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
- 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
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
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
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
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!