Izle is a 3D procedural action-adventure RPG where your quest is to rebuild the last world of Light using terraforming powers.
Izle is a 3D procedural action-adventure RPG where your quest is to rebuild the last world of Light using terraforming powers. Read more
About this project
In Izle you build your own world. By summoning the power the gods you can create entire islands, each one procedurally generated so no two islands are the same, and each one ready for you to explore.
Izle is powered by a novel smooth-voxel engine, allowing us to generate complete environments, piece-by-piece, bit-by-bit. On one hand this gives you the creative power of building a world with just a few clicks, while on the other it enables us to wage destruction at a precise level. This way the creation of the world is at the center of the gameplay experience; you can build your world and see it flourish, but if you fail in your quests, you will see it destroyed. You are responsible for everything that happens in Izle, from its trees and waterfalls, to its survival against the Shadows.
Izle will target Steam (PC, Mac and Linux) and consoles with digital downloads (Wii U, PSN, XBLA). All platforms are pending approval by their respective owners. We're currently top 100 on Greenlight, and we have pre-agreements with Sony & Microsoft (they're giving us free dev kits thanks to our awards!)
For a deeper look into Izle, check out our first update: Izle Gameplay Details.
Unprecedented Consequences. Entire kingdoms and islands will be created or shattered based on your gameplay decisions. The world of Izle will reflect your actions in an unprecedented way. All powered by our awesome smooth voxel technology.
The Freedom of Terraforming. Acquire powers and use them to create procedurally-generated islands filled with rolling hills, daunting castles, treacherous volcanoes, underground ice caves, sprawling dungeons, and many other environments. Each one with its own quests and challenges.
A Destructible World. Every blade of grass, every tree, every hill and mountain can be destroyed. The Shadows are invading Izle and they will flood it with their forces and order them to destroy it. Life is fragile, and can be swept away. Entire islands will be shattered if it’s not defended.
Make Your Own Build. Find hidden items within your world, acquire new skills and create your own unique character build that fits your personal play style.
The Choice. Gather Shards of Light and choose between defending your world or crafting powerful artifacts. Izle is about the infinite freedom of creating your own world, and the great responsibility of protecting it.
Izle is the last world of Light. The remnant of a long ago war. A solitary island lost in the depth of space and protected merely by a luminous shell that seems only too fragile. Your world was consumed and for years you search for what could become your new home. As you take your first glimpse of Izle, your own unique story begins, as this lost paradise will become what you decide to make of it.
But the Shadows that destroyed your world are trying to invade Izle and confrontation approaches, but is that really why you’re here? Izle’s mysteries, fragmented into a thousand islands, will draw your attention from the distant stars to your own very decisions.
To rebuild Izle you will need to use your terraforming powers to call the gods of Light to your side. You will spawn multiple islands, and each time the gods will give you a new quest. If you succeed you will gain powers of creation beyond imagination and be granted a Shard of Light. This legendary artifact can then be used to either reinforce the magical shell defending your world, or to craft powerful items of Light. This choice binds your fate to Izle.
With the infinite freedom of the gods' powers, come heavy consequences and great responsibilities. If your character dies, the Shadow Invasion will intensify, and your world will progressively get destroyed. Up to a point where your islands will be completely shattered.
At any moment you can use a Shard of Light to repel the Shadows and “reset” the invasion, but you’ll also want to use these same shards to craft powerful artifacts of Light. It will be a difficult choice.
On the other hand, you can accept your world’s fate, and join the side of the Shadows. Your character will be transformed into a Shadowman, stronger and faster than your other self. But your world will keep being slowly ravaged and invaded, is that a choice you’re ready to face?
As you progress, you will unlock new terraforming powers. The final of these, and the goal of the game, will allow you to create the Dark Citadel and confront the Shadows once and for all.
When you decide to use a terraforming power, you can choose where to create the new island and how to expand Izle. This is done via the Strategic World Map. Each tile on this map can have bonuses that will modify the island created there.
- If you create a volcano island on a tile with a weapon bonus then your island will contain a chest with an epic weapon hidden somewhere
- If you create an iceberg island on a tile with a healing camp then your island will have a fountain on its surface for you to heal back up
The combination of islands and tiles will have a marked impact on how the game unfolds.
As you progress in the game, Izle will grow and your world will start to get larger (we don’t have a world size limit). This is when you will start making strategic decisions based on your Map. Some bonuses will be particularly useful and include healing camps, teleporters, vendors of unique items, extra resources for crafting, or underground caves and dungeons with powerful rewards. Most of these bonuses will be determined by the element of the island you’re terraforming, so it’s on you to make the right decision for how you want to play!
The Strategic Map will also show you where the shadows are attacking from in case of a Shadow Invasion, and will warn you which of your islands are under attack.
