Always Outnumbered, a Competitive Tower Defense Game
Always Outnumbered, a Competitive Tower Defense Game
A different kind of Tower Defense game: equal parts compelling narrative and cutthroat, competitive multiplayer.
A different kind of Tower Defense game: equal parts compelling narrative and cutthroat, competitive multiplayer. Read more
About this project
We've promised you updates, and here they are! We'll keep them coming throughout the campaign.
Update #8: Last Day Update!
Update #7: Sneak-peak at another trailer!
Update #6: Dev Update & Alpha Build Video!
Update #5: Our super awesome announcement!
Update #4: Videos, music, and more!
Update #3: Concept art and story trailer
Update #2: SRRN CEO, Aujang Abadi, is running an Ask Me Anything on Reddit
Update #1: Thanks for helping us hit 1%!
Always Outnumbered is a different kind of Tower Defense game. Developed for PC and Mac (and hopefully many more platforms!), the game rose out of two key questions:
- Can we make a truly competitive Tower Defense game?
- Can we tell an amazing story while doing so?
Always Outnumbered is our answer. It’s the first Tower Defense game built from the ground-up to fuse a powerful, emotional narrative with cutthroat, head-to-head competitive multiplayer. With a unique upgrade system, dozens of towers and traps, and over a hundred units and special abilities, every aspect of Always Outnumbered has been crafted with an eye towards balanced and engaging multiplayer action.
AO will provide a depth of gameplay unmatched by anything else in the history of the genre. And because it’s built in Unity, we’ve got immense platform reach: we’re starting with PC/Mac, but we’ve got a lot of room to grow!
SRRN was founded by a group of dreamers in 2009 under the vision of: “Games As Art.” We were determined to build a studio that took that mantra seriously. Not one of us came to SRRN with any industry experience.
In the three years since, we’ve made one of the most critically acclaimed RPGs on the App Store (Ash), grew to fifteen awesome dudes and dudettes, and had Ash II published by one of the biggest publishers in the world (Konami). We've developed games for iOS, Android, PC, and Mac, and partnered with some really incredible people. Now we want to start a new partnership. With you.
We want to make Always Outnumbered together. We need your help to make it awesome. You in?
GO Gaming was founded by gamers from widely varied backgrounds - from the hardcore competitive to the casual. We came together because we love e-sports events, and we want to improve events for the players, the organizers, the spectators, and the sponsors of any sized e-sports event. In the last 2 years we have hosted great events from small, 30-person casual events to large 400-person LANs and we have been learning from everything we do.
Using the knowledge we have gained from the e-sports community as well as our experience hosting events we know that for a game to be truly competitive it needs to be built with the community’s feedback, designed with balanced gameplay mechanics and developed to facilitate running professional tournaments. Understanding this need, we have developed a cutting-edge tournament solution that streamlines and simplifies the whole way tournaments are run. We’ve worked very closely with SRRN to integrate this philosophy and our revolutionary API into the entire process.
The core of Always Outnumbered is competition: every facet of gameplay flows directly from it. This meant we had to strip away everything but the most basic tenets of traditional TD gameplay: timing and positioning.
Where and when you build your towers are all that separate victory from defeat. Walking that line is what makes TD so thrilling. Competition can’t exist outside of these mechanics; it has to be built on them. So here’s what we did:
- Customizable offensive creep waves. Unlike other TDs, these waves our autonomous. There's no micro here: when and what you send is all you can control.
- Equally customizable towers to support a multitude of defensive configurations.
It’s a simple strategy, and it’s brutally competitive. The customization is key: every unit and tower in the game has three primary stats, and a max of three upgrades. We've designed our interface around this concept: gone are the clunky menus filled with dozens of options. You'll build one unit/tower and customize it accordingly. Not only does it vastly streamline our menus, but it offers deeper strategic opportunities, allowing you to adjust your gameplay easily and intuitively as the game progresses.
Left: Radial Menu. Right: Attribute Tree.
There are three factions to choose from too, each with unique special abilities. (We apparently like the number 3.) All-in-all, we’re talking about hundreds of potential unit, tower, and ability combinations.
We’ve tested these decisions with extensive prototyping, and the game keeps surprising us—it’s fun, it’s dynamic, and best of all, it’s fast-paced. It has all of the ingredients for cutthroat multiplayer gameplay.
Moreover, our focus on competition isn’t just about gameplay. This is where the experts at GO Gaming are so valuable: they’re experts in e-sports, and have spent years hosting competitive events. Always Outnumbered will feature their cutting-edge API, designed to let you host your own competitive events quickly and painlessly. Want to set up a LAN party to smack talk your bros and brosephinas? We’ve got you covered. Want to run a 300-person tournament online? Not a problem.
Timing. (Noticing a theme?)
We want to launch Always Outnumbered with a tournament at PAX Prime 2012. This was GO Gaming’s idea and it’s an awesome one: we’ll be there, around 60,000 other people will be there, and we’ll have a wide-open, well-lit space where we can game like we used to before our CEO got fat, bald, and lame. (He insists he’s not lame.)
This is where Kickstarter comes in. We’d like AO to be bigger than what SRRN and GO can do alone. By recruiting you as a backer, we can guarantee two things:
- We can get started on building the game immediately (we’re already building it, as of May 1st) without having to devote significant time and resources to securing a publishing deal.
- We can work together to make the competitive multiplayer portion of the game truly excellent.
A great multiplayer game requires a large group of alpha and beta testers to help ensure balance, stability, and playability. There is no better platform than Kickstarter to connect us with you.
Your input doesn’t just make the game better; it helps us transform the way games are made. Gamers are more than just consumers; we’re a community. This is a huge part of our vision at SRRN, and one of the reasons we’re so excited to use Kickstarter to fund our endeavor.
Thanks so much for reading. We're extremely psyched to make this game, and we hope you are too! We wouldn't be where we are if it weren't for our incredible fans, friends, and families. Please feel free to message us if you have any questions, comments, or feedback: we love hearing from fellow gamers.
Now let's make an awesome game together!
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