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£4,371
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46
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Funding Unsuccessful
The project's funding goal was not reached on Wed, September 23 2015 1:11 PM UTC +00:00
£4,371
pledged of £35,000pledged of £35,000 goal
46
backers
Funding Unsuccessful
The project's funding goal was not reached on Wed, September 23 2015 1:11 PM UTC +00:00

About

Red Awakening is a team-based multiplayer stealth horror game influenced by the slasher movie genre and classic FPS and stealth games of the 1990's and 2000's.

Built using Unreal Engine 4, Red Awakening is a surreal blend of neon drenched environments, satirical storytelling, first-person dynamic stealth, parkour style movement, drug induced power-ups, ultra-violent gameplay and an unnerving “Carpenter-esque” synth soundtrack by acclaimed composer Ryan Ike (Gunpoint). This visceral package is all wrapped up in Domino Effect’s distinctive cell-shaded graphical style.

A homage to slasher movies, but with wall running...
A homage to slasher movies, but with wall running...

 The game focuses on horror, stealth and subterfuge, rather than the familiar first-person run-and-gun approach. Red Awakening draws stylistic inspiration from the slasher movies of John Carpenter, Tobe Hooper and Dario Argento, whilst its gameplay is influenced by the likes of the original Thief, Manhunt, TimeSplitters 2 and Condemned: Criminal Origins, but with the objective team-based gameplay of Counter-Strike.

We found that the slasher genre in video games is essentially an untapped market with the potential to create a unique virtual experience, so our goal with Red Awakening was to put the player at the heart of their own slasher movie and let them loose.

Check our Website: http://www.red-awakening.com/  

Like us on Facebook:https://www.facebook.com/RedAwakeningGame

Follow us on Twitter: https://twitter.com/red_awakening

Subscribe on Youtube: https://www.youtube.com/user/RedAwakeningGame

What the press has to say about RA:

Welcome to the Program...  In the mid 1980's America is on the brink of collapse, the unemployment rate soars as hundreds of thousands of students boycott schools across the country.

Youth violence is out of control, with once peaceful protests turning to violent riots in the streets. Fearing a civil war with the youth of America and the ever-increasing threat of communism, the powers-that-be covertly fund a clandestine CIA mind control program, code-named “Red Awakening”.

Violent young offenders and captured Soviet agents from across the country are sentenced to public executions, and then flown by night to secret facilities and forced to fight to the death on a reality TV game show called “The Watch”. 

The contestants are told if they can survive the first season, they win their freedom.

But is it really that simple...

When a contestant enters the Red Awakening program they are placed into one of two teams depending on their country of origin, these being either Team East or Team West.

Team East is made up of a mixture of five unhinged spies and assassins originating from the eastern bloc. Team West consists of five psycho teenagers from across the united states who are more than eager to kill....

Each member of the program has his or her own detailed, satirical horror back story for a player to really sink their teeth into.

Character Bio's

Debbie Wong - The Geek
Debbie Wong - The Geek
 
Jennifer Valentine - The Cheerleader
Jennifer Valentine - The Cheerleader
John Craven - The Jock
John Craven - The Jock
Nadia Bendova - The Hooker
Nadia Bendova - The Hooker
Nikolai Molotov - The Multi-National
Nikolai Molotov - The Multi-National
Finished high poly of Nikolai
Finished high poly of Nikolai

More criminals will be joining the program soon!

Red Awakening’s game-play mechanics incorporate a lot of old and new features inspired by games and movies of the past and include the following:

The Arm Module - It's A Game Changer!

Red Awakening features no HUD (Heads up display); instead all of the player's vital information is displayed on their handy dandy Sound and motion tracker on the character's arm, or by physically checking the weapon's ammunition. This allows a player to get lost in RA’s neon drenched comic book inspired world.
The S&M Tracking Module - Predator blades meets RobCo's Pip Boy
The S&M Tracking Module - Predator blades meets RobCo's Pip Boy

Every member of the RA program is fitted with an S&M tracking module. This module features a radar, which rather than showing the surrounding terrain instead highlights movement and sounds such as footsteps, gun shots and any other noise made by a non-hidden player.

The S&M Tracker will not show every player on the map as it has a limited detection range and also depends on the direction the player is facing.

Full Freedom of Movement! 

Feel free to act like a ninja lunatic with Red Awakening's fully dynamic parkour system that includes wall running, wall jumping, wall hanging, mantling, sliding, sprinting, crouching and the ability to kick.

Fully dynamic parkour
Fully dynamic parkour

This move set allows the player to easily traverse though the environment by pressing a single button, thereby keeping game-play both fluid and dynamic.

Dynamic Detection System - A stylish stealth system

Red Awakening features a unique spin on how a player's level of detection is displayed to them. Rather than a small colour change on the player's radar as in most stealth games, in Red Awakening the entire colour of the screen changes upon detection.

