you will advance through infinite levels, fighting off "waves" of enemies that become increasingly more numerous and more difficult with each level. Arcade mode will have permadeath. Both modes feature melee style combat, tons of loot and limited elements of puzzle solving.
The game features 3D graphics reminiscent of N64 styling and gameplay inspired by classic games such as Zelda and treasure hunting games like Spelunky.
We don't want to give away too much about the story, but it is gameplay-heavy and dialogue light while still having a cohesive story and a complete experience that may surprise you.
For more screenshots of our alpha build, visit our website or see below:
We are a two person team and are creating all of the assets for this game on our own. We are currently working on this project and have completed about 50% of both the programming and the models for the game. We will consider expanding upon our base concept of this project if we receive an unexpectedly high amount of funding beyond our goal. Also, we will be releasing this game regardless of funding.
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Risks and challenges
We know that we have the skill set necessary to bring this game to fruition. We did the hard parts first, as most of the coding is done. We have more work to do on the models and graphics, as well as audio and coding of the menus, but all those are a matter of putting the time in.
We do have the challenge of affording the cost of publishing the game on a reputable platform. Our funding goal is set to cover these costs, with a breakdown of those costs provided below.
Steam Store publishing cost-$100
State business licensure (preffered for Steam Direct)-$50
Business costs, fees, unexpected costs-$100-$250
We are projecting a sale price of $9.99/unit. Back the game now and get the game for half off- or get your name in the credits!
What is finished now: Most of the scripting and programming, AI, half the models, the procedural generation program is FINISHED and the entire story including ending is completely thought out.
What needs to be finished: We need to finish the remainder of models, various weapons and character animations, menus, music, sound effects, special effects and polishing of the game in its entirety.
Expected Delivery Date: Before the end of October 2017. The game is already well on it's way. We prefer not to spoil too much!
We do have a stretch goal of $2000, which would be for the purpose of pursuing an additional release on Playstation Store. If this goal is met, we would likely delay release due to enhancing upon our base model, making the game even more dynamic and polished, possibly also affecting the final sale price of the game. For instance, if we reach $2000 we will also add a crafting system.
Were we to reach this stretch goal, a GearVR, and possibly Google Daydream, version would be a must as well- the game has very modest performance requirements and with an extra month after the PC release (September) a GearVR/Daydream release would be possible!
We will be releasing this game regardless of funding, but it will certainly be a delayed release if we have to self-fund!
Pre-order today by backing us and save 50% on the final retail price!Learn about accountability on Kickstarter
- (14 days)