About this project
For the first time since 1989, you have the opportunity to help bring a Friday the 13th video game to life! Stalk camp counselors across Crystal Lake as Jason Voorhees, or assume the role of a helpless camper and attempt to survive the night. Come be a part of this incredible moment in video game and horror history! We definitely can't do it without you.
Behind the Scenes Interviews
What is Friday the 13th: The Game?
Friday the 13th: The Game is a third-person, asymmetrical multiplayer title where one player controls Jason Voorhees while the remaining seven control camp counselors trying to survive the night.That's right...1v7 multiplayer set in the semi-open world of Camp Crystal Lake! It's a classic horror fan's dream, no shaky cam, no found footage. We want you to know we're revitalizing the golden era of slashers, and putting you at the controls of each horrific, blood-splattered moment.
Friday the 13th is the definition of horror to the millions of fans around the world. A masked killer going after the young and vulnerable; it grabs our attention, it frightens us, and yet we all come back for more. Friday the 13th: The Game will give you the feeling of horror and dread that you expect from Jason Voorhees. This will be the ultimate asymmetrical horror experience unlike anything you’ve seen - a title we’re proud to introduce that is worthy of the name ‘Friday the 13th’.
What happened to Summer Camp?
We were already building Slasher Vol.1: Summer Camp, and we've been creating and testing an internal prototype for some time now. You may recall that we announced Summer Camp last Fall via IGN. Soon after, Sean Cunningham personally reached out to us behind the scenes. That’s when things got awesome.
Sean came to us in early 2015, but we quickly discovered these weren’t the normal business conversations you would have when you try to secure a license as important as Friday the 13th. It was totally different. It was a conversation built on mutual admiration and respect for what each had created. Sean immediately noticed the passion we had for Friday the 13th, and after several incredible meetings over the next few months, we decided to upgrade our plans for Summer Camp and embrace the Friday the 13th video game license. After several incredible meetings over the next few months, Sean surprised us by offering the Friday the 13th video game license. It was literally a dream come true for a group of lifelong fans. He knew he could trust us with the most coveted horror IP ever, and we plan to make good on that promise to both him and you, the millions of loyal Friday the 13th fans around the world.
Why use Kickstarter?
The great news is that we’re not starting from scratch! We have already invested a lot, both financially and emotionally, into Slasher Vol. 1: Summer Camp. This isn’t a request to put money towards an idea or vertical slice, but when we got the rights to Friday the 13th we knew we had to make the game better, with more features and content that complements the franchise. To put it bluntly, we wanted this game to be every bit as big as the franchise on which it is based.
We love the Friday the 13th franchise. Seriously, we love slashers through and through, and we know that horror fans can sense when something is phoned in without the care and attention to detail the genre deserves. We know this because we are fans. Friday the 13th was the biggest inspiration for Summer Camp so we were understandably thrilled beyond belief to have the opportunity to make an official Friday the 13th game. To do this right we had to change our original approach to take full advantage of a license that allows us to do something bigger, more focused, and better. That change is why we’re here. We need the extra support to do this correctly. For you, the fans.
Why not partner with a publisher?
Great question. We love working with publishers, most of them are great companies to work alongside. Fans of the “Friday the 13th” film series know that when it comes to Jason Voorhees, violence, gore and nudity aren’t just concepts to consider – they’re necessities. Collectively, we wanted to make certain that this game delivers the same kind of fun, brutal scares and creative kills that the franchise is known for and didn’t want to risk having to tell our story with a “T” for Teen rating. We don’t want that. You don’t want that.
We’re not interested in compromising what made the film franchise so popular. We’re interested in building precisely what we, as fans, want. The ultimate Friday the 13th experience. Blood, guts, gore, brutal kills, and more. You want an experience true to the films, and so do we. It’s about creative control and delivering the best game we can. We want to share that control, with you, not a publisher.
I can be Jason Voorhees, right?
