DEMONIACA is a pixel art indie game developed by Mnemosyne Games and set in a dark, gothic environment. It is an action platformer that combines Castlevania's aesthetic with classic Fighting Game combat mechanics, like "the King of Fighters". In fact it is the first prototype of Kofvania.
This demo is a pre-alpha version! A development status given to a program or application that is usually not feature complete (such monsters IA!), and is not usually released to the public. Developers are usually still deciding on what features the program should have at this status.
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Striving to build a new Tower of Babel, a clan of ancestral demons raze a village to the ground. They sacrifice all its inhabitants, but one girl survives. Gutted and apparently dead, she wakes up upon piles of smoking corpses, surrounded by pools of blood. Her own blood has been contaminated with that of the demons, giving her inhuman powers. She sews her mangled body back together and decides to avenge her brothers. Setting off on her revenge journey, she joins a world made of death, blood and violence in a quest to discover her true nature.
These are just few of the main characters you will meet in your journey. As you advance you will discover their backgrounds and stories, revealing their realistic, three dimensional personalities.
There are two different versions of Demoniaca: the standard and the uncensored one. The latter features extreme violence and sexually explicit content; it is intended for adult audiences only.
Why Kickstarter? Because this story is worth telling! Unfortunately, we do not have the time nor the resources to give this project the love it deserves. With your support, we can finally give life to this story and immerse you in a horrific world, to the most remote corners of Babel Tower!
The estimated time for completing the game is 12/24 months, depending on the funding achieved. If the campaign is successful, the game and its plot will be enhanced with several additional contents, according to the following stretch goals:
We thought of different rewards for each type of player, so find the one that fits you best.
DEMONIACA was born from our desire to rediscover the classic "fighting game" way to play. You will accompany the main character along her vengeance journey. What we are offering is not only a new take on a game, but a story. A humble yet challenging project, a compelling story of revenge that mixes realistic emotional conflict with explicit violence and sexual contents. A game with the frantic pace designed to enhance and entertain the player: this is what we want DEMONIACA to become.
We are a new Italian team, ready to get in the game! Mnemosyne gathers different professionals coming from a broad range of backgrounds. Our ambition is to innovate through ideas that move away from the classical vision of gaming.
DEMONIACA will be released for Windows, Mac and Linux. We plan to distribute the final release on Steam. Other potential platforms are: Xbox 360, Xbox One, Playstation 3, Playstation 4, Nintendo Wii and Nintendo U.
UPDATE n°1 "30 days left!"
Hello guys, Demoniaca is receiving very positive feedback from the web and the media. We want to thank our backers for the support shown to us. We also received some criticisms: we are a new team and it is very difficult to gain credibility, but we won't stop at the first difficulty.
Today there are 30 days left: we would like to show you how we will carry on the project in the coming weeks.
DEVELOPER BLOG. Our website is almost complete: soon we will use our Developers Blog to publish articles and to involve our backers in to the realization of Demoniaca. Your feedback will be essential for our future decisions.
GREENLIGHT. The project is still at an early stage, but we will shortly put our work in the Concept of GreenLight section to evaluate the response of Steam users. In parallel, we are also considering other alternative routes for the publication of the game.
GAMEPLAY VIDEO. Last but not least, we are working on the second trailer of the game: in this one we will finally show some footage of gameplay. Stay tuned!
We encourage you all to share with your friends; being noticed in this wild jungle is not easy!
UPDATE n°2 "MNEMOSYNEGAMES.COM IS UP!"
As we promised, from today we have a blog dedicated to the project updates.
Come to register, we need your feedback. All those participating to the campaign will have a special role as “contributor” reserved, able to access exclusive development phases. Special roles will be enabled in the next few days.
FIRST STEPS ON STEAM. We have posted the Concept of Demoniaca on Steam Greenlight, come and shoot your opinion.
Meanwhile brace yourself for the new Gameplay Trailer.
UPDATE n°3 "Gameplay Trailer is live!"
We worked hard to realise a new trailer to show you some gameplay mechanics. Finally here we go, hope you appreciate it!
The trend of the campaign is not the best, but the project is attracting interest, and this gives us the courage to move forward development. We are ready to look for other ways to finance it or to relaunch the campaign if needed.
If you like Demoniaca, please continue to support us. This game is in your hands and your feedback is fundamental to address us in the right way, so comment and give us your opinion. We'll do our best to answer all the questions received.
UPDATE n°4 "Combat mechanics!"
My next effort will be dedicated to deepen some combat mechanics. Let me give a quick introduction of what I have in mind. In the coming updates, I'm going to articulate it with different examples.
Basic attacks of the player are: quick punch, strong punch, quick kick, strong kick. Those attacks can be combined in predefined sequences that allow execution of combos.
The player can execute melee attacks and long-range attacks, combining basic attacks with directional sequences.
An interesting chapter regards the guard, useful against any type of enemies, but not ever effective. In fact even those most basic enemy, will be provided of one attack able to bypass the player's parry.
An aspect to highlight is that not all the moves are available from the beginning, but most of them must be unlocked during the story or trained, through a RPG component.
A great challenge to face, is to create a good enemies AI. My idea is to provide at least two attack moves for each mob. The fights are very hardcore for those ones not able to perform valid combinations, in fact basic attacks are not so much effective, and often for them, will be easier to escape. There will be a class of enemies more complex, that beside the basic attacks, have unpredictable behaviours and a remarkable resistance to the basic players' attacks. With regard to the bosses, the combat mechanics will be considerably more complex and recall those of a fighting game.
It will not be easy to make effectively what I have in mind, but it is an effort due to my supporters. Stay tuned!
Love. AKI Mnemosyne
A nocturne inspiration after some Johnnie Walker.
Download wallpapers (2560x1440) http://www.akipage.com/wall/demoniaca.png
Download wallpapers (2560x1440) http://www.akipage.com/wall/demoniaca2.png
Risks and challenges
Financial risk threatens small teams, in our case we have already spent our own money on this project and will make sure we release this game that we have all been dreaming of for quite some time. The community support will help us add great features to this game and allow us to polish every aspect of it and deliver the final product with the level of quality we are aiming for.Learn about accountability on Kickstarter
- (35 days)