SEK 1,130
pledged of SEK 4,000pledged of SEK 4,000 goal
9
backers
0seconds to go
Funding Unsuccessful
The project's funding goal was not reached on Fri, May 1 2015 1:01 PM UTC +00:00
Grim Tales ProductionsBy Grim Tales Productions
First created
Grim Tales ProductionsBy Grim Tales Productions
First created
SEK 1,130
pledged of SEK 4,000pledged of SEK 4,000 goal
9
backers
0seconds to go
Funding Unsuccessful
The project's funding goal was not reached on Fri, May 1 2015 1:01 PM UTC +00:00

About


Classic adventure point-and-click games had their heyday more than a decade ago, before being outdated by the advance of 3D technology and more immersive gaming experiences. However, the appeal that millions of players felt to them was never replaced, but instead just pushed aside with the advent of open-world 3D games that let a player reach new levels of absorbtion over the now outdated pixelated graphics.

Anyone who has ever played a classic adventure game knows the joy of exploring incredible scenery while clicking all over the screen until your mouse breaks, conversing with interesting characters and of course solving ridiculously elaborate puzzles. The main goal that we have with The Witch Hunter is to revive that joy and frustration that embodies the true spirit of a classic point-and-click game, while keeping up-to-date with the current demands on graphics.

Now, for the actual story of the game summed into two words. Witch hunting. As you may know, during the Early Modern Period - spanning between the years of 1400 and 1700 - there were massive witch hunts and trials across Europe, resulting in tens of thousands of executions. It was a time of fear, death and distrust, where women were constantly in danger of being accused of witchery and executed. Enter the life of William Shackleby, professional witch hunter and a man with a mysterious tragic past, who after being recruited by Queen Elizabeth I herself must stop the wild witch hunts all around England and find the true culprits, the real witches who are plaguing Europe. However, you soon realize that the danger runs far deeper than a few old hags - and as you develop your witch-hunting skills the list of mythological creatures that want to see you dead only increases...

The Evolution of William
The Evolution of William

One of the key elements of the game that really takes it beyond older adventure games is the usage of episodes to make the story deeper and more intricate. Each episode will contain rich and heavily detailed puzzles and interesting conflicts, and it allows us to work much longer and harder on each episode to really let you explore the story, rather than having the game limited by bringing it all out at once. While this Kickstarter campaign naturally focuses on the first episode, if the game is accepted and well received by the audience we will be able to continue developing all the other ones after to make sure everyone involved is satisfied!

A (half-)finished giant!
A (half-)finished giant!

You will encounter both human, inhuman and historical characters who will either help you or try to rip out your guts. Among the more historical figures you will meet are Queen Elizabeth I, Guy Fawkes and William Shakespeare. A large part of the stories will take place in (more or less) historically accurate locations, with a good deal of the encounters will be inspired by local folklore and similar stories. We do, however, also have several interesting plots and stories lined up from our own imaginations, and we are excited to roll them out and mix together our ideas with those of people living hundreds of years ago!

The evolution of your local innkeeper!
The evolution of your local innkeeper!

 The game mechanics are best summarized as classical point-and-click style. There are many aspects that are retained of older games that most veterans of the genre will appreciate and recognize themselves in, with some additional features unique to The Witch Hunter and made possible by the game’s engine, Visionaire Studio 4. Some of these things include further accessibility to interacting with a living environment and, relatively often, finding a path-independent solution that allows the player to really conform the game to their own style of play. We want to put forward as high as possible standards for the gameplay, and the streamlined working pipeline lets us include many interesting - but not story driven or driving - interactions with random characters and objects, making the game truly feel open-world, while retaining the aspects of a linear story. As we unveil future episodes, we may well present the ability to wander around freely in a larger world, and not necessarily be limited to the confines of the story.