You get to play as Jason. Let’s say that again. YOU GET TO PLAY AS JASON! You get to stalk camp counselors in Camp Crystal Lake and brutally kill in new and inventive ways (as well as some that will seem all too familiar). Grab a counselor in a choke hold, pick them up off the ground, and smash their face into a tree. Repeatedly. Or how about lifting a counselor up above your head as they kick and scream, holding them aloft long enough to walk near a rack of farm spikes to slam your victim down upon them? Yes, you get to do that because that’s what Jason does. He’s an unflinching, brutal killing force; the ultimate predator, and for the first time ever YOU control this horror icon.
We didn’t stop there. We added Kane Hodder to our team last Fall and with the license we’re happy to report that Kane will be returning to the iconic character for the first time in 14 years. Kane will be doing all the motion capture as well as directing his team of stunt men to help us capture the most brutal animations possible – professionals that can take the physical abuse that Kane will put them through. Once again, it HAS to be done right. No exceptions. That’s part of why we need your help.
Friday the 13th: The Video Game is focused mainly on the Jason vs Counselor scenarios that have been the staple of the series since the beginning; you will be playing as Jason or a camp counselor in Camp Crystal Lake. The multiplayer component to the game will pit one player as Jason against up to seven people as counselors. We’ve dedicated an incredible amount of time to balancing out counselor vs. Jason scenarios to ensure fans are every bit as excited by the possibility of slaying jocks, nerds, and cheerleaders as Jason Voorhees, while simultaneously giving you that sense of challenge and fear from being a counselor.
One of our major goals is overcoming the stigma that some players have about asymmetrical multiplayer games. We know the worst feeling in the world of multiplayer gaming is believing you are ‘stuck’ and ‘without hope’. Horror in general, but specifically Friday the 13th, lends itself well to this style of game. The premise plus our game design consideration will overcome this dilemma and we can prove that asymmetrical multiplayer can work, be balanced, fun and frightening as hell.
While Jason can be an immensely daunting, seemingly unstoppable force, he is able to be brought down with an ‘epic’ win condition. It’ll be difficult, require some teamwork, and perhaps a bit of ingenuity, but we’ll be giving you the tools and opportunities to realize the biggest win in horror gaming. That sense of relief at the end, knowing you stopped the biggest and baddest killer in the world is not something to take lightly… We hope that this becomes a proud gaming moment for everyone that achieves it, one worth sharing and boasting to the world about. Lest you be worried… Jason will always come back for more!
- Play as Jason Voorhees - The game you’ve been waiting for; you’ll be stalking the shadows and picking off each and every counselor as the most feared name in horror, Jason Voorhees! Jason will be brought to life in the game and you make the decision of how to go about setting up and performing each kill! We’ll be giving you a slew of abilities to terrify, harass and then brutally dispatch those opposing you.
- Counselors: Fight or Flight - Jason is deadly, but he can be stopped! The movie does have to end, right? You and your fellow counselors will have a multitude of ways to escape from Jason while in Camp Crystal Lake. Not satisfied with simply running? You’ll have the opportunity to try and take Jason out. Be warned, Jason won’t go down easy, and nothing is a sure thing.
- Make Your Own Horror - Camp Crystal Lake, Jason Voorhees and a lot of horny teenagers makes for a lot of good stories. We’re going to be implementing a ‘Movie Trailer’ system that plays at the end of the match. This dynamic trailer will highlight the best moments of every game, in the style of the original 1980’s trailers! Each and every time you play Friday the 13th, you’ll be creating your own little movie. Beyond that, we plan to allow you to share your best trailers. Want to show Jason killing in dark, grisly, or even hilarious ways? Do it! Want to try to emulate the trailers from the original 80’s films? Give it a go. We’re eagerly anticipating some really gnarly cuts from the community’s trailers!
- Fear System - Jason Voorhees strikes fear into every single person he comes across, and while many bravely attempt to take him on, most fail. The fear of never knowing where Jason is at any given time is powerful, and counselors will have to do everything they can to mitigate that fear while playing. Get too struck with fear and you’ll start to question what’s real and what isn’t.
