Now accepting PAYPAL!
WE ARE FUNDED! Yay! The studio just went crazy with joy!
It's now time to push for our first extended goal, THE COMPANION. Here's the little guy you all love and voted for.
We'd love to do more, so here's the complete list of stretch goals:
Black The Fall is a sharp, modern action game set in a post-communist industrial world. It will be available for PC, Mac and Linux. If we reach our console extended goal we also plan to release it on PS4, PS Vita, Xbox One, Wii U and OUYA.
As amnesiac Black, you explore, solve puzzles, and decide how to deal with the strange, hungry things that live in this haunting place.
Inspired by Amiga classics Flashback and Another World, Black The Fall is a 2.75D game about choice: you can use weapons and confront challenges with violence, or stay hidden from threatening marauders. It's an intriguing mix like a movie made by Tarkovski, Tarantino and Rodriguez.
Black The Fall is a game for PC, Mac and Linux. The mobile versions will be available after the PC version is released.
If you want to find more about our project or just wanna say hi, please contact us personally here.
Our intention for Black The Fall is to craft a one-of-a-kind sidescrolling action game that mixes combat with stealth and puzzle elements.
But as much as that we want to create something cool, an emotional journey through a fresh landscape in games.
Black The Fall gives you:
A paranoid world: The wheels of industry have fallen silent, an iron grip tightens. Everyone you meet is a potential enemy, an informer, a criminal.
A tailored experience: Our unique stealth & combat system fits your personal style of playing.
An unexpected challenge: Deadly riddles lay in wait for the unwary. Think twice before you act -- or shoot your way out, but every action has consequences...
2.75D: It's like a 2.5D sidescroller but the camera doesn't film you just form the side. We're using the camera cinema style. We're closing in, moving out, filming from 3 quarters, from bellow. We do all that to build a special relation between the player and his avatar. We're really ambitious about it too. We really want to give players an emotional ride.
Black The Fall gives a bleak, mysterious world you'll strive to understand, a world scarred permanently by the totalitarian “Machine”. This universe is a vast and complex place, sleepless and perilous.
Your journey begins in The Mire, a flooded forest exploited for gas and oil. The industry here is now in a state of decay, not quite abandoned but barely functioning. Unarmed and exposed to the elements, you must find your way out of this unforgiving environment.
The world has both free roaming areas, mostly deserted or abandoned, and dangerous zones that are crawling with Agents and Machines. Silent exploration mixes with fast paced action moments, but you choose the rhythm.
The Mine, for example, is a mysterious underground complex that will test your agility and your cunning. Your decisions influence the way the world reacts to you.
The Lake, a quiet place with a dark history, challenges you to keep your nerve as you commandeer a prisoner's barge and traverse treacherous waters.
The Kombinat is a huge industrial platform with it's attached workers little town. Maintaining a good reputation with the Natives that live there will ease your way through this deadly zone.
And more zones await. This is Black's dark and enigmatic world, and it'll soon be yours too.
Use the environment to your advantage. Tactics and timing allow you to pass, kill or avoid foes. Slip into the environment and use Black's deep shadows to hide from your enemies, but make sure no one sees you when you do it...
Or take a more violent route. Enemies can be eviscerated with brutal combat. Take aim carefully and choose from upgradeable weapons, but choose wisely: the loud ones inflict more damage but quickly reveal your presence. Silent takedowns are always an option when you don't want to leave a mark.
How you act changes the world
A reputation system tracks how you behave towards the NPCs. Using violence, solving puzzles or simply disappearing from view doesn't just change how you complete one level, but how the Natives behave towards you across the game. Saving one from prison or certain death will improve your reputation; betray them to save your own skin and your reputation will suffer.
The environment isn't just for hiding, and guns aren't just for killing -- but solving one problem may lead to another. Jump, slide, climb or hide to overcome obstacles, and discover how to operate the strange machines that dominate the landscape.
Secrets lie in every corner, and treasures can hide in the shadows just as well as you. Scavenge for resources you might craft and upgrade powerful weapons and special ammo.
We hope the way the game looks speaks for itself, but we're also proud of our animation system which allows for complex interactions with the environment as well as with the NPCs, which gives new depth to the game's already intense atmosphere.
Moody weather affects everyone, Machines and Natives alike. Heavy storms spring out of the blue and bring deadly lighting. No one can tame the weather, but the best players will learn to use it to their advantage...
They seem to be human in most ways, just like any of us. Here, we draw parallels with communism: The Natives are animated by suspicion, fear, uncertainty. Everyone is a potential enemy, an informer, a criminal.
The Natives populate the world, and the way they behave is crucial to the game. Each Native has his own place and behavior and interacts in their own specific way. There are five classes:
Workers are the busy ants that keep the industry going, and execute specific tasks like maintenance and resource gathering.
Intellectuals are hunted by the Machines. That means that usually they hide from view but occasionally some take the stage, praising the system.
Children can be seen playing all over the world, as children do, safe or otherwise. Black will come to know them better when he travels through the City of the Lost Children.
Beggars live outdoors on the mercy of others. Sticking to you like glue, they will plead for anything, and in turn that will attract unwanted attention.
