Night City Assault - The New Way to Beat 'Em Up
Night City Assault - The New Way to Beat 'Em Up
A story-based beat 'em up combining RPG gameplay and mission design with Metroidvania-style exploration. Playable demo!
A story-based beat 'em up combining RPG gameplay and mission design with Metroidvania-style exploration. Playable demo! Read more
Night City Assault takes the sprite-based beat 'em up and reinvigorates it by adding RPG progression, an extensive set of combat moves, Metroidvania-style exploration, and a mission-based campaign. We believe this produces something fun, nostalgic, and fresh all at once.
Backers will be pleased to hear that the majority of the game's investment has been made by the development team themselves, hence the modest amount still remaining. We need your support to push it over the edge, allowing us not only to complete Night City Assault but polish it to something we can be proud of and you'll love playing. Stretch goals will help us deliver the game to your favorite platform and add extra goodies that won't impact the release schedule in a significant way.
Set in the 1980's, you'll play as detective Roy Silver or officer Cindy Chan (or both in co-op mode!). Recent transfer Roy and new recruit Cindy find themselves stranded in an area of the city overrun by a violent syndicate that takes orders from the mysterious Viper. With no guarantee of backup, you have no choice but to fight your way through the streets and discover what is really going on in a city spiraling out of control. Action, suspense, drama!
- Story-based campaign mode (single-player or two-player cooperative)
- Large levels to brawl across
- Missions provided by citizens in distress
- 20+ unique enemies and bosses
- Freedom to explore levels at will and enter open buildings
- RPG-style experience and level-up system
- On-screen hit points showing the damage of each attack (can be disabled)
- Dialogue with voice acting and subtitles
- Environmental hazards
- Collectible 80's nostalgia items for extra rewards
- Unlock new moves and abilities
- Weapon system that allows weapons to be picked up, equipped, or stored
- Unity game engine for streamlined porting to more platforms
The team has made so much progress that we have a playable build made especially for Kickstarter, showcasing a small portion of our first level. Night City Assault has been worked on steadily during the course of two years, which is how we're able to offer a playable demo with most major features and mechanics already nailed down.
Now we need your help to complete the game. Your support will enable us to make our full vision for Night City Assault a reality and create a beat 'em up you'll love to bits.
Art - The art assets are time-consuming and subsequently expensive to produce. A single character has many moves and animations, each of those consisting of many frames. Multiply this by the total number of characters and it's easier to understand how much time is involved. On top of this are the backgrounds, with a wealth of variety from one level to the next. Extra care is required to animate select pieces of the backgrounds and make them really stand out. The demo shows off some of these animations, and we’d love to add more.
Voice Actors - We are proud to host some wonderfully talented voice actors who have worked on video games, anime, commercials, and more! Currently, our game will feature the likes of:
Software Licensing / Development Kits - Software licences and tools are often prohibitively expensive. Not only do we need these to finish the game, but also to port Night City Assault to other platforms if we reach the corresponding stretch goals. We've already taken the steps to become approved PlayStation, Xbox, and Nintendo developers, but we need funds to purchase development kits for the PS4 and Wii U. Microsoft was kind enough to send us some already!
Sound - This includes software and production costs for music and sound effects.
Labor - Funds gained will be used to relieve team members of the tedium of the daily grind where possible, allowing them to focus on and speed up development. Other expenses have been taken into account, such as marketing, PR, and website costs.
Polish - Buggy games that don't behave as expected or crash outright are a frustrating and all-too-common experience in today's market. Even art or sound issues can spoil an otherwise finely crafted atmosphere. Ironing out these problems takes painstaking attention to detail - and that means time and money. Your support will help us go that Xtra Mile.
Why the low amount? The majority of funding has already been invested by the team, and the remainder needed here will fully fund the completion of the project.
The budget is skewed towards programming, mainly because of the implementation, refinement, and testing of features. However, we also calculate in the cost of development kits here. And since our programmer is the most comfortable and skilled with Unity, he is responsible for level assembly and other tasks that aren't normally left to a programmer, including the building of scripted story sequences. Indies wear many hats!
The low cost in sound production, on the other hand, is due to our composer not taking a cut of the funds for labor. (Our composer's other hat is a writer's, saving additional labor costs.) We thank you in advance for your support and appreciate any pledges or word of mouth you can provide!
