Incarnate: Turn-based strategy arena fused with a CCG
Incarnate: Turn-based strategy arena fused with a CCG
Incarnate is a fully 3D tactical strategy fused with a collectible card game; like Final Fantasy Tactics meets Magic the Gathering!
Incarnate is a fully 3D tactical strategy fused with a collectible card game; like Final Fantasy Tactics meets Magic the Gathering! Read more
About this project
Incarnate: Body Mind and Soul is the ultimate mix of a turn-based strategy and competitive card game. Compete head-to-head or in teams with other players, combining classes, cards, abilities, and even music to create your own customized Incarnate.
Cards can be powerful, instant actions, triggered traps, or they can permanently change the way your Incarnate is played. Your deck is like your build order in a MOBA--it can make or break your strategy!
Fight for position utilizing the terrain of the battlefield to gain the upper hand over your opponents. If the terrain doesn't suit your tactical needs, change it with one of the many cards or abilities that shape the landscape.
Incarnate has something for everyone.
You can grab friends and do some cooperative PvE in the Endless Dungeon Mode, while your buddy's thirst for balanced and varied competition can be quenched through Incarnate's extreme customizability, cross-platform PvP ladder, and draft modes!
Incarnate began as a passion project, with each of us deciding to dive in headfirst to make this our main priority--but why? Well, to put it frankly, because it’s everything we want to see in a game!
Incarnate is a collectible card game with endless customization options combined with a tactical strategy game played on a board you can manipulate in the heat of battle!
You'll have personalized theme songs, player versus player, individual and group boss battles, ladder, draft, and an endless rogue-like dungeon.
And we even have a captivating, dark fantasy/sci-fi storyline to back up the awesome characters waiting to be customized by you.
- There are 4 classes, each with a Body, a Mind and a Soul that you can mix and match to make 64 unique Incarnates.
- Each card is unique and interacts with your Incarnate, your enemies, and even with the battlefield itself.
- Cards and abilities can be combined and synergize with your other abilities and with other cards.
- Each piece of the Incarnate you choose gives you access to different cards to build your deck and grants you an ability that can be used once per turn.
- There are currently 123 cards to add to your collection in the first set.
- Unlock all of the achievements, skins, card backs, card borders, and Incarnate color swaps.
- Each class can attain 60 levels, with experience given out based on your Incarnate's unique design and rewards for each new level achieved!
- Dive into the epic story of Incarnate and find out what it was that is making everyone so angry all the time...
- Competition will be fierce in our 2v2 PvP ladder.
- Try your luck and test your skill in our unique draft system.
- PvP isn’t the only way to compete! Build the perfect Incarnate and craft the best deck to fight your way to the furthest depths of our Endless Dungeon Mode. You might even bring a friend or two.
- Gather your allies for the epic Boss Battles. As a team, up to four Incarnates can challenge the very Creators to a duel to the death. Succeed and be rewarded with a chance at incredible honors and loot.
The Creator, Tyr, brought life to the universe, and forged with it a Judge to rule its laws. First, in his image, Tyr created the Titans, but their hunger for raw power bored him. Tyr then designed the humans, whose harried natural selection led to the cunning Nizari. During their struggles, humans accomplished an AI that spawned its own sentient form of energy, known as the Archon. Manipulating space and time, the Archon threatened the Creator’s laws, and so Tyr condemned this realm and all its beings to the Void, forever.
The Voidwatcher controls their imprisoned Essence to this day...
Although the four beings were eradicated, the Essences of the Titan, Nizari, Archon, and Judge continue to manifest themselves as incarnations of Rage, Vengeance, Life, and Justice. The beings return from the Void, their essences given will through eternal determination. As the rules of the universe have been altered, the Essence of each being split into separate Links: Bodies, Minds, and Souls. The Essences combine and recombine into Incarnates with an unslakable thirst for competition, seeking to evolve through battle and gain the power needed to accomplish their singular purpose: annihilating the Creators.
Judge: Justice Incarnate - As demigods appointed to protect order in the universes, Judges hold a power that rivals even that of the Creators. Their singular purpose is to ensure that their universe remains unaltered. Thus when the Creators altered this universe, its Judge sought retribution. His Essence remains and manifests in the form of Justice.
