About this project
Gibbous - A Cthulhu Adventure is a PC Mac Linux comedy point 'n click love letter to classic-era Lucas Arts adventures, Hitchcock, HP Lovecraft, and many, many others. A lighthearted spoof of the Cthulhu Mythos, Gibbous will have you controlling 3 protagonists, dealing with strange cultists, ancient voodoo, and Dead Cthulhu himself. Well, "dead" is just a matter of opinion... But you really came here for the bullet points, didn't you? Alright, here ya go:
- Classic point and click gameplay inspired by the great Lucas Arts games of yore!
- Traditional frame by frame animation, just like back in the days (well, maybe a bit more frames)
- Detailed, hand-painted background art!
- Hugely diverse orchestral soundtrack!
- Unique responses for item-hotspot combinations!
- A focus on exploration and examining the environment!
- Loving and respectful spoof of the Cthulhu Mythos
- DRM-free or Steam Key!
- Made in Transylvania!
Below are a few minutes of the game in action, but seriously - why watch us play it? Just download the demo and experience it yourself. Seriously.
System requirements: OS: Windows XP SP2+, Mac OS X 10.8+, Ubuntu 12.04+ · Graphics card: DX9(shader model 2.0) capabilities, GDDR 512MB+, 900MHz+ · CPU: DualCore 2.2Ghz+ · HDD: At least 900MB of free space.
The year is 192... No, no it isn't. It's present day, and things have been getting weird around Darkham lately - well, weirder than usual. Decadent cults that are rumored to worship strange deities have been popping all over the city, and they are all whispering about the resurgence of the dreaded Necronomicon.
The game will have you controlling Don, Buzz and Kitteh alternatively, as they try to unveil the mysteries behind the strange tome's powers, attempt to get Kitteh back to normal, and survive in a world that gets more and more eerie by the minute.
During your time with Gibbous you'll encounter strange cultists, abhorrent fish-people that lurk around the damp streets of shunned Fishmouth, Voodoo magicians with a humane take on the subject and a host of situations both hilarious and bone-chilling.
The game will feel like an HD 90s adventure, with a few modern enhancements like autosaving and hotspot highlighter that will make your life among insane cultists and fish-people just a bit easier.
We believe exploration is the way to go when it comes to adventures, that's why most hotspots have multiple "examine" responses. We're not crazy about games always shouting back the same thing when you use something on something else, so we're making a point of having customized responses for every combination you can think of, Shub-Niggurath willing.
Also, we're keeping a close eye on the Quick Time Events Probability Meter© we've installed in our office, and it's been staying on zero for months now. Whew!
We love and look up to the classics, and that's why we're doing our best to emulate everything that was great about how the good old games were made.
A very important aspect when it comes to the "classic" look is traditional, frame-by-frame animation, which Gibbous proudly uses. Here are the steps these animations go through:
To give you an idea, each second of animation requires 72 individual drawings. Blink and you'll miss half an animator's work day. Literally. Bringing Gibbous' characters to life is a very time consuming task.
Visually, Gibbous draws influences from plenty of mediums - from Peter Chan's amazing work on 90's adventures to Hayao Miyazaki's movies' incredible backdrops. A mixture of cartoony and surreal, our background art constitutes probably the most time-consuming aspect of bringing Gibbous to life, along with the traditionally animated characters.
When it came to what Gibbous' music would be like, a rich, orchestral score was immediately what we had in mind. We're very thrilled with the fact that Virtual Studio Technology has evolved enough to credibly emulate live instruments, and on top of that we're putting our composer and animator Cami's skills to work in order for the tracks to feel more organic - she's been playing and studying the guitar since she was 10.
Here's the Gibbous Main Theme:
This track is called "Voodoo Intrigue":
Naturally, we'd love to be able to replace some of those virtual instruments with real, live, recorded ones, so that the musical pieces would feel even more natural and engrossing. If Gibbous is funded enough, we just might be able to achieve this goal - more on that in the Stretch Goals section.
(This section best read in Gilbert Gottfried's Dracula accent)
Gibbous is being made in Transylvania, Romania. We, Stuck In Attic, are a small studio from Tirgu Mures, a town with a population of 150,000 right in the heart of both Transylvania and Romania, 40 miles away from Dracula's - well, Vlad the Impaler's birthplace. And we're working out of an attic, just to dispel the stereotype that all indie games are made in basements.
