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$490
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All or nothing. This project will only be funded if it reaches its goal by .

By The Scholastics
$490
pledged of $57,274 goal
backers

All or nothing. This project will only be funded if it reaches its goal by .

About this project

The Unwritten Critias & the Lost Island is a first-person adventure game set in a realistic open world environment. The gameplay follows classic quest games guidelines. You can interact with objects, move them, pick up items, combine items and use them to unlock or activate various objects related to the quests. The solving of the quests is necessary for the story's progression, allowing you to access new locations that are otherwise inaccessible.

The players begin the game on a mysterious island in the Atlantic Ocean. They have the choice to either begin a quest, or if they delight in exploration they can choose to roam this intriguing island and discover its many mysteries and pursue the quests later. Once one quest is completed, other quests appear, and little by little the true nature and history of this island becomes known.

In order to show what we can do we also have the game's demo available for anyone who wishes to try it out. It contains a whole chapter of the game. By playing it you shall discover the 'Orion's mystery'.

CLICK HERE TO DOWNLOAD DEMO!
CLICK HERE TO DOWNLOAD DEMO!

Please, note, that the minimum system requirements are a dual-core AMD Athlon II X2 with a GTX750TI video card and 4GB of RAM. For the best experience a quad-core CPU along with a GTX980 video card are required.

The name of the game is inspired by the famous Platonic dialogue Critias. In this writing Plato discusses the existence of a lost island in the Atlantic, referred to as Atlantis, taken from the words: “island of Atlas”. Since the last centuries of the pre-Christian era until nowadays, the existence of this hypothetical lost island has been the epicenter of a tireless debate. As a writer who wants to emphasize the truth of his narrative, Plato depicts the destruction of Atlantis in vivid words:

"(...) there occurred violent earthquakes and floods; and in a single day and night of misfortune all your warlike men in a body sank into the earth, and the island of Atlantis in like manner disappeared in the depths of the sea. For which reason the sea in those parts is impassable and impenetrable, because there is a shoal of mud in the way; and this was caused by the subsidence of the island."

Even though the search for Atlantis is the main questline in The Unwritten Critias & the Lost Island, the gamer will have the opportunity to get familiarized with another controversial hypothesis - the so called “Orion correlation theory”. Developed by scholars like Paul Mus and Mircea Eliade, this theory proves that ancient religious architecture that can be found in very distant places like Egypt, Peru, Greece, or India, was influenced by the cosmological symbolism specific for their cultures. In many cases big temples and even entire cities where built by mirroring the position of some constellations on earth.

But mainly, if you are interested to learn the deepest interpretation of the historical mystery of Plato's story of Atlantis, our game should offer you a complete answer. Be aware! It is not a story about aliens or ancient people with paranormal powers... What we are working to create is a game with a good balance between fun and culture: by playing it, anyone will have - in an unexpected way - the opportunity to learn or to think real historical and archaeological quests.

The player will follow the story of Alexander Jacob Wills, a blasé scholar who left the academia to work in the IT industry. Everything gets changed when Alex receives an unexpected proposal: to continue the research project of his grandfather, the historian Paolo Paltini, who worked as a librarian in a mysterious manor owned by Lord Gilbert Newman. For many years, Dr. Paltini was involved in searching - on a small Atlantic island - the last archaeological remains of the lost Atlantis culture. His death prevented the completion of this research project. But now, it is Alexander's mission to continue the quest.

The player can choose to solve the quests and deepen the storyline, or to explore the unnamed Atlantic island where the action takes place. Just in the former case some environments - otherwise inaccessible - will become available. If you are interested to learn the most probable interpretation ever given to the historical mystery of Plato's story of Atlantis, this game should offer you a complete answer.

The Controls

The controls are FPS, which should give the most flexibility to the player. You can walk, run, jump and crouch to traverse the island's diverse terrain and reach certain locations. The decision was based on our experience with similar games. Afterall, nobody likes to be stuck by a tiny rock when trying to reach a location!

The Quest System

For progressing through the quests the player has different tools. Those include an inventory for managing and combining items, a map system for fast travel and a quest log for easy quest tracking.

As for the quests themselves, we want to give as much flexibility to the player as we can. The main quests are directly related to the story but the secondary quests are not directly related to it. The secondary quests are of less importance and mostly consist of preparing the path for the main quests. They don't need to be done in a certain order either. Of course, we do not plan to create a plethora of boring secondary quests, but we'll focus on creating unique main quests and provide a rewarding experience by discovering the story.

The game takes place on (and under, too!) a large Atlantic island. It is fully and truly open world (yes, you can go anywhere visible) displaying a large variety of environments. In the full version those environments will include beaches, plateaus, a jungle, ruins, a lake, a huge manor, a volcano and others that we will not disclose here. Just like the game's demo version, the transition between all there areas and building interiors and exteriors will be seamless, without any loading screen.

Developing a diverse, truly open-world game is a very difficult task. There's no game engine out there where you can create your huge terrain, throw in your assets and hope that it will work. Making it work involves a lot of custom code, custom systems, a lot of manual tweaking and a lot of 3rd party development tools that are not cheap.

The amount of money we are asking for has a very important and unique significance for us: it is the best proof that there is a real interest for such a game. But if our Kickstarter campaign will fail, it will mean that we are not able to create something really challenging, from the game design perspective. Even though we are 100% sure that our story is very good, we strongly hope that we are able - as a family team - to transpose it in a high quality quest game.

If you think that what you can see and play looks really promising, help us to make our vision a full reality by funding this game.

Where will the money go?

Most of the budget will go into development, since we are working full time and we are developing our own assets and tools. We started working on this project about a year ago, part time. Knowing it's complexity we are sure that part time will not suffice and we need to devote full time (and over time too) for good results. Without that a project of our size and complexity is an impossibility.

Except that there are other hardware and software costs, Kickstarter taxes, payment processing taxes and company taxes.

Daniel Chira

Business Adviser

Managing Director of the Romanian Magazine in the UK. Lives in London. Among other things he enjoys reading philosophy, playing the piano, chess and tennis.

Robert Lazu

Game Director

Robert is the game's director, writer, quest designer and adviser. He ensures that everything goes well and that the game's gameplay, art and quests go well with the game's story and vision.

Sebastian Lazu

Art

Sebastian is the game's artist. He takes care of the creation of the assets and of polishing the game's environments and style. He spends all his spare time drawing concepts and learning new techniques.

Ioan Bogdan Lazu

Programming

Ioan is the game's programmer. He ensures that all the game's systems work as they should, takes care of the gameplay and provides technical art support.

While we can do most the game's heavy lifting there are still matters that we can't take care of. Those are voice acting and a custom soundtrack. Everything above the goal will be invested in higher quality environments and the island's fauna.

Due to the highly volatile prices for shipping outside the country, the large amount of time required to prepare and the extra necessary funds required for physical rewards, we have decided to limit ourselves to digital goods.

We use Unity as the game's engine. The initial release is planned for Windows PC's. There is a possibility of a port for Linux/OSX and a console port for XBOX and PS4.

Risks and challenges

Creating a video game can be quite challenging. The high cost for professional tools as well as the complexity of an open world game are just some of the impediments that we met during the creation of our game. There are risks involved and some of them can't be solved without a budget.

Our biggest challenge was the very limited budget that we started up with. Not having a portfolio in game development, we are only counting on the quality of the game to get the community's support.

Being a family project there should not be any personal risks involved. We work as one team, and we are involved in this project full time.

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