Blue (Undetected)  > Purple (Detected) > Red (Combat)
Blue (Undetected) > Purple (Detected) > Red (Combat)

There are three states of detection in the Red Awakening, these are Blue [Undetected] Purple [Detected] and Red [Combat]. To heighten the players sense of urgency we have accompanied the detection phases with a “Carpenter-esque” synth soundtrack that changes accordingly with the action on screen giving the game more of a cinematic feel, similar to the movies "Only God Forgives" and "Drive".

Special abilities – Feel like the ultimate predator!

Red Awakening features two special abilities for a player to switch between; either Stealth or Vision. 

The Vision ability is a pair of highly advanced Thermal Imaging Goggles (TIG's), giving the user the ability to scan the battlefield and auto mark enemy targets, either visible or invisible, on friendly radar.

The TIG's
The TIG's

The Stealth ability is an adaptive camouflage suit known as the CSS (Chameleon Stealth Suit). This gives the player the ability to achieve near invisibility and the faster a player moves the more effective the suit becomes.

I see you...
I see you...

Painkillers - Chemical warfare, literally...

Participants in the Red Awakening program are given access to “Painkillers”, which come in the form of either a syringe of Chemical K or a bottle of Chemical Y. 

 Painkillers are not used to heal a player, but instead they allow the player to counteract the penalties of having low health or low stamina. The effect is only temporary and will reduce over time. 

The lower the player’s health, the more Painkillers needed to recover back to the feeling of full health or stamina.

Stamina system – Neon Souls

The Stamina Bar in Red Awakening is very important as it is connected to everything a player does in the world, whether that is sprinting, sliding, using any of the 28 weapons or performing executions.

A player must wait for their stamina to recharge before attacking
A player must wait for their stamina to recharge before attacking

The more the player performs these actions, the more stamina they will use. Stamina does recharge over time but can be replenished quicker by killing an enemy, completing an objective or using Painkillers.

Visceral First Person Combat - Through the eyes of a killer...

Although the game is played entirely from a first person perspective, it is not a traditional first-person shooter.

The focus of the experience is on up close and personal melee combat and executions, allowing players to collect, or even pull, weapons from the surrounding environment such as Fire Axes, Hammers, Circular Saw blades, shards of glass and even a player's Painkiller items. 

Red Awakening also features a five point gore system that really adds another level of intensity and gratification to the combat. 

Work in progress five point gore system
Work in progress five point gore system

A player has access to several fighting skills, including both a light and heavy attack as well as the ability to block and kick. Also, every weapon a player picks up can be thrown in either a passive or an aggressive way.

Blocking with the predator style blades!
Blocking with the predator style blades!

Gun Porn!  

Guns are present in the Red Awakening program, but they are less common than melee weapons and only come with the ammunition that is available in the magazine.

A player must manually check their ammo supply
A player must manually check their ammo supply

However, this is balanced by the fact that unlike many first person shooters, Red Awakening’s firearms are especially deadly and will often kill an enemy with a single head shot.This gives the player a false sense of security as there are no reloads or ammo pick-ups, so once the bullets are gone they're gone..

In-game Currency - The power of the dollar! 

Red Awakening features a currency system where the player is rewarded with cash for performing tasks in the world i.e. killing an enemy, achieving a particular badge/ award etc.

This cash is used by the player to buy aesthetic items such as new outfits/clothing, weapon skins and new player voice packs etc, allowing a player to create their own unique online persona.  The only condition is that a player must survive the round in order to receive the cash, thereby increasing tension and challenge.

There are 28 weapons in Red Awakening, which are split into six colour classes. These colour classes control a weapon’s range, damage, execution speed, noise level and throw distance. The classes are:

 Finished Weapons:

The maps in Red Awakening will be designed for 5v5 stealth game play; environments will be a selection of Cold War eastern bloc and various locations in the United States, but with a twist. The twist being that each location will be influenced by a location from a classic 80's horror movie. For example, the Reichstag game map’s style draws influence from "The Shining’s" Overlook Hotel, and the Siberian research station is inspired by the research station in John Carpenter’s "The Thing".

Concept of "The Thing " inspired Siberian outpost map
Concept of "The Thing " inspired Siberian outpost map

We aim to have eight maps by the full game launch. The first test area the player will face is an abandoned Ukrainian mental asylum built in the early 1900's and close to the town of Pripyat. It was captured and converted into a “Killing House” for the Red Awakening program in the early 1970's.

The facility is made of a central 3-level cell block, electric chair room, medical ward with padded cells, morgue, dentist’s surgery, kitchen with walk in freezer, shower block, guard room and central garden with tool shed. All of this is surrounded by a ten-foot, lead-lined wall covered on top with razor wire – not just to keep the combatants from escaping, but also to help keep the radiation out (with it residing in part of the Chernobyl Exclusion Zone).

The asylum was altered by the CIA under instruction from the British SAS to make it as close to hell as possible. Red Awakening also offers a unique spin on traditional 5v5 team based multiplayer game modes, which feel both familiar and new at the same time.   