PlayStation 4 - Sony's console joins the party! We'll be able to flesh out current-gen offerings if we hit this stretch goal.
Wii U - Nintendo fans also get their very own version. If we reach this goal you'll be able to play it on your Wii U.
??? - Unlocking previous stretch goals reveals additional ones.
Retro-Inspired Box & Game Manual - Inspired by 16-bit beat 'em up manuals. Our box and manual will feature a moves list with screenshots, information about the levels, backstory, and much more! High quality, full color PDF or physical print depending on pledge amount.
Soundtrack - The official soundtrack will include at least 14 tracks of 80's-inspired synth and electronica. Two of our tracks, dripping with atmosphere, are available for preview below. Based on your pledge, the soundtrack is provided as a series of digital tracks or a high quality physical release in a slimline case.
NIght City Assault Theme
Digital Artwork - Would you like to own unique concept art from the game? You'll receive one digital concept of your choice from our batch. Only you will own this artwork.
Create an Item - Our artist will design a collectible item based on your input. For instance, here is a dancing cola can, a popular toy released in the 80's.
Create a Weapon - We've got the classics covered, from wrenches to baseball bats and guitars, but there's always room for more. Our artist will design a weapon based on your input.
Your Face in the Game - This is your chance to become a character in Night City Assault. Our artist will use a photo of you to add your face to a non-enemy character.
Create an Enemy - If you have an enemy design in mind, this is the pledge for you. Collaborate with us to create your own enemy - combine with your face if you like!
Create a Boss - Bosses are much fewer and more meaningful, so they deserve a tier all their own. Guide our artist in creating a boss character, and combine with your face if you want to live out your villainous, power-tripping fantasies!
Robert Jacob - Story / Music / Direction
Robert started Xtra Mile Games to create games he'd like to play. He's been working with multimedia (video, graphic design and music) for over two decades and also provided marketing and support for the PC/PSN title Söldner-X: Himmelsstürmer. Since then, Robert has been looking for the opportunity to create a game for 2D beat 'em up fans and bring something new to the table.
Brian Crandell - Programmer / Gameplay Designer
From the moment he first became enthralled with the Sega Genesis as a small child, Brian Crandell could not envision any other career than one in video games. Learning opportunities were slim in high school, so he introduced himself to game development through modding in Unreal Tournament 2004. Brian firmly grounded himself in the basics, exposing himself to most major disciplines of development, including modeling, texturing, and animation.
A designer at heart, he couldn't resist the power of programming to bring his concepts to life. While he received formal education in computer science in college, Brian is almost entirely self-taught in all aspects of game development. He has been successfully freelancing for two years, combining the technical expertise of a programmer, the intuition of a designer, and the analytical ability of both. He also can't imagine what on earth he would do without the Internet.
Dalibor Garic - Lead Artist
Dalibor has extensive experience in art and design. His job is to create nearly all artwork for Night City Assault, taking characters through the concept phase and bringing them to life with flowing animations. He is also responsible for our richly detailed environments, with a commitment to variety that ensures every corner of every level will offer something original. He certainly goes the Xtra Mile to provide top-notch visuals.
Risks and challenges
Video games are difficult and costly to make. Just how much time and money is required is frequently underestimated by developers starting out and the main reason many projects fail. It's a mistake to think it will be smooth sailing for an entire project, as there are often problems that bog down development and drain resources. The good news is that we have moved well beyond the concept/prototype phase, and most major issues have been encountered and solved. The game's foundation is in great shape, with most of the mechanics already in place.
The biggest risk is that the release date may be pushed back for the sake of polish or lingering, unexpected issues. We understand the importance of meeting deadlines, to maintain the continued faith and support of our community. The game is our livelihoods, but it is just as much a work of passion, and we know quality means as much to you as it does to us. We'll do our best to balance the need for a carefully planned release schedule with achieving the highest possible quality.
Indie developers also struggle to find suitable team members, not just in talent and skill but in work ethic. We hope you'll agree that the Xtra Mile team is an effective one and produces fantastic work. We're extremely excited about the project, and we'd love to work together again on the next one!Learn about accountability on Kickstarter
- (31 days)