Steamroll: a steampunk puzzle and strategy game
Steamroll: a steampunk puzzle and strategy game
Steamroll is a puzzle and strategy game about solving puzzles by designing and shooting steamballs from your steampunk vehicle.
Steamroll is a puzzle and strategy game about solving puzzles by designing and shooting steamballs from your steampunk vehicle. Read more
About this project
Watch the project video in HD here!
Steamroll is a puzzle and strategy game with a touch of arcade action and adventure. We like to say it takes elements from Portal, from the classic Marble Madness and from minigolf games. It creates a steam-punk atmosphere where you will have to solve puzzles by designing and shooting Steamballs from your vehicle to create ramps, walls, activate triggers, blow things away, and more. Steamroll is being developed using Unreal Engine 4 for Windows, Linux and Mac, and we plan to complete it this September. We are also targetting the current generation Playstation and XBox consoles.
We have been developing this game independently since september 2014 and we are at a playable stage with some fun levels and mechanics already working. We need to complete the artwork, code optimisations, new mechanics and add more levels before we think it is ready for all of you to play it!
In Steamroll you, as an engineer, take control of the Scarabeus, the greatest new steam-fuelled vehicle invention which allows you to move rolling around the world and deploy it in some spots to shoot smaller Steamballs to interact with the world.
From the deployed vehicle you will be able to plan your next move with some hints showing you the expected result.
One of the most important things in Steamroll is its unique 3D controls, that display your game stats and allow you to configure the Steamballs. Below you can see the Base Status indicator that shows the remaining steam pressure and the damage recieved.
The next part of the UI appears only when the Scarabeus is deployed in a spot and it's used to set up your Steamballs with the items you need. For advance designs with multiple items, you can choose the activation type for every item.
These are some of the items you can mount on the Steamballs you shoot from your base.
The wall is a simple portable wall that will deploy and expand allowing your next Steamballs to reach parts of the world that were inaccessible before.
The portable ramp can deploy against flat walls and will let you and your other Steamballs climb to higher places.
The bomb is the dangerous one, and will destroy obstacles, walls, ramps or even yourself if you are not careful enough!
These items can be activated in many different ways and combined to solve complex problems while optimising the resources you use. More types of items can be found as you progress thorugh the levels in every campaign.
We are a small team working together since some years ago. We have experince developing games and technology adding up over 15 years of games industry experience in total.
During the development of this project we have also received support from Saul Serrano, David Auladell and Sílvia Quera, who have contributed to Steamroll as part of their studies in game development.
We have focused our development so far on proving the game mechanics and building some interesting levels to validate the gameplay.
Our initial focus is towards the puzzle game mechanics, but we want to add more arcade and strategy elements, and even experiment with multiplayer modes if the development time allows it.
The money from the Kickstarter campaign will go mostly to development (programming and art creation). We also have to account for the transaction costs of the campaign and the Unreal Engine royalties.
We use a lot of open source software like Blender or Gimp and our project wouldn't have been possible without it so we plan to contribute 5% of the donations back to these tools or the Free Software Foundation when possible.
The core budget for the Kickstarter project would allow us to extend the development some more months and complete the basic game. But any extra budget will make the project grow even more!
If there is any, the initial additional budget will go towards adding more levels, new item mechanics and 2 new visual and audio environments: the "Greenhouse" and the "Guerrilla". Both are at concept stage and we would love to be able to develop them.
We have additional plans in case we went further than that, but we don't dare to disclose them yet. Help us by spreading the word and share this project and we will open them if we get close!
We want most of the pledged funds to be use in the project development, but we also want to reward our supporters for believing in us. These are the humble rewards we have prepared for you:
ATTENTION! Final designs of rewards might look cooler than the preview
- Fast Steam: Downloadable final edition of the game for Win/Mac/Linux when it's published, but with a lower price for early birds! Limited to 200 backers.
- You Rock: Downloadable final edition of the game for Win/Mac/Linux when it's published.
- ... And Roll! Downloadable final edition of the game for Win/Mac/Linux, the downloadable digital soundtrack and the downloadable Steamroll digital artbook. We'll also send you a Steamroll Postcard with a personal thank you note.
- Young Engineer: All the previous rewards plus early access to the game during its development so that you can provide your feedback. We'll also name you in the special thanks section of the credits.
- Junior Engineer: All the previous rewards plus an exclusive Steamroll t-shirt and a steamroll-themed pinback pack.
- Senior Engineer: All the previous rewards plus a printed Steamroll poster signed by the development team. For collectors!
- Profesor Nikola: All the previous rewards and the opportunity to work with us in the design of your own level that we will include in the final game. We'll explain you the rules and iterate over your design by e-mail and chat until it is fully implemented, fun and ready for the other players. Only for 10 backers!
Master of Steam: All the rewards up to Senior Engineer and our thanks and your logo appears in an intro screen when the game starts. Only for 4 backers!
Music by: Albert Munné
Mixed and mastered at: 44.1 Estudi de gravació
Since the first project meeting we wanted to represent the SteamRoll emotional content with spectant and dynamic music. After a few audio meetings we had a good idea of what we wanted and how could it interact with the gamer. Talking about the first campaign scenarios and the steampunk environment which was beeing created, we decided to take a stylistic way half between acoustic and electronic music. The steampunk world where the action is developed required a dark harmony and sound, so I started creating some loops and variations. What worked better where the atmospheric and rythmic versions. We also wanted to create a good relationship between the gamer’s attention and music, so the melodic versions finally were not used.
This an example montage for the gameplay music:
This is an example ambient background audio:
That’s why we created some parts starting with dark atmospheres and bass lines with Virus Ti. A harp line introduced a sweet texture to the synth with a XIXth century taste. The next variations were thought as a higher emotional level, so we included a major instrumental density, including drums, electric guitars, bass, sub bass, synth leads, pads or piano. This parts were thought to appear progressiveley while getting the different puzzle levels. By now we have created the first campaign’s music, but we’ll need some more! We are also thinking about working with orquestal and electronic music soon, it would be so nice!
Take a look at the game trailer without us interrupting all the time!
Risks and challenges
Games are like a russian roulette. It's success or failure is sometimes a seemingly-random but always-mysterious thing. This is the biggest risk we see: that you don't like the game! That's why we want to work close to the community to get feedback during the development and make Steamroll a fun and challenging experience.
On the development side, the main risks we face is time. With time we can overcome any technical challenge, with time we can create more artwork and more levels.
The technical side is pretty well-handled by Unreal Engine, and their model of only getting paid if we succeed is ideal for our project.
We have a pretty solid art pipeline with Blender and we have a clear concept image of the remaining work to do. We may need to get reinforcements to meet the deadline, but we already know who we are going to call for that.
We can afford some more months of development but we want to be able to add all the ideas we have accumulated during the initial stages.
Finally we also rely on the community support to access the distribution channels like Steam Greenlight and others. The solution to this risk... is you!Learn about accountability on Kickstarter
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