Critters are the dogs, rats and crows. You find them all over the place, like it or not. Dogs and rats work in packs and they may accompany humans.
No one remembers when the Machine took over. There was a time when Machines coexisted peacefully with humans, that much is certain, but the moment they seized power and took control of the system is lost to The Natives.
These days, Machines ARE the system. Oppressive and hostile towards humans, their role is to ensure absolute control over everything that lives.
The Agents are Natives who work for the system as the first line of control over the population. They will not hesitate to use violence against their peers. Just test them.
The Drones can be found near machines strongholds acting as mining drones, transporters, security enforcers.
The Sentinels, the soldiers of the system, are always alert. They can fly, crawl and even dig to get to their target.
The Junkers are abandoned drones that somehow survive on the fringes of the system. They obey no one and they are often hostile towards humans.
And the White Whale...
The White Whale is the brain of the Machines. This is where it all originated, from where everything is controlled. This is where the story begins and where it ends. And this is what's hunting you.
* USD currency conversions are approximate only and may vary
The Black BOX - choose one of two design options.
The SUPER COLLECTOR tier will also receive one BOX.
The BOX contains:
- the cool 3D print of Black – 5.9 inches (15 cm tall)
- the DVD of the game with a retro design (signed)
- a booklet with concept art and game instructions
- all six postcards signed by our team
Become an OUTLAW. You will be in our game on one of our "wanted" pannels. Just send us the picture.
Fashionable T-Shirt design on white cotton that features The Sentinel.
Fashionable T-Shirt design on red cotton that features The Drones.
A signed, hand drawing in charcoal. It pictures our dear Proletar, in a neo-expressionist manner. It's available for all pledges starting from £20.
Postcards inspired the our game's world most sought after places.
One of a kind mobile pouch design featuring the game's characters.
One of a kind 3D statue of Black. It's 5.9 inches (15 cm) tall.
Black's 19th century belt is made form the toughest leather, it's 8 cm - 3.14 inches wide and it has a massive iron buckle.
We have listened to what you have said and introduced the first of the add-ons:
- Additional digital copy for a mobile platform (iOS, Android, Windows Phone) of your choosing: Add £4 ($6 USD*)
- Additional copy of the original soundtrak: Add £5 ($8 USD*)
- Additional digital copy of the game for PC, Mac or Linux Add £10 ($16 USD*)
- One additional physical postcard signed by the core dev team, in the real world. Add £10 ($16 USD*) (shipping included)
- One additional signed A4 engravings of Black The Fall (manually printed). You can choose from 3 available. Add £15 ($24 USD*)(shipping included)
- One additional engraved leather mobile pouch custom made for your mobile phone. You can choose from 3 available models. Add £18 ($29 USD*) (shipping included)
- One additional booklet with concept art and game instructions for Black The Fall. Add £20 ($32 USD*) (shipping included)
- One additional Back The Fall T-Shirt. Add £27 ($45 USD*) (shipping included)
- One additional uber cool 3D print of Black – 5.9 inches tall. Add £57 ($92 USD*) (shipping included)
When checking out, add the following amounts manually to your total pledge. If you've already backed us, go to "Manage Pledge" and add the appropriate amount (or more) to your total. Keep your original pledge tier the same. After the Kickstarter is over, we will contact you and you can specify your desired add-ons.
We are a small
team and we need all the help we can get. Collective was a great way
to test our project before taking it to crowdfunding. We were very
happy to see that our game was well received and was voted by the
Square Enix community.
Square Enix is not giving us any financial aid. They help us by providing feedback and reach out to our players. It's a great way for us, a small team with no marketing budget, to let you know about this project we're so passionate about. Square Enix does not take any rights to our game’s IP, and while we do give them a small percentage of funds raised in exchange for their help in driving awareness, we are not tied to working with them beyond this campaign if we choose not to.
We've been supported so well by the community so far, and Kickstarter is the perfect fit for us. The game is already months into production but we're far from finish. We already have a working, playable prototype that has been very well received by the community. Square Enix Collective, Steam Greenlight and Early Access have shown that Black The Fall has great potential.
We're now going through a process of upgrading and improving many of the early systems. We'll use the funding for much needed programming, art, music and sound to achieve the level of polish and quality we great desire.
We want to make the game better, cooler, larger than life. We know we'll find the backers ready to experience an atmospheric, emotional game. Your feedback and input can make Black The Fall the best game it can be. We're passionate developers and we want to find passionate players, too.
If Black The Fall is the game for you, please be a part of this awesome project. And don't forget to spread the word.
Sand Sailor Studio's core team has 4 passionate and dedicated members. For the extra work we have a couple of crazy and dear friends helping out.
We love games and a lot of other stuff. It's best described bellow.
Black The Fall is our dream game and we're determined to making it happen.
The design is almost complete and the game already has a solid, playable prototype. The trial phases we went through, Square Enix Collective, Steam Greenlight and now Early Access have shown that Black has huge potential.
No doubt, this is an ambitious project, as all dream projects should be. Our team, although small, has a great deal of experience making games. So unless Earth is taken over by aliens or mad, giant iguanas we're confident that we can overcome any challenges and that we'll deliver the game in a timely manner.