About this project
You are an exile… a rogue cast out by your clan. No longer accepted by the society you used to know, you have been sent to rot on an island far out in the ancient lands. There is a rumor that these lands gave birth to the power the clan wields today. As you leave, you are told you have one last chance at redemption: find the source of this power, wield it, and fight your way through these lands to bring it home.
Rogues Like Us is a 3D hack n’ slash rogue-like that combines the gameplay of The Binding of Isaac with the combat of Bastion, and brings it all together with a story and progression system that are based on the weapons you find and use.
In most rogue-like games, the focus is on the character, unlocking new items through gameplay to help them progress, and achieving a goal that the character has. The core of Rogues Like Us revolves around the weapons you find, rather than the people. These aren’t normal weapons, but Soul Conduits that feed off of your life force, giving you immense power in return.
Each rogue you play as will die, and with each death the weapons you use will feed and become stronger, imbuing even more power into the next rogue that comes along. These weapons are important to your clan, they protect the people you love. So what if you die? Maybe your efforts will provide enough power for the next rogue to achieve what you failed to do.
- Procedurally Generated Dungeons: fight your way through an endless number of unique dungeons! Dungeons are created through a combination of hand-crafted design and randomization, so each play-through is guaranteed to provide a different but balanced experience.
- Feed Your Weapons: Weapons progress and grow in power by feeding off the enemies you slay in combat.
- Awaken: Find dormant weapons and armor blueprints within the dungeons to increase your arsenal.
- Discover: Explore to find secrets hidden within the dungeon and learn about the ancient lands and their connection to your clan.
Primary Weapon - This is your primary means of hacking and slashing your way through the dungeon. It will never dull, and it will never break. Feed it the souls of your enemies to increase its power, providing you with stat boosts and ability modifiers that change the way the you approach combat.
Soul Blast - Channel the power of your weapon to unleash a devastating attack to all enemies around you.
Soul Shot - Consume some of your weapon’s power to release a ranged blast that vaporizes all enemies caught within it.
Phase - Empower yourself to move quickly and evade enemy attacks. Mastering this skill will allow you to survive the toughest of challenges.
Unlocks & Discoverables
Weapons - These Soul Conduits come in many shapes and forms, with each modifying your stats and abilities. Find these dormant weapons hidden within the dungeons and feed them to unlock their special powers. Each weapon has five passives that modify and empower your stats and abilities, changing the way you approach combat.
Armor - Discover blueprints in the dungeon to create armor that can protect you. Each armor set has a unique stat boost that will help you survive the dangers of the dungeons. Parts of armor sets can be mixed and matched, but equipping a full armor set will provide a bonus passive modifier.
Shrines - Throughout the dungeon you will find ancient shrines whose power can be unlocked with your weapon. Harnessing this power will empower your stats and abilities during gameplay, helping you face the greater challenges of the dungeon.
The Prince of Pieces
The Lord of Luck
The Charger King
The game is currently in the alpha phase of development. We have spent 8 months on the game already, and have a very solid core gameplay and aesthetic in place. The main task ahead of us is bringing more depth and variety to the game, incorporating the weapon progression systems and story, as well as aesthetic polish. We are happy with the progress we have made on the game so far, and are excited for what we will be able to bring to the game as we work towards a release in Fall 2016.
We are oddByte, a new indie game company based in Lansing, Michigan. We are group of six passionate indie developers who have recently graduated from the Game Design & Development program at Michigan State University (MSU). Between us, we have multiple years of experience: working at a professional indie game studio, working at a contract game lab creating games for clients (including NASA, the National Superconducting Cyclotron Laboratory, the Frankel Jewish Academy, and Michigan State University), and releasing 12 titles across Windows, Mac, iOS, and Android.
This project began last September as a student project for our Game Design and Development program. We released it last December under the name Dungeoneers, and it was so well received that we decided to continue development and bring our vision to life. We’ve spent the past four months reworking and re-building the game from the ground up into something we are proud of. At the 2016 Game Developer’s Conference (GDC), we showed off the game to others and were once again very well received. We knew we had to make this game the best we could before releasing it.
Why We Need Your Help
We want to keep working on this game and stay independent, and with your help and funds, we can live and work on the game full-time. We are only asking for enough to live and eat without having to get other jobs. The game has a solid core gameplay, and while working full-time on it, we could get it done within a few months and release the game in the fall, 2016.