- Progression - Friday the 13th is a long-running franchise, one with a whole cast of characters. Players will get a unified progression system to unlock multiple Jason character models from the classic films, as well as additional Camp Counselors with their own unique stats and traits.These are just a few of our unlocks and only scratches the surface of what we have planned to engage players over the lifetime of Friday the 13th: The Game. Remember, creative gameplay from both counselors and Jason will result in bigger and better rewards!
- The Return of Tommy Jarvis - One of our biggest goals is to bring back Tommy Jarvis as a guide for you, the player. With a stretch goal, we hope to give you a fully 3D environment where you can access stories about Jason, view your progress and even collect bits and pieces from Camp Crystal Lake for use with Tommy Jarvis. Do enough for him, and a special surprise will await you!
That really depends on where this Kickstarter campaign takes us. Summer Camp was originally conceived as a multiplayer title only, and thus was budgeted as such. It was only after taking on Friday the 13th that we really started to dream up plans to bring Jason to life in ways that everyone has wanted to experience (but no one has been able to create to date).
To that end, the proposed single player portion will give you the Jason experience you’ve never had; direct through his eyes. We’ll be offering several ‘scenarios’ based off classic movie scenes from the franchise as you stalk and kill each and every counselor from a first person perspective. Not to leave the counselors out, we’ll be adding several counselor scenarios where you’ll have to confront your fears and take on Jason directly, especially in compromising situations! We are not going for anything less than a Mature Rating on this; the franchise deserves it! These scenarios might also make their way to VR, and would bring an entirely new perspective to the slasher genre!
#Unleash Jason! Help us bring him back!
We’re proud to announce that Friday the 13th: The Game, and Jason Voorhees's return to video games, is fueled by none other than the amazing Unreal Engine 4 from Epic Games!
STRETCH GOALS FULLY REVEALED!!
We have handpicked the most legendary members of the Friday the 13th Franchise and are excited beyond belief to announce that the following Horror Legends will be heavily involved in Friday the 13th: The Game.
Sean S. Cunningham
One of today’s most successful and versatile filmmakers, Sean S. Cunningham has created his personal brand in the Horror genre. In 1971 he produced the original Wes Craven cult classic The Last House on the Left. Cunningham went on to direct and produce the seminal horror film Friday the 13th, creating the iconic villain Jason Voorhees. This enormously successful franchise spawned twelve sequels with a thirteenth scheduled for next year.
Cunningham’s films include Friday the 13th (original & remake), Last House on the Left (original & remake), House & House II, Jason Goes To Hell: The Final Friday, Deepstar Six, The New Kids, Jason X and The Horror Show.
Cunningham is in pre-production for the Friday the 13th TV Series and two independent web-series.
Tom Savini - Executive Producer and Cinematography
An actor and award-winning special makeup effects icon. Worked on movies such as Dawn of the Dead, Day of the Dead, Creepshow, Friday the 13th (parts I and IV), Maniac, The Burning, and The Texas Chainsaw Massacre 2.Tom will help mastermind the kills and brutality found in Friday the 13th: The Game, along with providing overall horror philosophy.
Kane Hodder - The Killer Himself, Jason Voorhees, and Mo-Cap/Stunt Coordinator.
From playing Jason Voorhees in four of the Friday the 13th films (7,8,9,10) to his latest role as Victor Crowley in the Hatchet series, Kane Hodder has been killing people on film for decades. Hodder, a professional stuntman, stunt coordinator and actor has appeared in over a hundred films and television shows in his thirty year career.
Harry Manfredini - Composer and Audio Designer
Film composer with 148 film credits. Was responsible for original Friday the 13th score and soundtrack, as well as eight other films in the series. Also composed the soundtrack for iconic films like Swamp Thing, House 1 & 2, The Hills Have Eyes 2, and countless others.
