Brave a temple of horrors in utter darkness with only a torch to light your way. Keeping the flame alive takes brains & brawn.
Brave a temple of horrors in utter darkness with only a torch to light your way. Keeping the flame alive takes brains & brawn. Read more
About this project
Pyrella is a prehistoric metroidvania in the dark. Your mission is to bring the sacred Primordial Flame to the bottom of a labyrinthine temple. Standing in your way are a myriad of booby traps, hidden passages, occult puzzles and savage monsters.
The tension of combat and exploration is cranked up with extreme dynamic lighting. The flame is your only weapon against total darkness...but it’s always shrinking. In order to venture deeper into the temple, you must discover and light Goddess Altars. These are checkpoints where you can stoke the fire and continue.
HOWEVER. If the torch is fully extinguished, you are alone in pitch blackness; a pair of white eyes at the mercy of monsters that your flame can no longer hold at bay. At this point...you run for your life to the nearest altar (or die and lose all your magik)!
Throughout the course of the game, you will be able to upgrade the strength of your torch and acquire spells that allow you the stoke the flame with magik.
Let's Play Pyrella! Pt. 1
At the dawn of human civilisation, the Temple of Biliku Yasa was a fount of wisdom and mystic knowledge. Tribes across the world sent their best warriors to offer sacred fire in exchange for enlightened advice from the temple augers. These heroic seekers were called Pyrella and they were trained for the trials within.
Then one day, Biliku Yasa was sealed off from the inside. The priests within went mad with a dark power. Burrowing deep beneath the temple, they began to worship and wield the blackest of magiks. Their foul energy spread across the land. Savage lizard men emerge at night, murdering and kidnapping for their deranged rituals.
With Primordial Flame in hand, Pyrella must redeem the temple with righteous light, descend to its lowest depths and slay all who would stand in the way.
Biliku Yasa is one giant puzzle to unlock and piece together. Pay close attention to visual clues. The only way to know what lurks in the shadows is to confront them with light. The temple will not reveal its secrets willingly. In fact, it is always trying to kill you.
Cunning priests have ensured that only the wisest warriors can peer into the depths of Biliku Yasa. Metaphysical riddles, occult puzzles and other symbolic trials test your courage and willpower. These require observation, critical thinking, brute force and often magik to solve.
In their lust for power, the priests of Biliku Yasa have mutated into vile reptilian beings. They lurk in the shadows with savage weapons and black magik spells, waiting to devour you and snuff out the Primordial Flame for good. Each breed requires a different plan of attack to eliminate, though their numbers never dwindle for long...
And then there are behemoth bosses that dwarf them all. They guard the temple's deepest secrets...
To smite the temple's monstrosities, build up an arsenal of brutal stone age weapons. Each comes with unique stats for strength, speed, range and damage. Choose your style of combat as you go. Either way, there will be blood.
You'll need more than physical weapons to beat the wicked priests. Flame Enchantments allow you to use your torch to shoot fire, launch explosives, control plants and more! Enchantments require Mana which you collect from enemies and the environment. Die, and you lose all your Mana.
You'll also discover sacred artefacts like Blessed Boots, Witch’s Earrings, Berserker's Braces and the Quetzal Cape.
Our primeval playground has already got people wondering aloud. "Who exactly are the Pyrella? Who or what built the temple?? Are ancient aliens involved???" Reaching the 20k stretch goal will allow us to explore multiple possibilities (determined by how you play through the game).
Pyrella are the heroic representatives from all prehistoric human cultures, so it makes sense that there would be a healthy variety of character among them. Reaching the 25k stretch goal will allow us to add more hair, tattoo, skin colour and torch options to choose from.
In PROmordial mode, the game gets harder than Stonehenge! Tougher enemies, less health and a limited weapons inventory will add some serious challenge. Are you up for it? If you have suggestions to help make this mode more satisfying, let us know!
The light-giving deity, revered by the Pyrella, is a significant figure in their prehistoric lore. Learn of her true nature by exploring this underground garden. Reaching the 35k stretch goal will allow us to add this new area along with new puzzles, weapons, spells and enemies.
Ancient truth seekers were obsessed with the movement of the stars and planets. Navigate astrological architecture in this creepy cosmic maze. Reaching the 35k stretch goal will allow us to add this new area along with new puzzles, weapons, spells and enemies.
Reaching the 60k stretch goal will allow us to port the game to Playstation 4! The three of us are console gamers at heart, so this would be a dream come true.
Coming soon with your support!
