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Also, please check out the Greenlight link if you'd like to see Haven's Demise on steam:
Haven's Demise is a game about loss of hope, loss of consciousness, loss of sanity.
With Death looming, Dimi's mind is stressed and bent to a breaking point. He must squeeze scrutiny out of his enemies' dying breath, but it's never enough with Death swooping in and despoiling the protagonist before...
The funds raised by this fundraiser will go to the team as partial payment, fees to register the Bandana Studios name and grow as a business, while the rest will go towards marketing Haven's Demise.
The end goal of one play-through is to kill Death. To do this, Dimi (our dashing protagonist) must beat 5 levels, reach the Haven, and find Death. Each new level connects to the first, effectively expanding a larger map that will need to be fully utilized by the end of the play-through. The first level starts you off without a weapon, and you must make your way to it:
As shown, the camera gives direction towards one weapon, and one ability. This can be true for the other levels, but only under certain circumstances. Great, so now you've got a weapon. Time to go and kill things such as bats, worms, and butt mushrooms. The goal is to receive the required amount of scrutiny (experience points) from enemies before the timer in the top right runs out. Don't stress though; once that's accomplished, the game goes into Limbo: phase where you can relax and figure out ways to spend your remaining scrutiny (more on that in a future update). Yes, you can stack the floating orbs, but there's other ways of keeping scrutiny as well.
Good job, now you can move on to the next level! Will you bring your current weapon along with you, or start the search once again? Both ways have their advantages.
At the start of the game, a weapon is randomly generated for you. This is your main tool of destruction, and the way to extract that sweet, sweet scrutiny from enemies. Here are some of the weapons you can look forward to:
(click any of these GIFs to see the 60fps GFY)
These serve to provide an edge. Access to secret areas, health protection, scrutiny management, etc. Here are some of the abilities you can expect to see:
Shoot faster, walk faster, walk tighter, jump tighter, jump higher and shoot more bullets. Passives can do anything, especially the super passives which seriously alter the gameplay. Here's a couple of passives to give you a taste of what can happen in a playthrough:
Haven's Demise Consists of 6 different levels. 5 of these will connect together to form one big world, and then there's the Haven.
Each level has it's own rules (how the level is generated, how to traverse it, what kind of enemies you will find...), as well as switches and events that will affect the entire world.
For now, here are some visual concepts of the second and third level.
Haven's Demise will feature several layered tracks; This means that depending on the level or situation, different layers of a song will kick in. Here's a simple example where everything but the drums join in once the first level launches:
Here's a couple tracks and sound effects you can look forward to:
And there's much, much more to come.
We're working hard to make Haven's Demise a great looking game. There are no engines at work here, everything from particles to shaders is implemented from scratch.
Check out this sexy 60fps video of the recently implemented parallax scrolling:
And here are some cool enemy previews and sketches for the levels coming ahead:
Owner of Bandana Studios and programmer extraordinaire, Zachary Granger's twisted mind drives Haven's Demise to what it can, and will be. Wanting to make video games since his 5 year old self held that grape purple Nintendo 64 controller, the dream is finally realizing itself!
Favourite Game: Tie between Metal Gear Solid and Silent Hill (R.I.P. Silent Hills :c )
Incredible artist with motivation that makes me doubt he's human, Leon Avendaño constantly pushes the visual style forward. Full of fantastic Ideas, but also likes drawing sexy frogs (I don't know what that's about, I never asked him to do that).
Favourite Game: Arkham City (Excellent choice Leon, excellent choice)
Talented musician and disturbingly further ahead in life than the rest of us, Jake Hawken has been doing game audio and game music for 7 years. He's an iOS app developer, armchair philosopher, and loves to cook delicious meats.
Favourite Game: Castlevania: Symphony of the Night, or Fallout 3 (but it's totally Castlevania right, Jake?)
At the $10 tier, you get our game in all its sweet, succulent wholeness. When Haven's Demise is launched, a steam key will be generated and sent to your e-mail address.
At the $40 tier, We will offer a selection of wallpapers to pick from, and ship it to you on a 18" x 24" poster. Dimi can now keep you company and stare into your soul smiling while you sleep.
Super Passive Design
At the $75 tier, you can design a super passive for the game. Regular passives drop from enemies and modify stats already, so we'd like to see something creative! For example, the "Prescription" gives a large damage up, but forces your health down to 1 no matter what, or "Greed" which spawns regular passives for you but completely stops any other passives from spawning normally.
At the $100 tier, you... I mean... do I really need to explain this? You get to play the game before it's done. You can message us about the bugs / new features. Talk about balance and stuff. That's cool.
Your Face / Drawing
At the $150 tier, Your beautiful face / drawing of your face / drawing of someone else's face / drawing of honestly whatever you want (keep it E for everyone guys) will be featured on a boss. I don't want to reveal too much about the boss but the face will play a role on gameplay.
At the $250 tier, you can catch a glimpse of how my mind works / doesn't work. I will include written notes, OneNote paragraphs, and an unhealthy amount of paint doodles. It's like watching a deformed baby grow up at an unusually fast pace.
At the $500 tier, I will work with you to design a set of items + an enemy that fit within the game. I would really like a theme for these, creating a set of items with your personal "brand". There should also be some thought put into whether or not you want these all to interact together and how...
At the $600 tier, access to the Ableton Live project files will be granted. Splice is an excellent tool for managing audio projects, and showing them to the world. You can then smooth hip hop along about how awesome your run was : ♪ just got the tomahawk ♫ oh sh*t yeeaaah just decapitated that woooorm ♪
At the final $1000 tier, you will get a solid red bandana with our logo to wear on your forehead. This makes you one of the only two on earth to own a Bandana Studios bandana (pick this one, don't fall for his trap).
At the final $1000 tier, you will get a solid blue bandana with our logo to wear on your forehead. This makes you one of the only two on earth to own a Bandana Studios bandana (seriously pick this one, he's trying to trick you).
Risks and challenges
As with all games, there's always a chance of delay.
Haven's Demise is in a bubble of sorts, where the groundwork is all laid out, but the center is empty. In a way, that's a good thing - I know exactly where I am going, and what needs to be done in order to have a completed game. There's a chance of delay, but it wouldn't happen without a really good reason.Learn about accountability on Kickstarter
- (30 days)