We've been extremely fortunate to collaborate with the awesome Clément Péres (@mindthings), a French composer who's created more than an hour of original music for Izle. His work has been absolutely outstanding; finding the exact style to illustrate our universe. Between the low polys and the richness of a breathing world, between the synthetic and the symphonic, each of his tracks integrates perfectly with the game. You can listen to some of his music here:
During the game you will acquire items (from combat, exploration, craft, etc.), and most items have an ability attached to them. You find a pair of boots that makes you jump, or that allows you to walk on lava, or that makes you sprint, and then you’re free to equip anything you want onto one of your 8 item / ability slot. You can equip multiple boots for example, or 1 boot, 1 armor and 1 weapon, there is no slot restriction. In gameplay term that essentially gives you 8 abilities that you can use.
Each item belongs to an element based on its role, and since you can only have 8 abilities equipped at any moment you have to make choices: do you go for earth items with high armor and life values? Or do you prefer wind items that give you speed and mobility? We’re giving you this huge gameplay toolbox and then it’s up to you to decide which item you go for, and which you equip depending on the situation. If you equip only items from fire you’re going to be creating a very offensive build, but then you can mix that with light or ice items to create something more balanced that give you more survivability, or specific tools against the shadows. We really want players to create their own builds, find the synergies between items, abilities and elements, and use that to have fun!
Additionally items you have equipped will level-up and gain in power over time.
Everything in Izle belongs to one element. Characters, powers, islands, items, abilities, music, statistics, enemies, and more. Each element represents a pillar that helps us balance the game, making sure we cater for a variety of gameplay and styles.
Illustrations for Izle were created by Adonia, a gifted digital painter, who's perfectly captured the spirit of Izle. Belows are some image teasers; you can find more exclusively in the artbook.
The following screenshots below are non-altered images of the current game. Note that this is only our current progress, and a lot of things are going to be even better when the game is released.
Digital Copy of Izle (Tier: Full Game) you will get Izle on every digital platform it is released, on release date (Steam, Wii U eShop, PSN, XBLA)
Write Your Own Story (Tier Alpha Scribe) Leave your mark on Izle forever! Write something to us, and we will put it in one of the books in the captain's library, available for every player to read.
The Adventure Prototype (Tier Alpha Scribe) is our very early prototype of Izle. It’s NOT Izle, and it’s an unfinished prototype, but we think you might be interested in trying it, just to see how we progressed through the years and to have a glimpse into our development process.
The Early Alpha Access (Tier Alpha Scribe) will very likely be only accessible on Windows PC. We're thinking to start this closed alpha phase around November 2015.
The Rainbow Golem and its Bird Companion (Tier Double Rainbow) is a 100% exclusive playable character that can only be obtained by backing the project in its early stage (now!). It's big, it shines, and it’s made of awesome rainbows.
The Celestial Mount (Tier Celestial Mount) is a flying mount made from hundreds of shiny stars, and is another Kickstarter exclusive. Flying around Izle with this mount gives you a sense of wonder.
Area Effect VIP (Tier The Very Important Player): This reward is extra special. Izle is our first very large project, and if it succeeds it also means that Area Effect (our studio) will stand the test of time and make more games in the future, all thanks to you. For this very reason we believe you deserve everything that we make from now on. You will have access to all our early tests, prototypes, demos, alphas, betas, events, cosmetics, and downloadable content. Basically you will be on our VIP list and receive everything for free (or at production cost if it's a physical thing). Forever. And we will be forever grateful to you for your help in this crucial time.
Name an Ancient Knight (Tier Ancient Knight) will allow you to name a statue that can be found randomly within the procedural world of Izle. These statues are part of an optional epic quest based on exploration and curiosity.
Design Your Item (Tier Artifact Forger): Send us a photo and we'll design an item around it, and together find a name/ability that fits best! It can be a photo of a family heirloom, an object that you have close to your heart, a symbol of your relationship, a fun object, something that brings you fond memories, or just something you would love to see in the game.
The Izle Physical Artbook (Tier Izle Artbook) will be created at the end of development and will be a hardcover high-quality physical print. It will group all sorts of content: high quality illustrations, screenshots, early concepts, character designs, items, icons, glyphs, design sheets, music sheets, technical notes, and anything else we think would spark your interest. And, of course, it will be signed by the team.
Design Your Island (Tier Island Designer): We honestly can't wait to hear the ideas you guys have! We don't want to set any creative limits for now, but obviously it needs to use the same procedural systems that we already have in place for the other islands. Those, however, are quite flexible so we're sure we can do some very interesting design together. We can design remotely over Skype, or directly in our Paris studio if you want to come here.
Tour of Area Effect (Tier The Dream Is Real) will obviously be more than just a tour, let’s just spend some time together and let us show you the secrets of Paris.
Izle is developed by Area Effect, an independant studio based in Paris and created in 2011 by Ubisoft veterans.