Game modes include:

Dual Demolition - An elimination-based game mode in which the goal for each team is the same; either eliminate the enemy team or detonate both enemy bomb sites. Players have three lives per round and a bomb each, with the aim of the game being the best of eight rounds. Each round lasts three and a half minutes and the first team to five rounds wins.

You Only Live Thrice - A team based mode where each team starts out with fifteen respawns. The goal is to eliminate the opposing team until they have no respawns left. If no winner is decided before the round time ends, the team with the most respawns remaining wins.

Along with gritty audio design Red Awakening aims to have an immersive and visceral soundtrack, scored by well known Indie composer Ryan Ike (Gunpoint). With this level of talent we believe Ryan will create an immersive, heart-pounding soundtrack coupled with gut-wrenching sound design.

Each map in the game will have a custom soundscape produced to enhance its atmosphere. As the action picks up, layers will be added to the somber audio until you're left with a heart-pounding track that will add to the tension. This will be linked to our dynamic detection system, meaning that the track's level of energy will be decided by the level of danger you are in. Here are some concept tracks.

https://soundcloud.com/red-awakening

Domino Effect Ltd is an independent games studio creating games for Steam and other online distribution services, i.e. XBox Live & PSN. The team consists of 10 talented individuals who are graduates of university/ college and Escape Studios. We are committed to creating high quality and innovative games. Our core audience are fans of classic shooters and stealth games of the 1990's / 2000’s. Our current project, Red Awakening, is highly influenced by the games of that time.

If we reach our goal, we have made plans to add Stretch Goals to expand on our project

The team at Domino Effect has been working on Red Awakening for a couple of years now, and the project has so far been entirely self-funded. We've demoed early-prototypes at public events like the Insomnia Gaming Festival, and the game has been received fantastically well by the gaming community, who we've met face-to-face and also through Steam Greenlight. 

Aside from that, we've had interest and valuable feedback from publishers and other developers, all of which has inspired and encouraged us to deliver the game we want to make. But to do that, we need your help! We've come to Kickstarter to help us fund the final stages of the PC version of Red Awakening, for release later this year. From there, we can then move on to porting the game for current generation games consoles (specifically Xbox One and PlayStation 4).

Risks and challenges

Although Red Awakening is Domino Effect’s first game, the team has been working together successfully for nearly two years. During this time we have learned a lot and overcome many challenges, and gained experience of dealing with unforeseen production problems efficiently and effectively. We still remember staying up until 5am hurriedly fixing a build of Red Awakening the day before Insomnia Gaming Festival 53!

Our flexibility and adaptability as a team means that the decision we took in switching from UDK to Unreal Engine 4 was an easy one, and resulted in us being asked to attend the Develop Conference in Brighton with the Epic Games Staff. Using professional, industry standard development tools like this allows us to more quickly deliver the game that we have promised within a realistic time scale, as well as reducing the risk of any potential production hurdles.

Red Awakening is Domino Effect’s primary focus and will continue to be so until the game is completed.

We have not offered anything in our Kickstarter that we honestly don’t believe that we can deliver, and will promise to continually update our backers on the project’s development.

We’re excited about what we have achieved with Red Awakening already and with your help we will deliver what we feel is a unique gaming experience.

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    PROGRAM MEMBER PC:
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    + Your Name Gets a Spot on our Backers Section at ‘www.red-awakening.com’

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    (With the 'Digital Collectors Edition' you get the Art Book, the Survival Guide, copies of both the Original & Remix Soundtracks, Game Code & Thank You Video from the Team)
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    (With the 'Physical Collectors Edition' you get the Art Book, the Survival Guide, copies of both the Original & Remix Soundtracks, Game Code DVD with Thank You Video from the Team, a Personalised Postcard signed by the team & an Exclusive backer T-Shirt. Items will be packaged into a 'Red Awakening' designed VHS box with original box art)
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    (Design and give us a short phrase that one of our 10 characters can say somewhere in the game - phrase scenarios include but are not limited to: Picking up a Rad weapon, taking damage, humiliating an opponent, using an ability or doing better acrobatics than Spider-Man)
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    (Feature in your script idea and voice yourself on one of our radio stations. Come up with a creative and humorous idea for the radio's that will be plotted around the games environments. Ideas can include things like a witty adverts, propaganda, news updates or chat-lines)

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    (Become a god of design with the 'MP Map Designer'. You'll get to design your very own competitive multiplayer map, layout, structure and all its contents… collaborate with the team in its development. We'll be there to make sure you don't break any fundamental mechanics. So we guess half-god...

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    (With 'Red Awakening: The Event' come meet the team and spend a couple of days with the developers. Find out what it's like to work in a games studio. Play games with us, have a drink with us (or two.. or three!). Discuss ideas and features in Red Awakening & get to play the latest build).
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Funding period

- (30 days)