Frozen State is a survival based horror RPG, set in a Siberian, post apocalyptic wasteland.
Frozen State is a survival based horror RPG, set in a Siberian, post apocalyptic wasteland. Read more
About this project
Important! We apologise for the confusion with the rewards.The game is included in every Tier above the Comrade(1£).
80.000 - multiplayer: play with you friends, explore the devastated city, survive or fight against each other for supplies and ammo.
90.000 - additional content: Hybrids, cars, weapon, additional locations for the first episode
110.000 - episode two + 5-7 kilometers of the map + continue of the main story line + more side quests+ more vehicles.
130.000 - episode three + 5-7 kilometers of the map + the culmination of the story line + more side quests+ creatures + new faction.
Frozen state is a survival-based horror RPG, which immerses you in a bleak Siberian, post-apocalyptic wasteland. The game takes place within the crumbling ruin of a partially destroyed Soviet city. You will have to learn to stay alive while facing vicious alien hybrids, ruthless bandits, and other survivors of the disaster, all of whom will stop at nothing in order to survive. While exploring new areas, scavenging for vital supplies, and fighting for your life, you will have to make hard choices between greater goals and your own personal objectives. These choices will lead to different outcomes and may have wide-ranging consequences.
Our inspiration comes from many sources: games like Fallout 1 and 2, S.T.A.L.K.E.R Shadow of Chernobyl, Metro 2033, Half-Life 2, Resident Evil; films The Thing, Alien(s),Prometheus, The Road, The Myst; our favorite writers Isaac Asimov, Arkady and Boris Strugatsky, Stanislaw Lem and many others.
We are creating a game in which you will have the freedom to act without cleaving to artificial boundaries of morality, where your actions and inactions affect the game world, where the enemy is not only strong and dangerous, but often subtle and insidious. The grim landscape of the city reflects the cold and unforgiving atmosphere of the game, where survival is a daily struggle.
(The video does not show the final gameplay or quality. All the enemies shown in it do not have any AI whatsoever. This is just a working prototype)
The main characters
The Salamander Group, a small scientific group studying the parasite and searching for a possible cure. Their numbers have been whittled down until only four remain. Members are, from left to right:
Professor Pavlov, head of Salamander
Doctor Glogger, his right hand man and assistant
Calvin Winkler, a laboratory assistant, found wandering the city alone by Dymov
Andrei Dymov, a Soviet paratrooper who protects the other members of the group as well as finding essential supplies to continue their research.
some of the key NPCs
from left to right:
Zakhar, a wandering survivor, always on the move within and without the city. He carefully remains neutral, favouring no faction over the others. His ability to stay alive for such long stretches in and around the city is shrouded in mystery.
“Surgeon”, the Nemostor leader. Nobody knows how he got his nickname, although rumours abound that when the parasite struck he was a working as a surgeon, and his horrific injuries and mutilated face were a result of an attack by one of the infected. Other, darker rumours, suggest that it is a reference to his fondness for indulging in violent, inhuman experiments on captured survivors.
Colonel Lewis was sent to DUGA-40 as part of an international humanitarian mission to support the Soviet army in regulating the infection. He, like many others, was left to die after the airstrikes left vast swathes of the city in ruins. He is now the informal leader of the Railway Camp, and with his exoskeleton “Ledokol” protects the camp from hybrids and raids by Nemostor.
Pavel, a young and gifted chemist. His drug habit got him fired from his position as a laboratory assistant at the Hospital, and that fortunate event meant that he was ensconced in his basement cooking up new drugs when the bombings occurred. Now he never leaves his basement, and sells his drugs to any buyers via runners.
In an alternate universe, where Soviet expedition discovered “something” in Tunguska, after unexplained phenomena in 1922. The mankind made huge technological breakthroughs in many areas of life and science.
Sky gave humans an unexpected gift, which spurred their technological progress: transistors, first computers, robotics, nuclear fusion, self-renewable synthetic fuel, lasers and wireless communication.
However, every medal has two sides. Humankind were playing with "fire" and violently burnt itself.