A sneak-peek of a scene in progress!
A sneak-peek of a scene in progress!
We also have access to enormously powerful and modern tools to make the game come alive. By using Visionaire Studio 4, a state-of-the-art adventure game engine, we can work with intricate and heavily personalised scripting, together with a fast workflow for all scenes. This lets us focus on the story together with making the game actually feel brilliant, instead of simply just looking the part! The artwork is hand-drawn by our artist, and is later colored and shaded using Procreate, another powerful tool for getting scenes completed at a high pace. Finally, every scene is drawn in a full HD resolution of (approximately) 4096x1700, which is later rescaled to fit any wide-screen monitor with a height of 1080 pixels, complete with smooth edge scrolling, making the exceptionally detailed artwork come even more to life. Other resolutions than 1920x1080 will be incorporated after further testing, and you will be able to enjoy the full HD images with essentially any computer of your choice, with more benefits such as powerful particle effects and potentially bloom/HDR effects available for capable computers. We are proud in saying that this game will be able to be played by anyone - and even users of top-end computers will be able to reap the rewards of powerful HD graphics and experimental lighting and shading effects.

Budget: Now for the more technical part of the project. We mostly need the money for administrative costs, period. Getting a game onto Steam Greenlight alone costs a flat $100, and several of the programs and tools we use (Visionaire Studio, Procreate, etc.) add up to a hefty sum of money (around $150), which is why we need this Kickstarter to see this game come alive. There are also some running costs, consisting mostly of voice-acting, but also including some audio loops and more obscure costs like Kickstarter rewards and advertisement, although they will not be a major part of the total cost. All the money will be put directly into the game (aside from the Kickstarter fee), so the more we can raise, the better!

Grim Tales Productions
Grim Tales Productions

Risks and challenges

There are several risks that we need to take into consideration if we are to go through with making this game. While there is a risk that the game will not pass Steam Greenlight, we feel certain when we say that the risk is negligible. If we can get a large enough support from this crowdfunding already before actually releasing the game to be Greenlit, it will be extremely likely that the game will be released.
This is our first game to be properly released, so we will be incredibly thorough and make sure that no (game-killing) bugs are present, nor that anything seems done in a hurry. For that reason, time creates a slight challenge throughout the project - both during and after the crowdfunding - but we feel certain that we will complete it within the allocated time, especially if we have a large base of people actively waiting for the game.

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Support

  1. Select this reward

    Pledge SEK 25 or more About $3

    Every bit helps, and we want to thank you for helping out the game by sending you a free copy of the first episode when it is released!

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    Pledge SEK 50 or more About $6

    You really want to help the game come alive! In accordance, you will be sent a (non-physical) copy of The Witch Hunter Handbook, filled with all the lore used in the game together with the backstories of all major characters! (Also includes the reward from the previous tier)

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  3. Select this reward

    Pledge SEK 75 or more About $8

    Wow, you are a true Witch Hunter! As an extra thank you, you will get free access to a private Witch Hunter forum where we will post updates and exclusive behind-the-scenes footage. (Also includes all rewards from previous tiers)

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  4. Select this reward

    Pledge SEK 150 or more About $17

    Thank you for making the game become a reality! As a reward, you will be given access to many development pictures and concept art used to make the first episode, signed and sent via email. (Also includes all rewards from previous tiers)

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  5. Select this reward

    Pledge SEK 300 or more About $33

    Thank you for your amazing contribution to the game! As our way of saying thank you, we will let you send in a suggestion for a character to be used in a future episode of the game! It can be anything from a grumpy villager to a high king, as long as it's not too extreme we will draw it and program them accordingly! (Also includes rewards from all previous tiers)

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  6. Select this reward

    Pledge SEK 500 or more About $55

    Wow, you really are helping us and you have our deepest gratitude for making the game come alive! We'd like to thank you by letting you have the oppurtunity to design the rough outline of a part of an episode, e.g. the story of a gremlin living in an old man's basement and how to defeat it! (Also includes all rewards, except the character design if it is full, from previous tiers)

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  7. Select this reward

    Pledge SEK 700 or more About $78

    We are grateful beyond words, and in addition to all previous rewards we'd like to send you signed and printed copies of an artwork from the game of your or (if you prefer) our choosing. You will also be mentioned in the credits of all future episodes. (Character design and level design only provided if they are not filled)

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Funding period

- (30 days)