K’NOSSOS is a classical science fiction point-and-click adventure game which follows the story of a lone passenger aboard a huge interstellar colonization ship traveling the unknown reaches of the cosmos, and the things he uncovers on his journey.
This dark sci fi adventure game lets you explore an alien and foreboding universe, taking the player on a journey across a vast and unknown solar system down to the surface of a sunken planet. The endless oceans of this world hide in their depths an enigmatic metropolis without people, an ancient city which at its heart keeps a terrible secret – a secret which will turn your perception of this story on its head. The dark finale will pit the player against a bizarre and unfathomable force, an eerie presence which lurked in the dark the entire time.
K’NOSSOS is a project which is very close to the hearts of the team who are working on its development. The seed funding for the game has not come from any investors or publishers, but out of the dedication and hard work of all the people involved with Svarun Entertainment group. We have got to the stage where to fully realize our dream we need a level of funding to assist us, in delivering the game which we can clearly see through the prism of our mind’s eye.
To share our vision with you, our backers and future players, we have prepared a fully completed Prologue of the final game in English which you are free to download via this direct link. The release trailer for the Prologue is available on YouTube.
You may download K'NOSSOS Press Kit via following link: https://drive.google.com/open?id=0B9YkFAaql848WGhBTG96R0dVU3M
K'NOSSOS Trailer may be downloaded from following link: https://drive.google.com/open?id=0B9YkFAaql848S21mX0t5TEtKOEU
Following the trajectory set by navigators at its port of origin, a huge interstellar colonization ship has approached the outer reaches of a vast debris cloud set at the outskirts of an unknown solar system. With maneuverability impeded by its construction and dimensions, the ship relied on the reinforced hull to take the brunt of the impact. This confidence was ill-placed, however, and the structural integrity of the vessel has been severely compromised.
You take up a role of the lone passenger aboard who has been awakened from cryo-sleep to address the damage. Following the repairs made across the vast interior of the vessel, the passenger learns that it was almost in vain as the collision with the asteroid has rendered the vital power systems all but useless.
By directing the ship’s long-range scanners towards the star of the system, the man succeeds in locating a faint power signature radiating from the surface of the second planet from the sun. With hopes of finding the replacement power cores on a distant and unknown world, the lone passenger directs the vessel towards the star and returns to cryo sleep once again. Seventeen years later, the giant spacecraft approaches the dying star.
Protagonist of K’NOSSOS is a lonely man gliding through the infinite darkness of the vast cosmos, destined for either glory or disaster as he mans the automated Extrasolar Long-Reach Exploration and Colonization Vessel #074 searching for an inhabitable planet as means of aleviating their homeworld’s population crisis. Who exactly is this man? What is the city we see him in during the short episode portraying his seemingly idyllic family life? What was his motivation for applying for a mission which would prevent him from seeing his loved ones ever again? As much as the game world itself, the protagonist himself is a mystery, an enigma hard on the surface, reluctant to give away its secrets easily...
A distinguishing feature of K’NOSSOS is the utility Orb that hovers along as player character explores the game world. The Orb is a non-sentient and silent companion providing four functions for the player to use while solving problems: heating things up, melting metals and other materials, cutting anything that can be cut, and finally welding two or several items together into a single object. As pretty much anything in our story, the simple Orb is not at all what it seems and it is up to the player to reveal the true nature of this advanced handyman’s fantasy.
In its essence K’NOSSOS is a progeny of ideas expressed during the golden age of adventure game genre, with gameplay reminiscent of such classic point-and-click titles as Beneath the Steel Sky, Chronomaster, Primordia and The Dig. The game puts equal emphasis on characterization, atmosphere and storytelling on the one hand, and problem solving and challenging puzzles on the other.
We took great care to make sure our puzzles are seamlessly integrated into the narrative as to avoid the sense of artificial barriers put up solely to hamper the player’s progress. Most of all, we aim at building an aura of uneasiness and low-intensity dread that comes from being stranded in an alien place without being sure exactly what to do or how to digest all the weird sights and sounds that surround you. The art direction we have chosen is designed to fulfil that very purpose.