An unknown organism was accidentally discovered in the one of the extraterrestrial artefacts. The tiny parasite, a contact with it, leads to unpredictable mutations. Despite strict quarantine, the parasite broke out from the laboratories' walls and infected more than 70% of citizens in a secret Siberian city . The parasite adapts and transforms human's body to its own needs, turning its victims into vicious hybrids.
Fear of global pandemic forced the Soviet government to bomb the city, leaving all the uninfected to die. They hoped that isolated parasite would die from starvation or hibernate again. But was it isolated?
Five years have gone since the airstrike, which partly destroyed the city, a small number of uninfected are still alive and fighting for their lives.
- Open World – gives an opportunity to roam freely around the locations in any order, without forcing one to accomplish the main story line. In addition to that, the absences of level system, which would create artificial barriers, truly open the world for exploration from the very beginning.
- Dynamic weather – different weather conditions and cold environment will make you searching for shelter, warm clothes and balance the time between indoor and outdoor exploration.
- Day and Night cycle – during the days, you will be facing threat from human beings like Nemostor’s patrols or other unfriendly survivors and at nights, you will be hiding from deadly creatures. In many cases, you might prefer to avoid direct conflict, but of course it will hugely depend on you character and your play style.
- Combat systems – Real Time and Tactical (prices aiming) – you can easily switch between real time and tactical mode at any time you want. The tactical mode allows to pause the game and aim precisely at any part of the body, sometimes dealing more damage and produce less noise.
- Micro Events System – it is a pool of events with a number of different outcomes, which can be triggered by player’s interaction with the environment. For example you have fixed a generator and turned it on, what happen next -well, you can search a building without a flashlight and some previously closed doors are now open, but the light might attract hybrids, or pipes in the basement blew up blocking the entrance, making the basement unreachable
- Random Interiors – every new game, the interiors of some buildings as long as loot, enemies inside them and Micro Events will be randomly generated.
- Transport – driveable retro cars
- Companions – robots which carry your stuff and provide additional lighting, but don’t forget to fill it up with a new portion of diesel.
- Setting – post-apocalyptic environment of a soviet, secret city, set in an alternate universe, where the discovery of a spaceship wreckage in Tunguska had a tremendous impact on technological revolution.
We are a small team of passionate gamers who have been developing Frozen State for about a year in our free time and on our own savings. Initially the core team consisted of three men, but now we have a few more people who share our ideas and willingly contribute their spare time and skill to Frozen State. However, to bring the game to the next level we will have to quit our jobs in order to focus on developing Frozen State full-time.
With your help we can considerably speed up the development process while maintaining consistently high standards, and release a finished game in about sixteen months. Why 16 months? Considering the scope of Frozen State and the size of the team, as well as learning from the experiences of other Kickstarted projects, we would like to be somewhat conservative regarding the time needed to complete the game. This amount of time is required to provide the best possible quality we can deliver. The core idea and game mechanics are already formed and will not change dramatically over time, which gives us an opportunity to make a playable beta in around six - eight months.
Sixty thousand pounds is the minimum required to allow the team to work full time throughout the sixteen months. It will barely cover our expenses and living costs, and we already have bought Unity3D Pro licences, so all your money goes towards the development of our great game.
Alexander Prokhorov - Game designer and project lead
Anatoly Tsvetkov - 3D Artist (environment)
Anton Pozdnyakov- Programmer
Luke Fielding - 3D Artist (environment)
Ivan Vavilov - 3D Artist (characters)
Dmitry Alexeev- Concept artist
Phillip Robertsen - Animator
HD wallpapers and Posters
If you like our game, please help us spread the word.
Risks and challenges
Game development is a hard and complex process. During this process can raise some unexpected issues, which can slow down the development. However, we have spent almost a year on a pre-production stage prototyping the key features and gameplay, working out our unique style.
We already have a pretty solid road map with all important milestones and know how much time each of them will take. Our team members have worked in different indie game projects and have all necessary expertise.We also invested our own savings in buying some software and started working on playable alphas.
Hopefully the work that we already done and our commitment to Frozen State have proven that we can deliver what we promise.Learn about accountability on Kickstarter
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