Worlds Beyond is a 2D RPG about the end of the world. The focus is on a unique sci-fi storyline and believable character writing. Read more
Funding for this project was canceled by the project creator on September 22, 2012.
About this project
AWESOME GAMEPLAY DEMO:
Come on over and play the Worlds Beyond demo featuring Kickstarter town and a quest to rid the place of a nasty monster! Those pledging to the NPC reward tier will see their NPCs here when we receive their information!
- Custom lovingly hand-coded open source engine runs on Windows, Linux, in the browser, more to come... (See stretch goals!)
- Sleek, polished gameplay based on classic SNES RPGs with our own personal spin
- Engaging story focusing on unique science fiction concepts and deep characterization, exploring themes of isolation, technology, and a unique vision of the end of the world
- Original and developed character arcs exploring personal themes such as attachment, conscience, and gender identity
- Powerful and versatile Coffeescript-based engine offers exciting modding possibilities
- Lush and diverse soundtrack sets a unique tone, including influences as diverse as Nobuo Uematsu, Nine Inch Nails, and Devin Townsend
- Mouse input support
- Full gamepad support
universe has collapsed into an endless blue void, solid and
featureless. Somewhere, there is a small pocket of existence where
things continue normally, where the people wonder if there are others
out there like them... Trapped in the lonely, featureless expanse of
But genius persists, and a small order known as the Ysk discover a crude way of extracting power from the Edge of the World. With this discovery, however, things quickly spiral out of control... And into new and dangerous territory.
The story follows Cody, an orphan and farmhand, and his childhood friend Kira as they trace a growing conspiracy involving the Ysk, their strange technology, and concepts that may shatter their little world forever.
The Worlds Beyond engine refines decades of turn-based console-style RPG goodness into what we think is an extremely tight and highly polished gameplay experience. Monsters are visible right on the map as in Chrono Trigger, the game incorporates an interactive Timed Attack system similar to the one seen in Super Mario RPG: Legend of the Seven Stars, and Enhancements with varying effects can be equipped as in Final Fantasy 3/6. The combat system supports up to five characters simultaneously, much like Final Fantasy 2/4, and is viewed from a sleek first-person perspective as in the early Phantasy Star titles. Whew! Take all those classic RPG mechanics, streamline and polish them to a shine, wrap them up in an original and riveting science fiction story, and you’ve got Worlds Beyond.
The goal of this Kickstarter campaign is to earn enough money to allow both of us at Bridge Unit Orzo to live and simply work on Worlds Beyond for a full year (or longer, depending on funding and development requirements). Finding the time to work on a project like this has become increasingly difficult, with a lot of time having already been put into part-time production around our tricky schedules. We'd love to make Worlds Beyond our full-time job so that we can finally show you our vision for this game. Here’s a little bit more about ourselves and why we need your help to complete our dream:
Location: Victoria, BC, Canadialand
Favorite games: Myst, Shadow of the Colossus, Chrono Trigger, Killer7
Jobs: Pixel art, sound and music, writing, design
Bio: When I was about 8 years old, I started playing video games on a Super Nintendo belonging to a friend’s dad. I was allowed 30 minutes at a time after school, just enough to get a taste for games like Final Fantasy 2/4, Brain Lord, Illusion of Gaia, and Zelda: A Link to the Past. I was later introduced to the surreal, otherworldly style of games like Myst and (much later) Shadow of the Colossus, which hit me in ways I’d never known, but my roots are firmly in 16-bit console RPGs.
Worlds Beyond is definitely a love letter to my ‘roots’ in gaming and everything I love about the style -- and more -- is in there in some form. I’m currently trying to escape a permanent job description of dishwasher and prep cook in the oceanside city of Victoria. I love rats, blocky pixels, quinoa, and all manner of music. To me, the success of this campaign will finally -- after a ton of hard work and slow chipping-away of assets -- give me the time to make Worlds Beyond look, sound, and read the best it can... Not to mention completing the game so you can play it!
Location: Farm land in northern Illinois, USA
Favorite games: FF4-7, Secret of Mana, Chrono Trigger, Lufia 2, etc, etc
Bio: I'm a programmer/musician/problem solver known various places around the ‘net as cha0s. I enjoy long walks along the beaches of Guldove or an evening at the Aria di Mezzo Carattere. Maybe we could share a night at the Gold Saucer if you’re feeling lucky! ;) ...but seriously.
I still remember my first (random?) encounter with the genre. I was but a baby hero informed by my big brother about an awesome game called Dragon Warrior where "the enemies are invisible". Naturally I was intrigued! I went on to honor Erdrick in the best way I knew how...and I got the girl! I moved on to Final Fantasy which culminated in an epic battle with Chaos (my namesake!). When the sequel came out, I was absolutely blown away by the 16-bit style, and still am to this day. Nothing beats lovingly hand-crafted pixel art and engaging meaningful stories.
Since those days I have dreamed of being a part of creating one of those masterpieces, and now I have the skills to make it happen. As it turns out, now that I’m a crusty old man, I have to actually have a thing called a “job” and “work” for “money”. Booo! I’d love the freedom to develop a masterpiece and I’m hoping you will help make it happen!
For menus and other areas where it makes sense, yes! We were originally going to go with pure console-style input, but due to demand mouse support will be in the final release!
As far as I know, no SDK has been announced for Ouya at this time. I don't think it polite to make assumptions (even if it's the popular thing to do), so for now I will just say "we'll see" and "I'd love to"!
- (38 days)