Mechanics-wise K'NOSSOS plays like most of the classic games of the genre. PC, viewed from 3rd person, traverses the locations presented in side-view.
Using a classic third person interface, the player is able to interact with the world through a player character (PC) avatar. Left mouse click is used for moving and interacting with devices, objects and characters and the right mouse click is used for examining anything in the game world further.
To make progress on his/her quest, the player will operate numerous devices collect usable items and apply them on objects in game world or inventory scour the vast locales of spaceships, orbital platforms, surface structures and the titular city submerged in planetary ocean engage in dialogue with machines and living creatures as well as solve diverse puzzles whose difficulty ranges from simple to challenging - but fair!
Even though we mostly work online we try to meet up as often as possible and keep those creative juices flowing in real life as well. This is how it was during one of our serious meetings held in Weatherspoon's in Manchester:
First of all, a big "THANK YOU!" to all the guys in game journalism and press - without you, us indies would be like a whale stranded on a beach. That said, check out some of the impressions K'NOSSOS Prologue left on people who tried it out and wrote about it...
Please take a look at the rewards and options we offer below.
We are confident that there is something for everyone there.
Our main goal for making our dream possible is 8000 GBP. But this is not the end. We have a lot of ideas how to improve K'NOSSOS to deliver a much deeper experience. We would love to do more graphical improvements, full voice over, add more languages, additional platforms and much, much more.
As to how exactly we would spend the funds entrusted by you, here is a graphical breakdown of the allocation of funds:
Risks and challenges
There is a well-known saying in the world of software development, and that is: “Anything is possible, if you have enough time and enough money.” People usually focus on the first part of the statement and forget the second, but that’s where all the problems sit.
Our project faces the same challenges, and investors suffer from the same risks as pretty much every software project on Kickstarter, and that is the translation from our dream to the reality of a software delivery which you, the player, can enjoy. In truth, we consider ourselves to be in a very strong position to mitigate these risks due to the following factors.
Collectively we have many years of experience in delivering complex software products and other related assets to significant commercial customers. Through our rigorous planning and fanatical devotion to the avoidance of scope creep we have managed to flesh out a secure development path, and thus a very firm framework surrounding those things we can control.
However, there is certainly a question of how are we going to respond to those things we cannot control. The first thing to state is that we have deliberately structured our project in such a fashion as to minimize the impact of events we cannot control. This approach has been born out of necessity, as the seed funding for the project has come from the individual team members who have been working on a pro-bono basis. This means that, irrespective of almost any event, we are confident that we have full capacity to pull the project back on track relying solely on the strengths and assets we possess in house at all times.
What happens after the project has been funded, provided that it does of course? Are we going to fall into the trap and allow our ambitions to soar so that we end up harboring the thought of releasing a title with AAA production values? As creative, but serious and realistic people, we are well aware that this would lead us into a downward spiral and in the end bring the whole project to ruin. We have great ideas for many more games to come – we wish to fund and finish K’NOSSOS, release it for the world to enjoy and then move on to our next project, another instance of fruitful collaboration between us, the developers, and you, our wonderful players.
As far as our stretch goals are concerned, in case we do get sufficient funding to carry any of those out, then each of these goals is closely costed and risk assessed and will not impact adversely on the production schedule.
To conclude, so far we have put absolute faith into the commitment of the principals to seeing the project completed, and for this very reason we have something to show for it a bit over a year since we’ve started our work. Funding will make the dev process easier for us and will bring us to the finish line much earlier than it would happen should we rely on our private resources alone. Challenges are and will be numerous and we will gladly tackle them; risks – we will approach with caution but in the end emerge victorious. We see the backing you provide as material manifestation of trust put into our effort and it would take hell freezing over before we put any of that in jeopardy.Learn about accountability on Kickstarter
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