Commanding the battlefield with the Tome of Justice, the Judge dominates the positioning of his enemies while healing his allies.
Titan: Rage Incarnate - The Creators first brought life to the universe through the Titans, but soon cast them aside. Overcome with anger and resentment, the Titan became the embodiment of rage and an avatar of destruction. His Essence remains and manifests in the form of Rage.
Crushing anything in his path with his colossal hammer, the Titan has an unbreakable defense and is the master of terrain destruction.
Nizari: Vengeance Incarnate - The Nizari was the last remnant of the human race, one that transcended to the next stage of human evolution. He managed to hide for centuries, escaping the wrath of the Titan, and evading even the Creators. His Essence remains and manifests in the form of Vengeance.
Sprinting through the shadows of the battlefield, the Nizari is just as deadly at range with his bow as he is up close with his blade. He specializes in both delivering death and avoiding it.
Archon: Life Incarnate - Humans breathed life into the AI (artificial intelligence) and after their destruction the AI happened upon the building blocks of life itself. The Archon is made of bent time, folded space, and dark matter. He is sentient energy. His Essence remains and manifests in the form of Life.
Wielding the power of the universe, the Archon shapes the world around him. His power is felt across the battlefield, through rifts in space and time.
"We want the core mechanics of Incarnate to be very simple and familiar to anyone who has ever played a turn-based tactics game."
During your turn, you have two basic actions: move and attack. For the Collectible Card Game (CCG) enthusiasts, we kept the mechanics unique but also familiar.
During your turn, you can play a card from your hand any time that your character is not moving or attacking. We also have special cards, called “Shrouds," that can be triggered and played during anyone’s turn, assuming their specific condition is met.
“The battlefield is your sandbox: it’s up to you to shape it.”
Like other 3D tactics games, attacking from higher elevation will grant you a bonus, as does striking from behind. Defensively, your opponents will receive penalties to their attack, or perhaps be unable to attack at all, if you can get in a space that grants you cover from their line of sight.
In short, you will find that using the terrain to your advantage is extremely important in making the most out of your turn, and there is no shortage of tools available in game to help you gain that upper hand. After you mold the battlefield to your liking using cards and abilities, there are even more cards and abilities that allow you to push and pull enemies, allies, and even yourself to different locations on the board.
“It's up to you to find the class build that synergizes with the cards you like most.”
To begin with, we have four available classes. Each of these classes are separated into three mixable pieces: a body, a mind, and a soul. When you build your character, you can choose its body, mind, and soul from any of the classes you want with no restrictions. With four classes, there are currently 64 unique class combinations, and, after adding only one more class, the number will jump to 125 possible combinations . Each of the three pieces of your character has its own unique ability that can be played once per turn for a small energy cost, as well as different attributes that will be added up together to create your character's overall strengths and weaknesses.
But this is only the tip of the iceberg--we still haven’t even talked about building your deck!
We have divided the cards in the game up by class and by tiers. For example, if you were to choose all three pieces of your character from the same class, you would have access to all three tiers of their cards. However if you chose to multiclass and pick three pieces from three different classes, it would allow you access into each of those classes' first tier cards.
In addition, there are neutral item, relic, and ritual cards that all class combinations can choose from to supplement their build. This system allows for an endless supply of tactically viable strategies to emerge, making the likelihood of running into the same deck twice very slim--there are that many combinations of classes from which to choose! Many of the cards use variables that are based on one or more of your character’s attributes, so a card that is powerful on one character might be a total dud on another. It is up to you to find the class build that synergizes with the cards you like most.
Let’s get into the specifics of the cards themselves. Currently, there are three types of cards in Incarnate: revelations, eternals, and shrouds.
A revelation is a card that is played from the hand with an immediate board effect, and then is placed in the user’s Void (our discard pile or graveyard). The item cards for example, are all revelations, come with a temporary buff of some sort, and can draw you a card. Other revelations will serve as your disruption, such as spot removal for opponent’s cards or temporary debuffs on their characters. Many of the cards, are designed to have a lesser individual effect, but when used in combination with other cards or abilities they become the ultimate “wombo combo.”
