A Matter of Caos - No Rest for the Wicked
A Matter of Caos - No Rest for the Wicked
A point 'n click game mixing up hard boiled detective stories, lovecraftian horrors and dark humor in an intriguing mysterious story.
A point 'n click game mixing up hard boiled detective stories, lovecraftian horrors and dark humor in an intriguing mysterious story. Read more
The world setting is dark and mysterious, similar to early 20th century's Earth, but with some... minor differences.
The story takes place in the city of Mavropolis, a squalid and dangerous city largely inspired by the stereotyped Los Angeles depicted in noir stories.
We'll follow Mr. Gilbert, a private detective who strongly resembles the usual private investigator from this genre, exept he's quite... peculiar.
As we find out in the very beginning of the first game, Mr. Gilbert is a 'Little Ancient', the last remaining of a terrifying and powerful race, gifted with dark powers and mysterious skills.
Mr. Gilbert, despite his origins, likes humankind and lacks in ruthlessness; he likes Mavropolis in his own way and he tends to help people whenever he can.
In the first game Mr. Gilbert was hired from a mysterious woman to find a missing girl; very soon it became clear that the case was far more intricate than expected, involving dangerous cults, vengeful gangsters and horrifying abominations.
His next case won't be less interesting...
NOTE: "Caos" is NOT a misspelling: we know all too well that the English word is "Chaos" but we used the neo-latin "Caos" as a "magic word" with multiples meanings.
The story will begin with a rather simple case: a father worried about his daughter, who ran off with her boyfriend; very soon, though, Mr. Gilbert will find himself involved in an intricated plot, following a deceptive blood trail scattered with dangers and intrigues.
He will once again meet many characters from his past and a large amount of new ones.
'No Rest for the Wicked' will follow a classic model for point 'n click adventures, just as the first game, with some special features aimed to make the game experience more intriguing and variegated.
First of all, just like the first game, we want to avoid all kind of "pixel hunting": any relevant item will be clearly recognizable and easy to interact with.
It will be possible, and sometimes important, for the player to ask Mr. Gilbert about his thoughts: it could both reveal something about his past and give precious hints on the game itself.
To help the player follow the story (which will be very long, complex and full of characters and side stories) there will be Mr. Gilbert's notepad: there will be noted character information, useful clues, memos and the possibilty for the players themselves to jot down their own notes.
There will be some puzzles and minigames (wich won't break the pace of the game) that the players will be able to solve in different ways.
The story will let the player make moral decisions to solve the game obstacles in different ways, wich will lead to different storylines and endings.
Playable teaser trailer
If you are curious, we have developed a small 'escape room' game from a scene that will be present in the completed game. You can find the link to play it here! Be aware that this is only a trailer developed for promotional purposes: the same scene in the complete version will be completely rewrited and reprogrammed.
Estimated development time
We made a time estimation based upon our previous projects; using such detailed evaluation we calculated a development time of about five months (for the basic goal of 35,000 Euors; we could need more time if we reach further goals). Anyway it is nothing but an estimation, so it is possibile for us to need more time than that to complete the game, especially in case of unexpected problems during the development.
Either way, if there will be any delay we'll immediately report it to you.
The game is already on Steam Greenlight: if you want to support the development don't forget to vote for us here: the game will be distributed mainly on the Steam platform!
How to stay updated
If the campaign reaches the funding goal we will post all relevant updates on this page.
A Matter of Caos was our first game.
When we started our adventure as game developers, giving birth to the Expera Game Studio, we needed a game to begin with. We had some obstacles to overcome, though: we had no professional experience in game development, we had no professional graphics artists and no money to invest.
So we decided to take it easy at first: a small free game playable on online platforms (i.e. Kongregate, Newgrounds, etc...).
Considering our resources, a graphic adventure was the best option we had. We began by taking an old character we had already created in the past (Mr. Gilbert) and then started intensively brainstorming to build a charming story around him. From the very beginning we thought that a hard boiled detective mixed up with lovecraftian horrors (and several more minor elements) would make for a rather neat storyline.
