Apostasy is an action game that follows a group of Temple Caretakers that were summoned to the fallen Shadow Temple to reclaim it.
Apostasy is an action game that follows a group of Temple Caretakers that were summoned to the fallen Shadow Temple to reclaim it. Read more
Shadow Temple Lost
The Caretakers of the Shadow Temple disappeared one night and shortly afterwards, an unknown faction wearing masks poured in from the depths of the Temple, overrunning it.
The Shadow Sprite, Spira, summoned aid from the other Temples. Only a fraction of the standing Temples sent Caretakers to help, and only the Fire Sprite himself personally answered Spira's call.
Umbra and Bloodstone
The leader of the Masked Ones identifies herself as Umbra, one of the great Princesses of Legend, thought only to exist in mythology. Umbra is the daughter of an immortal king who rules over the Masked Ones in a realm known as Bloodstone.
Little is known about Bloodstone outside of a few vague references in mythological stories about the various factions that dwell in the realm. It is a widely accepted belief that Bloodstone was a metaphor for the real world and each faction represents a real world faction.
Into the Shadow Temple
The group assembles from mostly outcasts of their various temples. Spira leads the group into the cavern system that eventually leads to the Shadow Temple.
Example of what a move list looks like in game (See video below)
1. Cave Prelude:
2. Man-o-war Theme:
3. Cave Depths:
4. Entrance to Shadow Temple:
By being funded on Kickstarter, backers will receive exclusive content based on certain reward tiers that won't be available anywhere else, and all of the money will be used for marketing and advertising, as well as various other expenses like hiring voice actors for basic things like hit sounds. If I raise more money than expected I can possibly hire voice acting for the dialogue.
$4,000 - $4,500: Marketing and advertising Apostasy.
$500-$1000: Basic voice acting for hit sounds for all the main characters, only hit sounds, I would expect fully voice acted dialogue to greatly exceed 5k.
Content that will be in the game that isn't shown in gameplay videos currently:
- Usable Items
- Passive Items
- Inventory system
- XP and leveling system
- Character passive stat perks
- Most of the bosses, only one is shown so far
- Additional enemies/level content/traps
- Dialogue / story events
Hey what's up, I'm the game dev (one man team) of Apostasy.
Essentially I always want to make mechanically complex games with a lot of combat variety and options. Not being satisfied with one playable character I made five, with plans of adding more.
My goal for every game I make is to have an action game with some interesting spin, in the case of Apostasy it is the Timed Attack.
Timed attacks are special abilities that can only be executed by properly executing an attack denoted in the movelist. Timed attacks can be visually seen by a quick flash in specific attacks. A brighter flash/new attack animation interrupts the previous attack, allowing you to instantly combo and perform new combo chains.
Each character has a varying degree of Timed Attacks, some only having a few, while others having a lot.
Risks and challenges
1. Shipping to Steam and other platforms.
This may not be a challenge at all, once it comes time to add the game to steam, but it is a foreseeable challenge. I do plan on adding achievements and possibly even steam marketplace item integration, maybe some icons/cards etc.
I do plan on shipping to console in the future which I know is much harder to ship to than steam, so that will be a definite challenge for the future.
I will learn how to do this regardless, and it's been done thousands of times before.
2. Growing an audience for the game.
This is an inherent challenge with all games, you need an audience to sell your game to. My game is kind of different in that the playable characters aren't exactly the most market friendly (overly sexy, some way too thick for people.) Apostasy is also a difficult game where you must overcome combat challenges often, so it's a pretty specific demographic.
I am currently posting content on different social media and doing some small scale advertising. If this kickstarter is successful I will be using most of the money for advertising/marketing.
Bugfixes and patches will be done on a regular basis but you can't predict what bugs people find and report, so there is potential for users to report bugs that are caused by a variety of factors that didn't come up in testing.
I take bug fixes very seriously because they personally upset me when I am aware of them, so any bugs will be fixed as soon as possible.
Balancing is difficult for any game, as such, each character will be tested to the point where everyone is generally balanced, or able to beat the game with skill. If an exploit is found or a metagame emerges among players that essentially is broken or exploitative, it will be nerfed and other things will be slightly buffed to keep the consistent skill requirement of the game in tact.
I played guild wars 1 and TF2 for 10 years and read every single balance change/update and was aware of the balance issues in both games, so this is something very near and dear to me. I just can't take a game seriously that isn't concerned with good balancing. A lot of single player games slip through the cracks and leave broken weapons/items as well as useless items in the game (or never balance them). On that note this game will be as balanced as I can possibly make it.
5. Implementing DLC/Skin packs
After I ship the game, I'll be releasing paid content updates that continue the story (instead of making a sequel) which will add new areas, new playable characters, new useable items etc. Implementing DLC may prove to be a challenge.
6. Longevity and Replay Value
I designed the game around being able to be beaten by any of the playable characters, but one thing to keep note of is that each character has different move speed, movement abilities, damage output, health, etc. If you beat the game as one character and start a new game as another, it is generally like playing a new game due to the combat mechanic differences among characters.
My goal for making this game is to allow players to main a character exclusively or have replay value to try out new ones. Overall I tend to main 1-3 characters in any given FPS, fighting game, RPG that I play personally. So I am modeling this game's content around ending up with 50-100 hours of content per character after all DLC is added overtime. The current base game sits around 10-20, over 14 levels.
7. Listening to good feedback
I'll need to be careful and selective about which feedback I actually take seriously. For example if an overwhelming majority of users assert that the first couple of levels are too hard, too easy, etc, I can adjust them based on that (though from the look of things the former is more likely to be true).
If you have good feecback, it will only be taken seriously if you provide a good degree of proof (like a gameplay video proving your point, or a lot of evidence/data).
Obviously feedback like "this character sucks" isn't too useful. By changing that to, this character sucks because their damage/health are too low, then proceed to prove how their damage sucks or show a video proving it etc. It is very unlikely health:damage:speed ratios will be a huge issue for balance though, that was just a simple example.Learn about accountability on Kickstarter
- (30 days)