Revolving around a horror themed storyline, the chilling and
breathtaking atmospheres will keep you inching around each corner
while uncovering the hidden truth behind the complex and its
inhabitants. Scavenge items to build objects in order to piece
together complex puzzles, or dangerous death traps. Gather hints and
schematics to unveil rewards and information. Survive both the
haunting environment and your own battered sanity.
is under development by Raindrop Studios, a creative two man ensemble
composed of Nihad Nasupovic and Max Ramirez. They are both
hardworking and experienced video game developers who have invested
many years into Raindrop and its previous versions. They strive to
continuously improve and ripen Raindrop into the full fruition it
(ingame screenshots of the factory area, source engine 2009)
was initially conceptualized as a Half-Life 2 total conversion
modification around five years ago when Nihad Nasupovic, the project
lead, began developing its core maps and game play mechanics. Shortly
after, Max Ramirez joined the team as the lead production artist for
(the residential blocks, source engine 2009)
As the team
behind Raindrop grew, unexpected issues began to surface. Despite its
progress, Raindrop was discontinued as a modification due to a
variety of technical and social setbacks. Development ceased due to
the inability to balance work and life among the team, coupled with
limitations inherent to the Source engine.
(the swamp, source engine 2009)
(the residential blocks and amusement park, source engine 2009)
(ingame screenshots of danilos bar, unity3d engine 2013)
and Max Ramirez have re-connected and revived the project, but in a
new light. They started re-designing and prototyping a new and
improved version of Raindrop. This time, after vigorous research and
with some combined experience, they choose to use Unity3D as their
desired game engine, while using Kickstarter to push Raindrop into
the full time dream Nihad and Max have been striving for.
(outside of danilos bar and playground area, unity3d engine 2013)
has had some major aesthetic improvements since switching from Source
to Unity3D. This versatile and powerful engine have allowed Nihad and
Max to greatly increase the complexity of the environments without
penalizing the overall performance of the game.
great amount of time has been invested solely into researching and
developing new and existing features that are being integrated into
each build of the game. These features range from purely aesthetical
enhancements, such as complicated wet surface shaders; to game
mechanic improvements, such as hierarchical event triggers for
puzzles and conditions.
(outland, farming area, unity3d engine 2013)
During the the
development of Raindrop, we will continue to interact and build upon
with the close knit community we gained during our years as a Mod. We
want every single backer and supporter to have a voice, and we want
to hear it! Keeping our plans, development logs, features, bugs,
issues, and progress plainly open to the public is not a “security
factor.” It is crucial that we improve the game with your feedback,
and most importantly, our plan is to allow you to shape the overall
outcome of the game.
Every few weeks, we will deliver a development log, featuring various packages including maps, in game screenshots, information and details regarding our progress and plans.
We call these releases Re-Hydration Logs. Screen shots, and in
game footage will be dissected through environment breakdowns, where
backers and supporters can see how each level pieced together.
YOU get to sway Raindrops final appearance. YOU are the voice that we both look forward to hearing, and rely on to help troubleshoot. It’s an indie game inside and out, and it would be impossible to achieve without the help of our already passionate audience.
Raindrop as a job would not be appropriate at any level. We have
dreamt of this project for years and have finally breathed life into
the final vision. If anything, its more of a close reality than a
dream. But in order to fully develop and invest all of our resources
and time, it is imperative that we raise funds in order to deliver
the project to its full potential.
Raindrop has been down some adventurous roads, and a great amount of
content, environments, and features have already been developed. Now
is the time to piece together the environments and core game
mechanics, while polishing and developing Raindrop Chapter 1.
Right now Nihad
and I have worked on Raindrop without receiving any funding. If
anything, we've invested a good amount of our own money into
purchasing extra assets, packages, hardware, and software packages.
We are extremely passionate about every aspect of this project. We've
devoted an astonishing amount of personal time and energy into
thinking, developing, and establishing this game.
(To a point where
people think we have some loose screws in our heads.) However,
working part-time on this just isn't sufficient anymore. Which is why
we are here to begin with.
• Hire staff
and contractors that are just as passionate and motivated about
Raindrop as we are
the required licenses, hardware and software packages in order
complete all tasks
additional assets, packages, and add-ons for Unity3D
• Pay for our
basic survival requirements (rent, bills, food, etc)
• Pay for
rewards, legal, and online maintenance costs
• Pay for
marketing and advertisement costs
• Extend the
entire development of Raindrop along with the long term stretch goals
kickstarter is dedicated to raising funds for Raindrop: Chapter 1, we
are thinking even bigger and larger than just the prelude. Raindrop
will be a trilogy with three distinctive chapters, each with unique
environments, and sections of the game. The main reason why we split
the game into three chapters is to integrate agile development into
We also want to
gather as much feedback as possible from the first chapter in order
to improve the overall trilogy. Remember that as a player and
supporter, you come first! Bellow are some stretch goals that we
would like to achieve