We’re game designers, directors, producers and publishers. We work on projects we are passionate about and we work with the right people on the right project to give you something amazing. Our previous title, Breach & Clear, has moved over 1M units for iOS, Android and Steam. We’re a creative team able to deliver games that we, and everyone else, wants to play. For more information check out - www.fearthegun.com
Wes Keltner - Co-Creator & Designer
Working with companies like EA, Activision, Eidos, and more, Wes brings over 10 years of industry experience to the team. Upon founding Gun, Wes designed Breach & Clear, a multi-platform, military strategy title with over 1.5M players, as well as the followup B&C: Deadline. Wes is very much a minimalist in his design approach, both in visual design and game theory. A lot of this stems from his past work with Ford Motor Company, American Apparel and Samsung, where he learned the craft of branding powerful narratives that engage wide audiences. Friday the 13th: The Game is a dream game for Wes, as he and other co-creator, Ronnie Hobbs, have dreamed of this game for years. He is a massive fan of 80's horror and all things VHS. This passion is what drives the visual style of Friday the 13th: The Game.
Ronnie Hobbs - Co-Creator and Designer
Previously co-designed Breach & Clear, and consulted on major AAA titles for numerous publishers, including EA, Activision, Microsoft, Bethesda, and Sega. He also spent several years in the industry as a games journalist. His strengths are game theory, game production and all things horror.
Randy Greenback - Executive Director
Randy brings over 21 years of industry experience, most of that on AAA titles from companies like Westwood Studios, EA, Red Storm/Ubisoft, & Insomniac Games. He has worked on huge franchises like Rainbow Six, Ghost Recon, America’s Army, Ratchet & Clank, Command & Conquer and many more. Most recently he was the Executive Producer on Breach & Clear: Deadline. Ever-fascinated, tinkering with, and pitching designs for asymmetrical multiplayer games since the late 90's, the opportunity to realize one has now come with Friday the 13th: The Game.
Ben Strauss - Community Lead and Junior Producer
Working as Community Manager for all of Gun Media’s titles, including Friday the 13th: The Game, Ben is also a Jr. Producer at Gun aiding in the writing of the Breach & Clear franchise and other unannounced titles. Ben previously worked with GamesIndustry.biz as a daily contributor for three years and helped Namco Bandai with community coordination of Ace Combat: Assault Horizon.
IllFonic was founded in 2007 by musician Raphael Saadiq, engineer Chuck Brungardt, and game designer Kedhrin Gonzalez. IllFonic is committed to delivering AAA games to consoles and PC. IllFonic utilizes many avenues in pop culture to cross brand its products in film, television, sports, music, and clothing. IllFonic has built a team of artists, developers, producers, and musicians that believe providing fun game-play means conveying the highest level of visual awe, an immersive environment and a sick soundtrack. For more information head over to www.illfonic.com
Kedhrin is a horror fanatic and obsesses with survival horror game design. Starting IllFonic with Charles Brungardt, Kedhrin has always brought his more aggressive and darker sensibilities to the projects IllFonic creates. Being the studios Creative Director, Kedhrin maintains constant communication with both internal and external teams to make sure the vision of the project is captured and delivered with the highest quality. Before IllFonic, Kedhrin has a long history of working with other teams and MODs since 1997. Being both a designer and artist, he has constant hands in the experience of the final product. Kedhrin believes in the core values that makes horror games powerful – immersion, fear and the anxiety fueled adrenaline rush.
Charles brings 8 years of experience running IllFonic to the table from business development to working closely with IllFonic’s Tech Director and Lead Producer to help maintain the vision of the creative and design leaders throughout development. Charles has led IllFonic in bringing Nexuiz to market with THQ for the Xbox 360 and PC platforms. In addition leading business development on various work for hire projects such as Armored Warfare, Star Citizen, Evolve, Sonic Boom,Crysis 3, AMD’s 2013 Ruby “Next-Gen” tech demo, and an unannounced project with Disney Imagineering.
