Scorn Episode One (Canceled)
Scorn Episode One (Canceled)
An atmospheric first person horror adventure game
An atmospheric first person horror adventure game Read more
About Ebb Software, development of Scorn and the Kickstarter campaign.
About Episode 2
Backers that support us in this campaign will receive Episode 2 for free
Since we had to split Scorn in two episodes and this campaign is just for Episode One, we decided to give Episode Two for free, once it's released in a few years, to every backer that supports us now.
Scorn is an atmospheric first person horror adventure game set in a nightmarish universe of odd forms and somber tapestry. It is designed around an idea of "being thrown into the world". - world so unsettling and mysterious you won't be able to resist embarking on the journey that lies ahead. Main character is not already fleshed out hero with predetermined personality and history. You are the main character.
There is no conventional plot as we hope that every player would give their own interpretation of the events, themes and their role in this universe through exploration and interaction with the game world. The story and themes we are trying to convey get there desired effect through experience rather than exposition. Storytelling wise it is most similar to games like Metroid Prime, Dark Souls, Journey, etc.
Different features and gameplay mechanics combined together create a unique experience.
- Cohesive "lived in" world - Scorn takes place in open-ended world with different interconnected regions you can explore in a non - linear fashion. Each region is a maze-like structure with various set of rooms and paths to discover. Environment is a character in itself. Every location contains its own theme, puzzles and characters that are integral part of the setting. Open ended and interconnected level design and the sense of isolation that it brings is influenced by games like Metroid Prime, Dark Souls, Ico, etc.
- Full body awareness - Player will experience enhanced game world immersion, and will be familiar to character’s body and movement. Interaction with the world is realistic - objects are picked up with your hands (instead of just floating in mid-air), machines and instruments are operated by grabbing the controls etc.
- No HUD - There is no HUD to assist the player. Everything is implied and indicated through environmental design.
- Inventory and ammo management - is defined and limited. It plays a big role in keeping the player in even greater state of awareness throughout the whole game. Player will have to think about when to fight and when to take cover and how their actions affect the world around them.
We want to create a broad gameplay experience that is more than simple blend of all the game mechanics. Players will need to explore and adapt to the world. Same principles apply to the inhabitants of the world. They will not be just a cannon fodder for the player but breathing living entities that you can interact with in various ways. Throughout the game players will constantly be required to re-think and adapt their actions.
Scorn was originally designed with VR in mind. From the very beginning of the development we decided that we don’t want to just slap the VR headset support and be done with it. In order to have a proper VR experience, we need to properly implement some of the more advanced input devices like STEM System from Sixense. Unfortunately user base for these devices will probably be very limited so we can only consider implementing Oculus Rift with STEM as one of the stretch goals if there's enough interest.
Current priority is the release for the PC. We will consider PlayStation 4 support if and when we get close to the initial goal. We will probably make it one of the stretch goals.
To be announced
Ljubomir Peklar - Game Design, Level Design
Filip Srdic - Programming
Milan Cekic - Programming
Viktor Popovic - 3D Artist, Level Design
Bosko Vasovic - 3D Artist, Animator
Milan Tomic - 3D Artist, Animator
Josip Vrandecic - 3D Artist
Koca Kastavarac - Sound Design
Filip Acovic - Concept Artist
Denis Nigmatullin - Concept Artist
Djordje Miljenovic (Wikluh Sky) - Music
Risks and challenges
Developing video games is expensive and complex business, especially if you want to create lush and detail world as we envisioned and designed with Scorn. We have already secured partial funding from a private investor but that is nowhere near enough. Additional funding on Kickstarter will enable us to hire all the staff needed to develop first episode of Scorn without any compromise. Developing this kind of game is a huge undertaking but one that we are certain we can complete successfully and in timely manner.Learn about accountability on Kickstarter
- (40 days)