The Fall of Lazarus is a first person exploration and mystery game set in a science fiction future. You are a crew member of the USSC Lazarus waking up from cryo sleep without memories and even without a name in an apparently abandoned, drifting, cargo spaceship. But you’re not alone, there is also Hybris, the Artificial intelligence who commands the ship.
We will launch The Fall of Lazarus on PC (Steam, GoG, Humble Store...) first. We obviously want to release it on as many platforms as we can, but right now we have to focus on the PC version.
The Fall of Lazarus is a first person exploration game. There is a main story you’ll play, but you’ll have to search and inspect every detail of the scenery looking for clues, notes, letters and objects, to gather information about what’s happening around you piece by piece.
There are a lot of mysteries aboard the USSC Lazarus, and it's up to you how many of them you can solve throughout your journey. By the end, maybe you will have uncovered the deepest secrets surrounding your predicament. Perhaps you’re right. Perhaps you’re not. You’ll need to keep in mind every detail in order to unveil the whole story.
You’ll have to solve some logic puzzles as well, but we wanted to integrate them in the narrative and the scenery. You are in a spaceship and we wanted it to feel as such. The interaction with these puzzles is the same as with the rest of the game to try to avoid breaking the immersion in the story.
If you want to use the terminals of the Lazarus you'll have to break into them through social hacking, checking the exonet for information. Some will give you key information, others will help you in your way out.
There is a whole operating system full of software and apps filled with information of every kind, to explore and take advantage of. You’ll have a tool (called Mnem/0z1n3) that will aid you in gathering and classifying information and breaking into password protected terminals.
You will also have to solve some mechanic puzzles , as the USSC Lazarus is falling apart, and you'll have to fix it if you want to survive. Engine malfunction, fixing the stellar map... and a suspicious and omnipresent AI messing around . There's no easy way out!
The game takes place aboard the USSC Lazarus (of the Unified Space Ship Companies), a ship that belongs to the KR Corporation (Kross-Rübel), a company dedicated to the interstellar transport of goods and with close ties to the mining industry. The player takes on the role of a veteran of the Venusian wars looking to carve out a new future for himself, who's enlisted to participate in an eight-year mission to work on a mining colony. When he wakes up from hypersleep he finds himself alone on the ship and with no memories.
The player must then explore, investigate and find a way to get off the ship before the situation gets worse. Along the way, the protagonist may experience a series of traumatic events related to his personal life: visions, dreamlike recollections, strange noises and apparitions that mess with his head and make him question what is real and what is not.
We have a script with the main plot and an emotive linear journey awaiting you, but that is just the beginning. If you go deeper and investigate you'll find there is more beneath the surface. Once you've played the first scenes of the game, you'll be able to wander through the full ship, searching and exploring every single detail.
The mystery of what is happening is the basis for the Lazarus gameplay, although the player is the one who gathers all the clues and details scattered throughout the ship to reach the conclusion.
The Fall of Lazarus: The First Passenger is the stand alone prologue and demo for The Fall of Lazarus. In this little adventure set in the year 2180 you will play as Caleb Rogers, a Gen-Ethics (an audit firm focused on controlling the normative and quality of criogenic, clonation and genetic alteration processes) employee who wakes up in the USSC Lazarus against his will.
The First Passenger is a little slice of the final game, where we showcase all the playable mechanics of the full game and which also works as a showcase for the narrative we want to create. You can play a whole level of the USSC Lazarus out of the five levels included in the final game, every one of them highly detailed and full of objects and terminals to interact with while playing the main story. But we wanted you to be able to enjoy this little stand alone experience separately if you wanted to. This is just the prologue with another protagonist but we highly recommend you stay tuned and, when the day comes, get to enjoy the full experience.
DOWNLOAD IT RIGHT NOW FROM:
We are No Wand Studios, an indie development studio based in Zaragoza, Spain.
We've been running for two years now and we've made some little games you can check out in our portfolio right here.
No Wand Studios is born as an enterprise with one goal: Making video games that haunt our heads and no one has made yet.
We live and work for our ideas. We give them shape with passion and hard work, and always with good taste and the coolness that distinguishes us. We like to work with fresh and original ideas, always trying to innovate in some of the aspects included in in the complex development of a video game.
We do what we want because we love doing it. We believe creativity is only real when you give the development all you've got. But we are no fools. We are aware of the market, the player interests or trends around us. But we would be betraying ourselves if we weren't ultimately doing what we wanted to. We are who we are and that makes it into our games.
As Kevin Smith once said, we would be idiots if we didn't at least try it.
But in the end, what is most important for us is that people have fun with what we do.
CEO, not a code monkey. Able to reach Mach 4 on foot, the siz of his TOC is only rivaled by that of his Steam library. His gaze will guide this studio to business success. You are a ‘casual’ and he knows.
CREATIVE DIRECTOR/GRAPHIC ARTIST/PR
He holds the Guinness world record for the largest number of logo designs for the same enterprise in the shortest possible timespan. Legends say that he may be able to draw but it is not vouched for. His world is fire and pixels. The Criterionbringer™.
Concentration made flesh. SCRUM doesn't work for him, as he always goes faster than the Sprints. He programs with ‘No’ as a battleflag. There was a time when he also served as an infinity sound bank.
Some months ago we were selected by Square Enix to be part of their exclusive indie videogame platform Square Enix Collective. It was a huge honor because there was a selection process and only two projects came along that month.
This platform helps indie studios to promote and get feedback for their projects, and if Square Enix was interested, they could even help publishing them at some point. In three years there's been about 120 projects on the platform, and we were the fourth spanish video game to make it into Square Enix Collective.