Lead Animator:I am an animator and educator. I have worked in the video game industry for 10+ years, and worked on multiple consoles / pc games. I worked at Totally Games, Planet Moon Studios and NCSoft before came to Denver, Colorado. I’ve been working as a lead animator at IllFonic for the last 3 years, and worked on Ruby : AMD Tech Demo, Revival, and Star Citizen. Also, I am currently teaching at the Art Institute of Colorado, and helping students putting their feet in the video game industry. In my spare time, I enjoy playing video games and watching movies. My favorite games are ‘Witcher3’, ‘Shadow Warrior’, ‘Resident Evil’ and ‘Uncharted’ series. I’m also a huge fan of horror movies, and it’s an honor to be a part of ‘Friday the 13th’ video game.
Lead Programmer:I grew up watching classic slasher films and the chance to work on a game based on one is a literal dream come true. From the first conversation I had about the idea of the game I have been excited to work on it. It's unlike anything I have played or worked on before. It's a real chance to push asymmetrical multiplayer in new and interesting directions and doing it with such an iconic part of my life is just icing on the cake.
Lead Artist:You grow up seeing these old slasher films thinking that they would make a great game, or wondering why someone hasn't jumped at the chance to make something like this a reality. This is that chance. Jason for me is the king of all slasher films and to have the opportunity to work on such a large IP is quite the honor. I'm pretty stoked to be able to bring this iconic character to life in a game with such a talented team.
This game represents years of dreaming about doing a Friday the 13th game, those dreams have brought us to this point. We're taking the development of this game very seriously, and every penny we can put towards building a bigger and better experience, we will. We promise.
After the unavoidable kickstarter fees and taxes, our fans then get their rewards for their help in making Friday the 13th: The Game a reality! Then, the entirety of the rest of the funds raised will go straight into the game. It's as simple as that.
Kickstarter Budget Estimate
- 10% Kickstarter fees and taxes
- 20% Rewards/Fulfillment
- 70% Game Development
Reward Tier Breakdown
Risks and challenges
The biggest challenge is not screwing this up. Too many times we’ve seen gaming and movie franchises jump the shark or take a beloved character and throw them through the mud. We’re working on a game that demands a lot of horror and tension, but we’re giving players the control to create those scenarios. That’s a lot of balancing, that’s a lot of testing and that’s a lot of immersion and depth. The biggest challenge is that we do it right and that we deliver a title that lives up to the expectations of all fans.
Know that we’ll always, always keep you in the loop. We will get this game done right. It is our passion project, and there is no way we will screw around with the most legendary horror icon in the history of film. With your help we will make the game ALL OF US have been waiting for…
FRIDAY THE 13TH and all related characters and elements are trademarks of and © New Line Productions, Inc. and Horror, Inc. (each to the extent of their interest).
I see the digital soundtrack listed as a reward on the graphic, but not on the right-hand reward column, what's up with that?
To give you guys a straight answer; if you pledge $15 or more, you will get the soundtrack in a digital form (save for the $25, $30, $50, $55, $75, $100 and $110 tiers). These tiers are fun to list everything out, so mistakes can happen, but follow the graphic list and the Reward Tier Breakdown checklist, as it represents the most accurate reward breakdown!
The honest answer is we don't know what they'll be at the moment. Games can be very complex, and the full specs cannot be known this far out from release. 3-6 months before release we'll post our educated guesses on the specs, and a month or two from launch we'll update them to be more accurate and include both Recommended and Minimum Specs for each platform.
Concept Art pieces are done in game development to help keep everyone on the same page and guide the direction the game's art goes in. A piece of concept art can be revised many times before the team settles on a final look for any one character or aspect of the game. Concept helps sell ideas and convey them internally, but also to the fans. Trust that we'll always be refining/improving the art in the game and it can shift somewhat from what we're showing off this early.
Our Pre-Alpha screenshots mark where the fidelity of our models and lighting are at this current moment in the production cycle. Everything you're seeing will improve and can change over time.
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