DAPS (Dog and Pony Studio)
DAPS is a relatively new entity, but the chaps that make it up have been doing video game things for a combined 17 years now. At other places that is. With this Kickstarter, we're on our own. With you! Joel, Greg and Jim each bring real game development experience, skills and (says we) a unique style of creating video games. Joel and Jim have known each other since college, while Greg has been a part of the trio for two years. The latest game they worked on together was Bomb Buds an asynchronous, multiplayer artillery game for iOS and Android.
Riff Rex (Designer/Artist/Jim Burner)
Journeyed to Seattle in twothousandandthree. Graduated from DigiPen’s animation program in twothousandandfive. Has worked at a variety of studios as a threedee artist on Nintendo DS, Xbox threesixty, PSthree, PC and mobile titles. Most recently he was the designer on Bomb Buds. Riff likes listening to and playing rock ‘n’ roll, getting lost in soulful action-adventure games, and digging all sorts of far out artistic endeavours.
Joel Casebeer (Artist/Scripter)
Good day, potential backer.
My name is Joel Casebeer. I am a graduate of the 3D Animation program at the Digipen Institute of Technology, perhaps the finest video game institution in the world. I say that not as a statement of conceit, but as a simple fact.
Since my graduation, I have worked on many games across many platforms. Some games had more attractive Graphics, others had less attractive Graphics. In my current project, <insert game title here>, you will find the finest example of Graphics the world has ever seen. It has often been compared to the great Superman 64.
Since I now have won the hard-earned right to appear on Kickstarter and appeal to YOU (who has already generously supported so many games (though some may not have deserved it)). WHY HAVEN'T YOU YET BACKED THIS GAME? Millions upon millions of gamers are CRYING OUT in agony because you haven't backed this game.
I am an avid Slimeball player, when I was twelve years old I got kicked in the gut by a horse, and my favorite color is orange. Also, I'm addicted to sour straws.
I will now get back to working on this game I am trying to create.
Greg Williston (Programmer)
I'm Greg and I am the self-proclaimed brains behind this project. I too am a DigiPen graduate, finishing my major in Computer Science and minor in Mathematics in 2012. In my short time since graduating I've worked mostly on mobile titles but spent most of my time in school focusing on the PC platform and am excited to be back working on PC games.
I grew up an avid gamer and thoroughly enjoyed Castlevania and Metroid games (Super Metroid is probably my favorite game of all time) so I hope that a lot of my love for those games growing up will show through in what we're making. It was always my dream as a kid to make video games so I'm very grateful to have been able to follow that path and to have ended up where I am right now.
I am deathly afraid of flies and working out of a garage in the middle of bug season (some people like to call it "Summer") can be quite nerve wracking. I would appreciate your help in getting me out of this dire situation so please feel free to donate so I don't have to jump out of my chair every time I hear buzzing!
We've been working on Pyrella full-time for about 2 months now. We're moving out of pre-production mode and into making this thing A Real Game. We come to you through Kickstarter hoping to raise $16,000. This will allow us to dedicate at least 5 more months to the project. All the money will go towards helping us live very modestly during this time. Pyrella is our only job and we take it seriously. We're very excited to hear what you think of our ideas and how we can make them better. There's a lot of potential here to make a truly special game. With your help, we can do it!
If you are interested in metroidvania, Zelda, Dark Souls, La Mulana, occult iconography, or the idea of a fantastical shared human prehistory, help us make this happen! Please look forward to more updates where we'll shine more light on gameplay very soon!
Risks and challenges
Challenge #1: Game Development (5-6 months)
Aside from the hundreds of hours of work required, making a game is an unpredictable kind of digital alchemy in which nebulous ingredients are painstakingly tinkered with to produce FUN. Daunting! But also very satisfying and rewarding. That's why we're here after all, and why we've been making games for about 17 years between the three of us. We are confident in our ability to schedule a project, design a solid game, create a visually interesting world and pretty much make an experience that is unique enough to stick with you.
Challenge #2: Living
We are working on PYRELLA as a full-time job. So aside from the bits we have in our savings accounts, what we raise from Kickstarter is what we have to live on for the next 5-6 months. This project is not only about offering a cool game, but building a reputation for ourselves that will allow us to make many many many more games for you in the future.
Challenge #3: Public Relations
We haven't launched a Kickstarter or Steam Greenlight before, or had to be actively in dialogue with a community that wants consistent updates about our work. So that's a new experience we'll be tackling as best we can. Blogging, delivering backer rewards, promoting the game...it's a lot to take on in addition to making the thing. With your understanding and support we can do it! We'll be good to you, promise.
We're in the process of reverting the song in the video back to Murmur Ring's 'Chaga', Right now it's 'Aumgn' by the amazing CAN from their album Tago Mago. Murmur Ring is also amazing, and we have explicit permission to use that one, so we're going to have it back in the video soon (we're actually having video editing tech problems >_<) Thanks for understanding!
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