On Square Enix Collective users can vote wether they would pay to play your game and give feedback. We received an awesome 74% of positive votes ourselves.
That helped us to keep working even harder on the game.
We are currently working full time on the final game. We've already built the levels of the spaceship and we're implementing the script's events.
The USSC Lazarus is filled with six levels full of rooms and corridors: crew hub, cryostasis chambers, cargo bay, life support, bridge, engine, escape pods... and the story runs through all of them at some point.
We've already started working with Sonotrigger, and the sound and music of The Fall of Lazarus are on their way.
We are also making the last fixes to the script which will be sent to Localise.me in order to get it translated soon so we can then work on the voice overs.
Right now we're focused on programming and implementing the last stages of the script. If you've ever made a game, you'll know that the game looks like a Frankestein's monsterthrough the process, and its in the end that it all comes together. We are quickly approaching this point.
We're in the last stages of the development, and as we say in the video we want the best quality in those areas where we can't guarantee it by ourselves. Those are music, sound design, translation and voice over. To do there we need some extra money. We're working on The Fall of Lazarus full time and we're investing our own time and money, so we need some extra help from you.
"We are a music and sound production company engaged in video games. We provide complete audio services for interactive and media projects including original music, sound design, audio integration, voice acting and any other audio service your project may need. We also produce our own sound libraries under the SoniKSound brand, and we are appointed representatives of Firelight Technologies products, including FMOD licensing for the Spanish territory."
- Skara: The Blade Remains
- Immortal Redneck
- Rise & Shine
- Anima: Gate of Memories
- Blues and Bullets
A group of freelance translators that have worked translating and localisating some big games like:
- Divinity: Original Sin
- FarCry 3
- Dead Space
- Until Dawn
- Papers, Please
- Child of Light
NOT AVAILABLES ANYMORE.
DAY ONE HAS GONE BY AND SO HAVE THE REWARDS!
If you support us from day one we love you SO MUCH. And we want to thank you for that with a couple of little gifts.
First, you will be able to unlock an exclusive Steam achievement once the game is released. Only day one backers will be allowed to do that and there will be no way other people can get this one. (At least we will try real hard).
Second, you will get an exclusive digital postcard designed just for day one backers with a personal thank you message from us.
If your pledge includes the regular physical set of postcards we will print this one too and send it along with the others.
Thank you all, people!
NAME IN THE ENDING CREDITS
Thank you for your support! We will include your name in the ending credits of the game.
NAME IN THE VENUS VETERAN MEMORIAL
The USSC Lazarus was a combat spaceship in the Venusian War. When the war ended, KR Corp decided to build a memorial to remember those who gave their lives.
We want to thank you for helping us build this dream and your name will be forever engraved in the metal plates of the bridge. Everyone will have the chance to view your name in the game whenever you want.
DIGITAL SET OF POSTCARDS AND WALLPAPERS
A digital set of postcards and wallpapers featuring the official art of the game.
DIGITAL KEY OF THE GAME (STEAM OR DRM-FREE)
A digital copy of The Fall of Lazarus (backers will chose between a Steam key or a DRM-Free copy of the game)
DIGITAL KEY OF THE GAME (CONSOLE)
If we hit the console port stretch goal you will be able to redeem the game on console. (PS4 or XBox One)
A copy of the original soundtrack of the game composed by Sonotrigger.
DIGITAL MAKING-OF SKETCHBOOK
A digital copy of 'Building a Spaceship', a book featuring a written making-of and some of the sketches and concept art of the game.
PHYSICAL POSTCARD SET
A printed set of branded KR Corp postcards delivered to your home.
PHYSICAL MISSION PATCH
An exclusive physical USSC Lazarus mission patch delivered to your home.
PHYSICAL BRIEFING FOLDER
A couple of exclusive physical KR Corp branded documents including a mission contract and an USSC Lazarus blueprint.
PHYSICAL MAKING-OF SKETCHBOOK
A physical copy of the 'Building a Spaceship' making-of sketchbook.
An exclusive crewman t-shirt of the USSC Lazarus. (Black or yellow available)
DESIGN A STORY
You will be able to work with us and write a story we will include in the news app of the SyncDome OS.*
*We will have to approve it before including it in the game.
DESIGN A VIDEO
You will be able to work with us and record a video we will include in the news app of the SyncDome OS. Do you want to propose to somebody? Perhaps a comedy sketch?*
*We will have to approve it before including it in the game.
We’re asking for a humble amount of money because we know what we need to do in order to finish the game. We’ve already spoken with the companies we want to work with, and we’ve set up two main stretch goals: translation to five more languages and port The Fall of Lazarus to consoles. We don’t want to promise things we aren't certain we’ll be able to do, and we don’t want to add irrelevant things to the game in order to make it bigger either. We have a really mind blowing story to tell you, and that’s what we’re going to do.
We are considering working with VR at some point, but it is not our priority right now. We want to focus on polishing the game and giving you the best experience possible. So, if we reach the second stretch goal we may consider adding another goal.
Thank you so very much for reading and remember to give us a kindly push on Greenlight too!
Risks and challenges
Making a game is a complex and hard process. A lot of things can go wrong but we are an experienced team that has already finished some smaller games and jams in the past.
Our only doubts are in regards to the exact release window we'll be working with but we are quite certain it will be ready this year. We'll try our very best to keep to the release as well as deliver on the milestones we've set up for the rest of the development. We've kept to all dates we've set up in the past so we don't expect this to be a major issue.Learn about accountability on Kickstarter
- (30 days)