Abysst is a co-op survival horror game with a focus on stealth and survival, this game will be a terrifying horror experience.
Abysst is a co-op survival horror game with a focus on stealth and survival, this game will be a terrifying horror experience. Read more
About this project
• One play through will not be the same.
• A Real survival-horror co-op experience
• Voicechat enabled
• Intriguing stories with masterful lore
• As if you are in your own horror movie
• On PC, Mac, and Linux
A lot of Co-op games these days focus on straight up action opposed to a stealth element. We at Swords Drawn Games are planning to fuse the stealth and horror co-op genres together with this title exclusively on Windows, Mac, and Linux. We feel with this concept the sky is the limit to what we can bring to the game. There will be many dynamic properties in the game to ensure not one play through will be the same. This game will rely on highly atmospheric level design and detail so players can fully immerse themselves into the world. Also the game will have a focus on story, we at Swords Drawn feel that story in a lot of horror games are severely lacking, we will not fall into that trap. Each spirit will offer a twisted, demented story that will keep players thinking about long after finishing a campaign. Some spirits stories will even be connected to an even bigger conspiracy. In essence this game puts you in a horror movie scenario that you and a group of people can actually play out.
This game will have a realistic feel compared to games such as Arma 2 and Red Orchestra. We feel having fast paced gameplay will make the game feel arcadey, we want this game to be immersive as possible so every movement will feel natural. The heads up display will be very minimal; we want as much screen space as possible to be dedicated to the world. The weapons of the game will be varied but most people will find melee weapons with varying degrees of effectiveness. We feel if we suit up players with the best weapons of the era the game will be a breeze, we want this game to be challenging. there will also be an inventory system so players can store items they pick up during a campaign. So lets say a teammate with an item that is needed to complete the campaign dies, the players will have to go to his corpse and retrieve it, adding to interesting situations.
The game will have a variety of campaigns ranging from towns to huge interior buildings. We want an almost open world feel when it comes to the levels. For comparison we plan to make town levels about half the size of battlefield bad company 2 maps. We will be relying on atmospheric visuals and haunting audio to keep players immersed. On outdoor levels there will be many enterable buildings for players to infiltrate and gather supplies. Huge co-op maps combed with dynamic gameplay will make this game highly replayable with surprises constantly popping up.
The key to keeping a game scary is the element of surprise. One of the major features of this game will be that no level will be played the same. There will be dynamic factors that attribute to unique gameplay each playthrough. Factors such as dynamically spawned NPCs, the enemies you will face in this game will have different abilities and ways of dealing with them, so not knowing where the enemy is ahead of time greatly increases the feeling of unease as you progress through the level. Spirits will also offer unique challenge because depending on the spirit, special events will happen in the game. Another dynamic aspect to the game will be the chance to acquire special abilities that will only be unique to each player. These abilities will aid you in special circumstances but don’t think that it will make the game a breeze. The abilities are only meant to get your out of tough spots, overuse of the abilities hinder you’re playing effectiveness.
Mysteriously, the opening of the Abysst awakened the ability to learn special powers to aid in completing the campaign. Only one special power can be assigned to one player at any given time. When the player dies, the power is gone with it. We believe this gives players some slight relief as well as making players more important than others, so if a player dies, you really feel it. Overusing abilities will make the game far harder to handle with penalties to vision, hearing, and movement.
Burden – This greatly slows enemies down at the cost of the caster being stationary and unable to do any other action. Useful for helping other players escape an enemy.
Sight Jack – See through the nearest enemies’ sight. The caster will be unable to do anything and will emit quite a bit of noise.
Life Transfer – transfer some of the caster’s life to a teammate.
The enemies of this game will not be easy to kill, in fact the best course of action is to disable the enemy by injuring a limb and running away. Here are some enemies:
The Snatcher – This enemy has low health and has low detection abilities, but when it does detect players, it will run towards a player and teleport them to a random area of the map. So players will have to meet up again.
The Blind Man – The brute of the game. This enemy has no sight and is only able to detect players based on sound. So the monster can be walking right by you as you are proned only to actually step on you, let out an ear ranching roar and attack the player.
The Spore Monster – A stationary Flesh rotten-plant like enemy that emits spores in an area. The closer the player gets to the spores, the player will start to hallucinate sounds and visuals. This monster does no damage and is only there to cause confusion to the player.
As you can see these enemies are far from the attack-only type of monsters you see in video games. These monsters aim to cause unique events in the game
The spirits are the main boss of the level. There are many different spirits in the game but only one will show up in any given campaign. Players must figure out the history behind the spirit’s violent past. Spirits add an extra dimension of gameplay where each spirit contributes unique events to the game. For instance, if the spirit of a campaign got burned to death, if the game knows where the players are there is a chance that the spirit can show up and engulf the entire level in flames for visual suspenseful purposes only, it will not be an I win ability. Or if the spirit got kidnapped, it can haul one player away to a labyrinth where the player must navigate out of to meet with their teammates. There will be different ways of disposing of spirits. It can be done by finding a personal item binding them to the world and burning it with special ointments, or finding the actual corpse and burning it. In order to find it, the players must find clues throughout the level leading to the whereabouts of the objects you will need to defeat the spirit.
Players will need to complete objectives in order to find out how to defeat the spirit. Players will have to find notes/clues or look through memories of dead bodies in order to find the next objective. The objectives will be random so the campaign won’t be known prior to completing the campaign.
The first thing the players must do is meet up at the burial site of whichever spirit opened the portal, so the players must go to cemetery and collect items that are on the body. From there, the map will be updated with possible points of interest that the players must investigate to find the back-story of the spirit to get the necessary information on how to destroy the spirit and close the portal.
$80,000 - Community Decides on a Enemy! The Community will get to vote on a Enemy to be in the Game!
$100,000 - We currently have 5 planned levels(4 huge levels and 1 indoor and 5 more if the highest pledges are taken) with this stretch we will add one more level!
Why we went to Kickstarter
We feel the reason most horror games aren’t scary anymore is because publishers want more action. We feel the only way to release a product we have this vision of is to do it ourselves and ask for people who are wholeheartedly interested in this game. We will openly communicate with the community for input and updates. We want the community to be a huge part of this game. We aim to revolutionize co-op survival horror games with this title. This game will be playable on a wide range of computer specs so a wide audience will be able to play.
This funding will keep us dedicated to working on this game full-time. We have been working on this game for 2 months on our spare time and are only starting to realize the potential for this game. We really want to leave lasting memories on the players when they play this game.
Risks and challenges
This will be a difficult but highly rewarding journey for us. We will be using the Unity 3D engine where I personally used for 1 and a half years so I am quite resourceful with the engine. We also know people that can tag along in this project to help us out. Swords Drawn is made up of a young team of motivated developers hoping to bring fresh ideas into the art of interactive entertainment. This funding will allow us all the work on this game full time to deliver an experience that people are missing.Learn about accountability on Kickstarter
Support this project
- (40 days)