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Monochroma is a cinematic puzzle platformer developed in Turkey. It’s a game about being a kid, growing up with a little brother that needs your help, facing obstacles, and solving unique puzzles in an industrial-alchemic world.
In the words of Orçun Nişli, the game’s creative director . . .
"Platformer games are about our childhood. Think about it for a moment. What we do in a platformer is what we used to do when we were children playing at the playground. We’re adults now and don’t need to push a box and jump over it. We never climb wooden ladders or swing on a rope. In Monochroma, I try to celebrate everyone’s childhood by setting the tutorial at a playground.It was my way of saying ‘thanks’ to all the developers that carry childhood memories within and keep the genre alive."
Monochroma has been described as Limbo meets Ico. However, Monochroma is much more than a skilled mix of two great games: It is a deeply visual, intellectual, and emotional experience. It is not a game that “barks and howls” through voiceover or cinematics. Instead, the puzzles and visuals speak for themselves. Monochroma features realistic locations, puzzles modeled with accurate physics—and a layered, grim atmosphere that will immerse you for hours.
Monochroma is the product of Nowhere Studios—a team of indie developers, artists, and musicians from Istanbul, Turkey. The game includes a bold soundtrack from the psychedelic folk band, Gevende, and handmade cut-out artworks and marketing materials from multi award-winning design studio LOV B&D .
The puzzles in Monochroma take a more realistic approach by blending in with the environment. Super-accurate physics modeling ensures that interaction (pushing/pulling objects, sliding, jumping) always feels right. More so, Monochroma tells its story without any cut-scenes, narration, or in-game text. Players learn about the environment and follow the story through carefully crafted black-white visuals with splashes of red. As a result, the story is instantly understandable by players of all nationalities – without any localization required.
The game will be released on December 2013 for Windows, Mac, and Linux. We also plan to support consoles: Ouya, Wii U, Playstation Vita, PlayStation 4 and Xbox One. We also need your vote on Steam Greenlight! Please click here to support Monochroma.
Set in an alternate universe during the 1950s, Monochroma tells the story of a boy and his brother – two kids against a massive corporation that makes all their money from building and selling robots to city dwellers. One day, the two brothers witness something truly awful, a crime hard-to-believe committed by the same corporation. Alone in the rain, they must survive six hours of devilishly clever puzzles in order to save their world from tyranny.
Monochroma’s gameplay builds upon the relationship and unspoken sacrifice between two brothers. Early on, your little brother injures his leg—so you must carry him on piggyback to continue further. You can’t run fast or jump high while carrying your brother. Furthermore, you must put your brother down temporarily in order to solve most of the puzzles—but you can only do this where it’s bright. Like most small children, he is afraid of the dark—and you can’t leave him behind. This is just one of the elements that makes Monochroma unique and engaging. Both brothers must survive for the player to win the game. However, if one dies during the process, don’t worry: Monochroma has a player-friendly, ultra-fast checkpoint system!
Monochroma’s gameplay is built primarily on physics-based puzzle solving but there is plenty of action to be found across the game’s four unique chapters; the full game will contain 60+ puzzles and a 6-hour single player campaign. In order to extend replayability, players can seek mysterious flowers hidden within each chapter.
Monochroma has four 90-minute chapters: Outskirts, Ghetto, Factory, and Zeppelin. Each chapter has its own game assets and puzzles, without cutting-and-pasting and/or repetition.
Monochroma is almost complete. Most of the hard work is done—including engine scripts, controls, physics, and the first half of the game assets and levels. Nowhere Studios is now producing the third chapter (Factory). The team is also tweaking and polishing current chapters (Outskirts and Ghetto)—and fixing bugs.
Nowhere Studios has been developing Monochroma for 18 months, with just six months to go. The game will be available December 2013 for Windows, Mac and Linux PC’s. We also plan to support Ouya, Wii U, PlayStation and Xbox.
We also need your vote on Steam Greenlight! Please click here to support Monochroma.
Nowhere Studios is a small team from Istanbul, and one of the few game development studios in Turkey.
- Burak Tezateşer – Executive Producer
- Orçun Nişli – Creative Director / Game Designer
- Metin Arıca – Lead Programmer
- Emre Serdar Akinci – Gameplay Programmer
- Erkan Ertürk – Art Director / Concept Artist
- Emek Can Özben – 3D Artist
- Erçin Gündüz – 3D Artist / Character Modeller
- Aygün Kaplan – 3D Artist / Texture Artist
- Alpan Aytekin – Sound Director
- Istvan Erdos – Character Animator
- Refik Toksoy – Office Coordinator
Monochroma’s soundtrack is actually the third album released by psychedelic folk band Gevende, a well-known Turkish band. Here is a sample from Monochroma OST:
Unique cutout artwork and animations were created by LOVB&D. Their original handmade cutouts are a perfect match for Monochroma’s unique art style.
We’re not remotely close to the heart of the game industry, investors, and publishers. More so, we have self-funded the entire project up until now. We’re indies from a galaxy far, far away :)
Monochroma grew out of our passion for games and was supported by people who believed in us. We made it this far, but we can’t get to the finish line without your support. The good news is that we’re already into the third quarter of the project and will only need a small amount to complete the game!
Play the demo today and decide if Monochroma deserves your support...
Our goal is $80,000 to finish the game. If we can successfully fund this Kickstarter campaign, the game will be released as planned.
If we can reach $120,000, we will celebrate by adding a secret level: “Flower Field.” You will be able to unlock this level if you collect all the secret flowers. Hint: There are 3 secret flowers on our demo version, did you find them?
If we can reach to $160,000, we will celebrate it by adding another secret level: “Follow the Kite”. The name of the level should give you a hint already :)
Risks and challenges
Although Monochroma is Nowhere Studios’ first major project, the risk is very low because we already have two playable, feature-complete chapters. We are still polishing the game, and we’re taking big steps each passing month. For example, dozens of GDC attendees played the game earlier this year – a full 90 minutes of content! All we have to do is to finish the remaining chapters—and tweak and polish the puzzles we’ve already designed.
Our biggest challenge is to hit 6 hours of play time and finish the game by December 2013. We are working full-time on Monochroma to make this happen!Learn about accountability on Kickstarter
- (45 days)