We developed the first version of the first episode in three weeks, with small expectations about the players feedback; against our predictions, the community gave us strong, positive feedback, asking us to carry on the story. So we did and we completed the story in four episodes; by then a very large amount of players explicitly told us that AMOC was among the best point 'n click games available on gaming sites, thus asking us to make a sequel to it.
So we decided to do it, and here we are.
Anyway if you've never played AMOC but you want to try it just follow this link to play it for free.
As we already said the first AMOC adventure was developed without any budget, and with our hard work and effort alone.
This time we want to realize a professional product, something that will meet even the highest of expectations.
The first game was made by just the two of us, without any professional graphic designers, using royalty free music (exept for three themes in the last episode), using poor sound effects and no animations; for this game we have much higher ambitions!
First of all a certain percentage of the money, which could reach up to 10%, will go to pay Kickstarter fees and money transfers.
The development will require a lot of time and hard work; the greater part of your donations will be used to pay minimum wages to developers and artists; we want there to be much improved animated game graphics and better game mechanics.
We will spend some resources on professional text revision, hiring an expert proof-reader.
Even if we are mainly using free licensed software, for a larger-scale work we may need to invest in professional software licenses.
We'd love to have a full original sound track for the entire game and professional sound effects to make the game experience as memorable as possible.
We have also estimated a small budget for unexpected expenses.
The estimated delivery date for the rewards is only a reference value (it is the estimated time to complete the development of the game). Many rewards not related to the release of the game will be delivered as soon as possible; especially those that will be necessary for the creation of the game (i.e. the sentences and characters choosen directly by the backers).
IMPORTANT NOTE: with the 10€ donation (Hyevni will be flattered) you will receive a key to play the ORIGINAL 'A Matter of Caos' game; to get a free copy of 'No Rest for the Wicked' you'd have to pledge 15€ or more.
Rules for the backers' choices
Some rewards allow the backers to contribute to the development of the game. Here's the details about each of these rewards:
Mr. Gilbert's thoughts and game sentences: we won't use swearwords, explicit sexual innuendo, sentences unrelated to the game's settings or any kind of offensive content. In any case, we will contact you directly either to inform you that we will use your sentence or to help you to make it more suitable to the game.
Items: we won't use items which are completely unrelated to the game's settings. Again, we will contact you directly either to inform you that we will use your item or to help you to make the item more suitable to the game.
Game's characters: we will use neither names nor traits clearly uncorrelated to the game's settings or blatantly plagiarized from other franchises. Yet again, we will contact you directly either to inform you that we will use your character or to help you think of a character more suitable to the game.
We're just two Italian guys trying their best to make AWESOME videogames!
Eli Daddio is the storywriter, game designer, lead artist and co-founder of Expera Game Studio. He loves to write, to draw and to make RPGs far too complex to develop at this stage. He also loves to eat a lot and complain about gaining weight.
Luca Porrino is the project manager, lead developer, co-founder and the one who prevents the game designer from writing 800 hours of gameplay for a one hour long game. His task is to be sure that the developed game is as similar as possible to the expected one. He practices medieval fencing and has to endure Eli's complaints.
€35,000. The game will be developed with the described features for PCs and MACs. Supported languages: English and Italian. Not dubbed.
€45,000. The game will be localized also in French, German, Spanish and Russian.
€50,000. Android and iOS support. Those versions will be released after the desktop game final release. Just the time to make a good conversion.
€60,000. We'll provide animated cutscenes for the main game events.
€85,000. We'll provide a full English dubbing for all in-game dialogues.
€90,000 and over. We'll further develop at least one more mini-adventure for Mr. Gilbert, as free DLC to download for anyone who owns the game. The more we get, the more adventures we'll be able to develop.
Risks and challenges
Please be aware that, as with any game development project, certain features or plot lines may not make it into the final game due to various roadblocks we might run into.
Also, be aware that some part of the concepts may change between now and the final release.
We have good experience in making point 'n click adventure games as you can see from our previously released games. We already know the biggest problems that can araise during the development and we're skilled enough to solve these problems.Learn about accountability on Kickstarter
- (30 days)