Eternals are cards that are played from the hand and will be placed onto the board either immediately or after a two-turn delay. These cards are meant to be the proverbial meat-and-potatoes of your build. They change the way your character is played...eternally. Eternals affect your character as long as they are in play and allow them to interact with the board in new and exciting ways. An example of this would be a card that allows you to combine your move and attack actions into a dash attack that lets you move in straight line and attack all enemies in your path. Like everything else in the game, the combination potential between these eternals are immense, so we look forward to what you, the players, can come up with to surprise us!
Shrouds are cards that also have a two-turn delay; however, instead of casting when the timer has counted down, they have a trigger that allows them to be cast any time the trigger’s condition is met, including on another player’s turn. Allowing players to interact with other players outside of their turn has its ups and downs, so to keep the pace of the gameplay fast and entertaining, shrouds have an autocast feature that can be toggled on or off. In other words, if the autocast is disabled, the card will not automatically cast when triggered, so players are not pestered by constant shroud notifications. Otherwise, if the autocast is disabled it will not cast regardless of whether or not the condition is triggered. Because some eternals also share a two-turn timer called a preparation time, shrouds make for some really intense potential mind-games.
"Incarnate isn’t just about finding another player online and dominating them with your broken build."
Though we are including a 2v2 ladder with seasonal prizes, there are also other gameplay options that many less PvP-oriented players will find appealing.
The cooperative mode that will be available at beta-launch is the Endless Dungeon Mode. Each floor of the dungeon is randomly generated and features a mini-boss and its minions. These mini-bosses and minions are themselves randomly generated, sporting cards and abilities available to the players. As the party progresses down each floor, the enemies become harder and harder, until it all becomes too much and the party is ultimately defeated. Along the way, each mini-boss will also drop loot for the players to collect and add to their collections. And, yes--there will be leaderboards!
The next mode that will be available at beta-launch is a draft mode called The Coliseum: PvP but something much different from the competitive ladder. Players who enter will create a character from randomly available classes, and then build their deck from randomly offered cards associated with the chosen classes. From there, players will battle against one another in head-to-head combat for a total of ten matches, using the character they just created. Prizes will be awarded based on record. This will give players who crave the thrill of PvP a chance to play in a field where builds are slightly less than orthodox and even downright unpredictable.
The next game mode that will be available after beta (unless its stretch goal is met) is a multiplayer Boss Battle Mode where players team up to take on the main antagonists of the story, the Creators. These encounters will feature bosses of epic proportions, who have their own decks packed with unique cards, and also include multiple stages where the tables may suddenly turn on the players. For example, that OP netdeck you’ve been using on ladder might not work so well and a whole new set of skills and tactics could be needed to succeed. The boss fights will allow the truly experimental players to really shine, challenging them to create powerful builds to inventively defeat bosses and loot their rewards.
The final mode that will be available after beta (unless the stretch goal is met) is the epic single player offline Story Mode. Playing through the campaign will allow players to experiment with any card in the game, regardless of their collection, as they battle their way through various challenges, all the while diving into the dark fantasy lore of Incarnate.
"While Incarnate is a CCG, it is also so much more."
Currently we have a 123-card pool with more relics and rituals still to be added by you guys. Each future Incarnate that gets added will bring with it 24 new cards to the pool. These new Incarnates will arrive at the start of every new ladder season, including the very first.
The best part of Incarnate, though, is that it's played with a model on a game board. That means skins! We have alternate costumes for characters, such as the Samurai Nizari, but also even crazier remodeling that comes with unique animations to fit the skin. Besides model skins, we will have card borders and card backs that will be available mostly as rewards for in-game achievements.
Then there are the cosmetics that we are super excited about: 2D animated cut scenes for your cards that will actually briefly pause the game and play out for everyone in game. There really is no better way to make a card feel extra epic. We have a 2D animation designed specially for Kickstarter backers. The rest will only be available as very hard to unlock achievements. Also, for Kickstarter backers exclusively, we are offering alternate card art for a select few cards. If the plethora of collectables to unlock in Incarnate is exciting to you, then just wait until you see how they can be earned.
"Incarnate will be 100% free-to-play and 0% pay-to-win."
