£315
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backers
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Funding Canceled
Funding for this project was canceled by the project creator on Sep 7 2014
£315
pledged of £12,500pledged of £12,500 goal
23
backers
0seconds to go
Funding Canceled
Funding for this project was canceled by the project creator on Sep 7 2014

About

Try the demo live until kickstarter ends!

https://dl.dropboxusercontent.com/u/84362299/Eternal%20Step%20-%20Alpha%20Demo.zip

                   Eternal Step 

Eternal Step is a Rogue-like game that features no actual end. We formed the initial concept after looking at MMOs and noticing that some people simply enjoy grinding enemies over and over. We decided to take that idea and think of a game that has grinding as the main focus, but make it interesting and fun to play. 

From that starting point we had to make sure the game possessed a number of key features: 

  • Always be challenging - We are huge fans of Dark Souls and other Rogue-like games (our current favourite being Crypt of the Necrodancer) so we wanted to create something that gave a sense of progression but always gave a challenge and the best way to do that is by DOING A TOWER where every floor the enemies level up and possibly... other things. 
  • Combat that feels twitchy and quick - We wanted to make sure that the gameplay was fast and fun so we mixed some Dark Souls-style combat with more twitch-based running and dodging. We then added MMO-like target markers (red circles of death on the floor, etc.) so that the player always knows what is happening and gives the combat that twitch-based style we are aiming for. 
  • Random elements and loot - A Rogue-like game has to have random elements and we made sure that enemies, loot and the levels themselves match up to this. Each floor layout is selected at random so there may be certain floors you won't see in multiple playthroughs. We aim to add as many different types of floors as possible, we have also created loot with random stats based on the floor number, so even that basic iron sword will still be usable if it drops on floor 400.

Those are the 3 core elements we want to get right - we want combat to feel quick and fun, we want loot to be fun (more on that below), and we want to give the player an endless grind where their character will keep leveling up and they want to keep pushing to see how far they can go. 

Another factor we wanted to make sure was fun was the hero and customisation. Your hero (to use a loose term) can level kind of forever so we wanted to make sure that leveling up gives you something more then just a boost in Strength etc. So with leveling up we want to give you ways to tweak your hero - this might be a longer dodge or slightly bigger attack area etc - we want to allow you to somewhat tailor him. 

Armour and weapons will also come with special stats and sometimes skills that can customise him even more. Special stats range from higher damage on even floors to weapons that give damage boosts if you kill the same type of enemy. We want the weapons and skills to be fun and change the way you may play the game. 

We hope to have lots of skills and weapon types and armours and specials because it's something we want to give you lots of choice about. 

How skills work: We want the skills to be something you collect and add to an ever-growing list. Although the game is Rogue-like, on death you keep any skills you have collected along with your level. 

We want the player to have a reason to go back and hunt down those skills they are missing. The way skills work is simple - they will be attached to weapons and armour you pick up. You have the option of equipping the piece, which destroys the skill and equips a blank item (to which you can then attach a skill you already have in your repertoire), or you can extract the skill which destroys the piece of armour or weapon. The skill can then be applied to any future appropriate weapon/armour you have. 

We want skills to work on any weapon but have the skill will change slightly depending on what weapon you have it on, so for example a staff might shoot fireballs but on a sword it might leave a trail of fire behind. 

We all love loot and we all love trading cards so we mixed the two! Enemies and chests will drop loot cards and we have made this loot scale depending on the floor you are on, but we have tried to ensure older or lesser weapons aren't totally pointless - here's why:

When you die you lose your equipment - this is why your cards are important as you then need to use up cards to purchase gear when you reenter. 

So, for example, you loot an uber rare weapon and decide you want to collect it (store it) so when you die that card is there ready to be used. 

You use it on your next life and die right at the start - "oh no" you scream, "what now!?" 

Well since you stored and collected that weapon you can trade cards to make a new one. 

