Coming for Wii U, PC, Mac and Linux.
Preston Trencher was the better of two evils. As an enforcer working for the Family, he ensured law and order of sorts in the streets of the underground city, the only place left after a nuclear apocalypse that eradicated all life from the surface of the Earth. Trencher might not be the most popular person in the world, but even he’s taken by surprise when he is ambushed and shot.
But false friends and sloppy killers aren’t his only problem... there’s also a bounty on his head! Time is running out, and he has to hurry if he’s to find the truth – and get some sweet, old-fashioned revenge.
Six Miles Under presents some challenging 2D combat with a diverse counter system and environmental hazards. Use enemies’ weapons against them, bury them under a pile of rocks in the mines, or throw them off of moving trains.
Dynamic fight system that makes it easy to keep the action going as you try to keep Preston Trencher alive during his journey, or as close as possible.
A story of betrayal in an underground prison turned into a city. Gather clues and learn about the motivations of the unruly citizens.
Unique boss fights that challenge the player's skills, testing everything that has been learned from fighting for Preston's body and soul.
Atmospheric art style.... and heavy metal. Lots of it.
Once funded, we will work hard to release Six Miles Under for Wii U, PC, Mac and Linux. Other platforms are being considered and we will update everyone on this as soon as possible.
The game has reached Alpha status, and a large part of our basic systems are already in the game. Our first task is to complete all the mechanics intended for the release, and we are almost at this milestone.
After this, the biggest part of our schedule is content generation.
We currently have the following.
- 4 levels nearing completion
- 6 smaller areas (background for boss fights, story, cut-scenes)
- 6 main enemy types and 2 bosses
In total, we are aiming to have twice as many levels, ten main enemy types, and five boss fights.After we create all the planned content, all that will be left for us is to polish the game itself. That means extensive testing and bug-fixing, fine tuning of mechanics and difficulty levels and one final go at the graphics and sound effects of the game.
We have been working on Six Miles Under for quite some time now. Initial funding for a prototype was provided by Sanjin, and we then continued our work part-time. Our first attempt to bring the game to a wider audience was a success – we passed Greenlight in just two weeks with a lot of positive comments. Said experience strengthened our resolve, and we want to commit to the game full–time.
With your help, we’ll be able to deliver a polished experience in a timely manner. All of this brings us to the next section…
Most of the budget will go to Mateusz and Grzesiek, who handle programming/design and art, respectively. Music is made by Marcin. We've also considered additional help with smaller tasks when it comes to sound effects and additional music.Operating expenses include accountancy and legal help, as well as hiring a PR firm to work along with us on this journey. And, to minimize costs, we set up our office at home so that as much money as possible can go towards creating the game.
Left to right, top to bottom:
MATEUSZ PACUSZKO – Programmer/designer. The driving force behind this project.
GRZESIEK WRÓBLEWSKI – Artist with eight years of experience with a large following and many successful projects behind him.
SANJIN VRANIC – Producer. Sanjin funded a prototype for this game, and he helps us keep everything on track.
OLA KOZIOŁ – Writer. Finalist of several short-story contests in Poland. Ola takes care of writing the dialog and narration for our game.
MARCIN GAWŁOWSKI – Guitarist and composer. Member of Lilla Veneda - a black metal band. He has been collaborating with us from the moment it all started.
MACIEK PRZYDATEK – Drummer and composer. Maciek helps us polish our tracks when some extra oomph is needed.
Risks and challenges
Every creative project carries a risk. However, we are confident we will see this project to its very end. Development, thus far, has given us enough experience to calculate the time required to finish everything this game needs. Furthermore, Six Miles Under is much more than just a concept – it is a game in alpha stage on its way to completion. We hope that, with your help, we can deliver a great experience.Learn about accountability on Kickstarter
- (30 days)