Each week will feature four characters available for all players to play. These characters will all be themed to fill the roles of tank, healer, damage, and control. Technically, none of these roles are actually required to fill for competitive play; however, we believe they will give players with a limited collection a great way to experience different play styles and to try cards they might not own. Players are also able to supplement any of their own existing cards into the free character’s decks, if they wish to customize what we have to offer them that week.
No content will be restricted behind a paywall. Every single card and cosmetic in Incarnate will be available for purchase with Essence. Essence is earned as a possible reward option, in addition to just directly receiving cards and cosmetics, for defeating bosses in our co-op boss battles, clearing floors in the endless dungeon, or winning in the draft. It can also be obtained by breaking down any card or cosmetic that a player owns but no longer wants. Lastly, Essence will be available for direct purchase, so if you don’t have the time to farm your epic loot, you can simply buy it.
Incarnate is 100% built on passion. When my father discovered he had stage three stomach cancer, I took time off from work to be with him, talking about anything to keep his mind off of his cancer. One of our topics was my idea of mixing a board game with a card game. Although never a CCG player, my dad was an entrepreneur and brilliant traditional card player. About a month before he passed away last Christmas, I made a promise that I would finish our game. In three short months, we already had a prototype with customized theme music, and we ended up presenting our game via SomaTone’s booth at GDC (the game developer conference). When I quit my job and told my mom that I was starting to look for investors, she told me that she could help. She said that she knew that my dad would have.
We have come this far with our own money and are now beginning to build a community and speed up the development cycle. Our primary focus is to finish the game and make it the best it can possibly be--that’s where you all come in! Development and art are expensive, but they are the details that will take our game from demo to reality. We have already invested in the 3D models (which are completely modular, meaning you can mix and match all you want), customized music, and a solid, working game engine. Implementing the rest of the cards and their crazy awesome mechanics takes time: it’s not just as simple as add +X to a stat. Like everything in Incarnate, the cards are unique: game changing, board state altering, and completely unbelievable!
A funded Kickstarter will make it possible for our developer, Shaun, to devote his full attention to Incarnate and it will allow our solo artist, Dane, to complete all the cards and art, keeping a consistent and amazing style throughout the entire game. Our goal of $48,000 will make it possible for us to finish the game and get it out to as many people as possible. When it comes down to it, we really just want to PLAY the game, and hopefully so do you!
All backer funds are going towards bringing Incarnate to life. We already have the basics and a solid framework built, but we need your support to fund final artwork for our cards, environments and enemies in the endless dungeon and other game modes!
Risks and challenges
Any new venture has its risks and we are no exception. The good news for you is that we are all about spotting and mitigating risks. For example, in Mairead and Sham’s household the threat of accidental attack by cats is real, even whilst sleeping, and we plan our lives around this. Shaun has a Drogon in his house (yup, that Drogon), so he is well versed in avoiding death by fire. Dirk's annexation to the Chicago suburbs has softened him up beyond repair, according to his wife, and we are currently worried about how he would fare against zombies. (Mairead and Sham, on the other hand, take the threat of zombies very seriously, and even have an Apocalypse recruitment plan all setup and ready for execution. Although, if someone would launch an apocalypse cat carrier contraption project on Kickstarter, that would make us 100% invincible!) As for Dane, his art skills are in extreme demand and we constantly fear that he is sure to be poached by local police as a sketch artist.
Fortunately we have spent the past year avoiding these risks and others, focusing our energy and effort into preparations to make this game happen. Sham is especially devoted to and focused on finishing what he started with his father. So even if there is a particularly bad cat attack, this project will be finished and awesome.
Our only realistic threat is keeping the timeline. July 2015 is a very realistic and even conservative goal for the early access beta. That being said, the perfectionist in all of us wants to deliver nothing short of the best game EVER. So the hardest thing won't be getting everything in—it will be making sure that we add the 100 cool new things we have thought of AFTER the game is in people's hands! :D
We've put a year’s worth of savings and time into this project, and we’re obsessed with unlocking achievements, which we won’t get to do until this game is a go. No, seriously, we have run around entire world maps to get the 100% explored reward. Basically: you can count on us. We want to play this game as much as we want you to be able to play it.Learn about accountability on Kickstarter
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