Alexis Bacot: Creator of Izle and founder of Area Effect, he's the Game & Art Director, Game Designer and Gameplay Engineer all rolled into one. He's worked for 4 years with Ubisoft Paris in the R&D department, crafting some awesome stuff with a crazy talented team. If you pledge to this campaign you will most certainly receive a few emails from him :-) (more info on his personnal website)
Dominique Voegele: Dominique is a Sound Designer and Composer with more than 15 years experience in the industry. He's worked on many AAA titles, including Assassin's Creed and Heavy Rain. He met Alexis while at Ubisoft where they worked on a Daft Punk Lumines prototype, and since then they've worked together on various projects. Their styles go very well together and it makes for a great collaboration. Dominique did more than 120 sound effects for Izle.
Reynald Bayeux: The first Area Effect full-time employee, Reynald's a Technical 3D Artist of many trades. He worked on the intial prototype, called "The Adventure", and helped define what would later become Izle. He proposed the Island concept, created the cornerstone characters, most of the items, pretty much all the early environment concepts, and much, much more. His ability to focus and adapt is truly remarkable.
Robert Heng: Robert is our main 2D/3D Artist and a true gamer at heart. You can feel his touch in many aspects of Izle, from the timeless lighthouse, to the interface, the big island illustration and most epic scenes seen in the trailer. He's a talented artist who understands the game and the style very well.
Clément Peres: Composer of all our original music. We've been working together for over a year and a half, and he's created more than an hour of original music already. His work has been outstanding and if you like what you hear, let him know!
Adonia Urian: An extremely talented 2D illustrator, Adonia created the various digital illustrations that you find here and helped us define how the world will look and feel.
Christophe Davaille: A Sound Designer, he worked with us on the latest sound effects for the terraforming, in-game cinematic, and trailer. He also created deep ambient music and sound for the different elemental islands.
Rafael Lopes: A Game Designer with experience in 2D art and e-sport streaming, he's recently joined us to design the artbook prototype, and work on the strategic map and island design.
P. McLean: The voice of the goddess of Light.
Izle started as a very ambitious idea: to make an atmospheric online action-adventure sandbox game. Along the way, we realized this would be too much for us to start with, and we scaled back down to a single player game.
Izle could be so many things, and it was designed from the ground up to be a platform, an overarching story, a sandbox for us to add to and for you to play with. Depending on the funds we get from the community, we can have more islands and environments, multiplayer (something we're really excited for), mod support and matchmaking (we're huge e-sport fans), and finally tools for the community to share smooth-voxel creations with each other.
More details about the stretch goals very soon!
To get here we've spent around $125k over 2 years, between the early prototypes and getting Izle to its current state. We've financed all that ourselves from our previous games, but now we need a little more to continue working on it for at least a year, to finish it properly. We limit our expenses by working from home, by having a small but dynamic and talented team, and by focusing on the core experience.
The more money we get from this campaign, the more time it will give us to complete Izle. As a result, if we exceed our goals, you can expect us to reschedule a few things to maximize the time we'll spend on polish and the game in general. We'll take as much time as we can to make Izle an amazing experience. For us it’s not about shipping fast, it’s about making a great game.
More than 300 people played the pre-alpha demo of Izle at the Paris Game Week last winter, and they loved it. Since then we’ve been play testing every 2 weeks or so, and we feel the game is progressing very well indeed. Everything you see in our screenshots and trailer is entirely captured real-time, in-game, from our engine, from our current build. We hope that it gives you enough confidence in the current state of the game, and we hope to open the playable alpha very soon so that you can try it yourself!
Thank you SO MUCH for making it all the way down here and for your interest in Izle! Over the years we've worked with many talented artists, and we felt honored to have them create all sorts of different art forms for Izle. By pledging to Izle you will essentially give us the ability to hire these artists again and enable them to do what they love: making 3D models, 2D art, music, sound effects, voice-overs, animations, stories, and characters… And creating huge worlds for you to lose yourself in; somewhere for you to play, where the only limit is your own imagination.
Risks and challenges
Izle is a series of very complex systems, each of which has a certain amount of unpredictability. This is why we simplified our concept to a single player game, and why we constantly play test our demo (every two weeks at least) – to serve as a proof of concept and to verify our design and engine. And this is also why we are validating all our technologies in a pre-production phase, which will not be finished until all the uncertainties are lifted.
One of our strength is that Alexis, the creator and designer of Izle is also the developer of the game. That allows us to weight every decision in term of engine complexity, development time constraints, and feasibility.
That said, and considering our current demo and state of advancement, we are very confident that we can deliver an amazing product and a very novel experience.
If you have any question about our technology, our design, or our ability to make this game, please let us know and we'll be happy to answer them.Learn about accountability on Kickstarter
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