So that uber weapon is worth 40 normal cards (so you can use up 40 of any basic cards and trade them in to make that uber weapon again)

Different weapons will have different rarity and value, so a basic card might cost 1 in trade but a rare card might cost 10 so you could trade 4 of those 10 value ones instead of 40 of the 1 value one. 

That is how our trading will work. We also allow you to combine cards to try and create a brand new card. 

MONSTER CARDS 

Monster cards drop from enemies and you can collect them and use them to give you bonuses or otherwise, for example one card might give you a boost to XP, another might give you a boost to HP, other monster cards might make slimes hit twice as hard.

Some monster cards might even SPAWN RARE BOSSES!!

The card system will be another level of customising your game and making leveling up fun.

We took our inspiration for bosses from MMO raids - we are big fans of complex patterns and awesome boss fights and felt MMOs had some interesting ideas. 

We especially like red circles of death but we wanted to expand on that and really go crazy - due to our combat system being fast and twitch based expect to see some pretty crazy boss patterns. 

The boss in the trailer is just the tip of what's to come. 

We also love Bullet Hell games and the patterns in those so expect to see enemies and bosses have a mix of this systems. 

We aim to have 4 main bosses that once you kill them all will come back later in the tower but with new moves and harder hits... then of course we will throw in the odd SECRET boss.

Those are the main focus points of our game. We are building a game that we always want to be challenging and fun but last for as long as you want to play it. 

We also have one eye on Twitch and hence we will have modes like speed run etc - we want the game to be as entertaining to watch as it is to play. 

Hence the random and fun elements that a Rogue-like game brings - there's nothing like watching someone getting to a new floor and then dying to scream in anger :)

We are working with Lucky Lion Studios for the music and we love the guy - his music is amazing and has helped our game a lot the piece in the trailer is his. 

Please send him some love over at

http://luckylionstudios.com/

Also here for the pleasure of your ears is another piece he has done for us. 

Part of the fund will go to getting even more music - we would love to have as much music as we can out of the guy squeeze him till he muses no more so to speak. 

Up front about stretch goals and rewards

We don't want to overdo the rewards and stretch goals because we simply don't want more money then we feel we need. However, our only stretch goal is this - if we end up getting double or close to double of what we are asking that will allow us to focus on crafting the 4 player mode we want in the game. 

The reason this currently isn't in is because we feel it has to be it's own mode with bosses and levels - we don't want to just stick 3 more people in the game and say it's mulitplayer - we want a true original version. 

This would be released as a free update sometime after release. 

Why are there not many rewards?

As much as we would love to give you plushies and posters and flights to Las Vegas it's not really relevant - what we want to give you is a amazing game and we don't want to add another £20,000 to the Kickstarter goal so we can make you extra stuff, we would rather ask you for the honest amount and give you the chance to either buy the game at a lower cost or jump in and test it as the game progresses. 

If we hit our goal and don't get anywhere near the ability to do the multiplayer we will still plan to try and do this at some point in the future it will just depend on sales post release.

Gusto out (trying a catchphrase... I'll keep at it!)

A few obvious questions:

What platform/s will the game be on and what is your anticipated release date? 

We are aiming for the end of March 2015, I won't lie and say yeah we can get it for then no doubt. Please understand that making games and releasing them is all dependent on what stage they are at but we would like to be released by March.

We also want to try for Steam Greenlight as soon as possible and then go for a short period of early access. 

We will initially be PC/Mac/linux but once released we are open to moving to other platforms (dependant on sales)

Will you support the game post release?

Yes we will, I would even go so far as to say we will support this game as long as it is financially viable and we will never charge you for any extra content we add. 

When the game is released don't think we are done with it not only do we want to add 4 player co-op to it but we will also add new items, enemies and bosses. In fact I would love to see how you guys are playing the game and go out of my way to make it harder with more content. 

Why Steam early access?

It will be our first time on Steam and we want to make sure we nail it and get the game working well within Steam itself. Anyone who buys the game on this Kickstarter will be gifted a steam key at early access WE ARE NOT GONNA ASK YOU TO BUY IT AGAIN. 