Elan Gleiber - Founder / Project Lead / Lead Designer
Patrick Williams - Gameplay Programmer
Scott Holzknecht - Tech Artist & Graphics Programmer
Chris Ulrich - 3D Artist / UI Artist & Designer
Zachary Klegon - 3D Artist & Animator
Kyle Brown - Level Designer / 3D Artist
Prin Keerasuntonpong - Composer / Sound Designer
We want to see the game in the hands of players in the most complete and polished state as possible. We’ve come a long way, through a lot of iterations and long nights, and we are very close to achieving our vision for the game. With your support, we can make that extra push to truly achieve our vision of the game and a quality we are proud of.
Your generous support will be used to:
- Pay ourselves the minimum cost to live and eat for four months so we can work full-time on the game.
- Cover minor business costs such as maintaining oddByte LLC, software, licensing, fulfilling rewards, serving the final game, accounting, etc.
- Polish and improve Rogues Like Us to be as enjoyable as possible.
All copies are sent out upon release Fall 2016. Planned platforms are Windows and Mac OSX. Everyone at all tiers will get a copy of the full game.
The awesome Prin Keerasuntonpong will be composing the original soundtrack for this game! The full OST will be included in digital form at all tiers at and above $15.
Digital Game Guide
All the information you could ever need on the game. It's your own personal wiki in PDF form right at your fingertips. Enemies, Items, Weapons, Abilities, Passives, Armor, Stats, Bosses, Dungeons, Lore, Secrets, Tips, Tricks, you name it, it's in here!
At all tiers at and above $25, everyone will get a special Kickstarter exclusive in-game cape that will be usable within the game upon release.
Nearing the release of the game, we will be sending out a survey to those at the $30 and $40 tiers, asking which backer item(s) you would like. These items are Kickstarter exclusive in-game items that will be usable within the game upon release.
Backer Phase Effect
Help Design a Weapon
Have you always wanted to hack and slash your way through a dungeon with a super powerful great-sword, scythe, or maybe just garden shears? Well now's your chance! You will work with us designing a weapon from concept to completion. You will be there every step of the way and have input in aesthetics, stats, passives, and balance of the weapon.
Help Design an Armor Set
Armor sets are crucial to being able to take on the difficult challenges the dungeon holds. You will work with us designing an armor set from concept to completion. Advise in the aesthetics, stats, special passives, and balance of the set.
Help Design a Hub Building
The hub is not a large place, so your design will be front and center for all the world to see! You will work with us designing a hub building from concept to completion. Provide input into the aesthetics and purpose of the landmark of your design.
Have Your Likeness in the Game
You will become the only person to be permanently in the hub. While other players come and go, you will always be there, cheering on the other Rogues as they make their way to their death. We will work with you to create an NPC that looks as close to you as we can. Our art-style makes it difficult to get features, but you can choose color, personal effects, equipment as well as a name you'd like to have displayed with the character. Please, only real names!
Risks and challenges
The alpha version of our game is battle tested and fun for hours on end. We have a solid core for our game, so we won’t be wasting your contributions trying to find out where our game sits. We know what our game is, we have created it, and we know what all we have left to do. Your funds help us build up what we have to the quality you deserve. Assuming this campaign is funded, and a freak accident doesn’t wipe all of our computers and asset server, there is little to no chance a version of the game won’t be delivered to you.
With that however, every project has risks and challenges:
SMALL TEAM: Our core values involve keeping the game as simple as possible while also achieving our development goals using technology we are familiar with. We are confident that a small team will deliver the most polished and stable game possible.
REWARD FULFILLMENT: For this campaign we’ve opted to keep physical rewards to a minimum. This will allow us to focus all our efforts on making a great game, instead of getting friendly with the fine people at the local post office.
SCHEDULE: We are very involved with keeping to our development schedule, and plan on releasing the game this Fall, 2016. We’ve worked our hardest to keep our budget and schedule as realistic as possible Of course, with any project, there are always bumps along the way. If there ever were to be any future delays (whether self imposed or due to the project being given more budget), they would only happen in order to give you a better end result.Learn about accountability on Kickstarter
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