Can you give us a breakdown of costs?

Ok so our anticipated costs are (please bear in mind that all these figures are rough estimates only):

£1000 - to the soundtrack we want the music to be amazing any left over funds will be added to other sections

£2000 - for software or licenses that we may need extra there are a few things we would like to grab such as extra copy of Flash, Sony Vegas, and Photoshop. 

£4000 - to go to the artist/coder to carry on being able to focus mode the game to oblivion and make it awesome. 

£3000 - to go to promote the game as best we can and try and show it around at expos and other places. We are already submitting the game to Eurogamer Expo so hopefully it gets picked. 

The rest of the money will mostly get sucked up by legal costs, VAT and Kickstarter. 

As I said those are rough costs so might be less, some might be more but this money will ensure Eternal Steps gets released.

Screenshots

 check out our weapons videos here showing of some of the weapons you may find in the tower. 

Risks and challenges

How can we achieve this?

We already have the core features in the game it's now about expanding it and creating a feature rich game. The money we are asking for is to push the game into press and make sure it's as good as we want it to be.

Our biggest issue isn't making the game - we have made sure it's something we can do. We don't want to overstretch our abilities and craft something we know in our hearts we can't deliver even if we had £100,000 all that money wouldn't suddenly make us able to do something beyond our limitations.

So we know we can do this we ARE doing it, it's just we need that push, we need that exposure and we need you guys to help craft it into something amazing.

The money you give us will make sure we get noticed and pay for advertising and the soundtrack and the art and animation guy to carry on eating solid food.

We have made sure we have built the core of the game first and have it to a stage that we know it works. We are not simply asking you to follow a concept - it's real, it works, it's playable, now all we need is you - the community - to make it sing.

Who are we?

We both went to University and studied in games related fields and have both run a small games studio before but we got bogged down with all the silly stuff that wasn't about making the games we felt we wanted to make.

Phil Pardoe: I'm the designer and general all rounder and I will do probably most of the writing. The other guy who lives in the baseme.... I mean lovely house, is more behind the scenes.

I have won game design competitions in the past and have never stopped having the ideas. I am older now and wiser to mistakes that happened before. Hence our studio name Once More With Gusto - we don't want to give up the fight and we have done things on our terms this time round.

We have one rule, which is to always be open and honest and we will be. I'm not afraid of telling you guys no to something or saying I don't know the answer to that, our rule is to treat you guys like humans and community instead of a cheque.

Paul Merry - is the animator and coder. He's a busy man, trust me, and is spending all day every day working on this game. He saved money from his previous job to be able to quit and spend time focusing on making something happen.

We both have already put a lot into the project. We have the drive and we have the skills to make an awesome game. We are only a two man band but we will make the best two man band game we can with your help.

The trailer and hopefully the Twitch speed run contest we hope to run (if anyone signs up!) will show you we have the game and we can do it. It's not simply some sketches we did and said FUND us, we built a core game with blood, sweat, tears, and tinned food.

Are we stable?

Yes I (Phil) currently have a fulltime job and work on the game in my spare time away from my job. I'm not suddenly going to post 'money's gone guys sorry' simply because any money we raise won't go to myself. I fund myself with my job and I have already funded this project as best I can whilst still keeping up with my bills and life....damn you bills!

Paul has funds saved that are being eaten up slowly and steadily but he is stable - he doesn't owe a mortgage or have to suddenly sell a kidney but a large portion of the fund will go to him to allow him to carry on doing what he's doing now and make sure he has what he needs.

What if things go wrong?

We have tried to craft a game we know we can make. We have much grander ideas for games - we could easily say we want to make a MMO - but could we actually make it? NO.

I have designed this game knowing both our skill sets and this is well within our realms of ability with the budget and time and resources we currently have.

We have made sure we are as prepared as we can be.

So that's us and that's our risks and challenges.

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