Reading Lovecraft and growing up around ancient local architecture and scenic landscapes, inevitable connections between them have formed, which are visually present in Gibbous' world: instead of Lovecraftian New England, our dark and gloomy locations will exude Transylvanian charm. Here's an example from the demo that's a few streets away from our office:
We've always been fascinated by how different creators interpret Lovecraft, and we want to bring our own vision to life as a modest contribution to the Mythos.
We could've gone on and on about this, but a picture's worth yadda yadda, so here's a mosaic that shows our main influences when creating Gibbous:
We've scraped and fought tooth and nail to be able to make the demo happen in between paid jobs, using our work computers and software (huge thanks to our boss, Dan!), but we literally can't make Gibbous without you guys' help, and that's why we're turning to Kickstarter. It's not just about the money - we're thrilled, after more than a year of plugging away at the demo and only experiencing it ourselves, to be able to show it to all of you and finally hear what you think about it. It's... it's pretty good, right? RIGHT?
Here's a short breakdown of how we are planning to use the funds you are generously donating:
We want to make absolutely sure we provide you with exciting and memorable rewards in exchange for the hard-earned buck you spend on Gibbous! So go on, check out the tiers below and see what suits you best:
But wait, there's more! We're so happy to have already reached our funding goal, and smashed through the first two stretchgoals, so this, fellow cultists, is the time to push for the higher, exciting ones! *rubber band stretching sound*
Here we are, the ones responsible for the blasphemous interactive cartoon abomination that is Gibbous:
We've been creating art and animations for almost 10 years now. You can check out our first foray into game development, a flying shooter game called Time Dude (4.7/5 score on Google Play)- but what we really wanted to make was an adventure game!
Nicu, our programmer, has 9+ years of experience in software development, and 4+ years in Unity3d.
Animation is where we feel most at home. We're proud to say we've made an official animated video for the legendary Pixies, which was nominated for best video at the International Music Video Festival in Paris in 2014. This video was quite the endurance feat: we made it in exactly one month. Yes, we are THAT fast :).
Here's another extremely popular post-apocalyptic music video for Romanian rapper Vlad Dobrescu (it recently hit 6.4 million views):
Here's a demo scene for Aetas, an independent animation movie pitch we made back in 2012:
We're passionate about games, stories and animation, and are excited to have people on Kickstarter share our enthusiasm and help make Gibbous a reality.
Thank you so much for your interest in Gibbous! This game is a product of pure passion for adventure games, made by gamers for gamers. We would be thrilled and humbled if you chose to help development out in any way you can: back the project, tell a friend, write your congressman - any and all contributions are immensely appreciated! Our goal is to deliver the best darn' comedy cosmic horror adventure possible - let's make it happen together! Thank you.
Peace and Lovecraft.
Liviu, Cami and Nicu - Stuck In Attic
Risks and challenges
With game development come some risks, but one looms terrifyingly above all: things taking a bit more time than they should. When it comes to creating any kind of software product, this is more the rule than the exception. However, we are very used to working efficiently and keeping deadlines - we made an ENTIRE animated video for the Pixies in one month! We are confident we can deliver this project, we're passionate about it and adamant to make it the best game it can be.Learn about accountability on Kickstarter
You can't start a Kickstarter campaign from Romania. The company that we work for, which generously provided the hardware, software and time to make the Gibbous demo, also has representation in Switzerland, where you can start a Kickstarter campaign. Stefan, our Swiss co-worker, was nice enough to let us completely hijack his Kickstarter account and use it to make Gibbous a reality. A Swiss franc is around 1.03 USD. You can't choose your currency on Kickstarter - it will automatically set it according to where you're launching the campaign from, hence the CHF.
We've sent it out to the printing company. It is now in their (and Yog Sothoth's) hands. We will be performing forbidden and complicated rituals tonight to try and get it done by the end of this week.
The current demo does not reflect the final product, in the sense that we'll be making Gibbous at much higher resolutions (4K is upon us), and carefully considering different aspect ratios. Right now, the current demo build has been modified to accommodate most aspect ratios, but hey - it's still just a demo.
Yes, so do we. But Gibbous is extremely text and dialog-heavy, and it will take a considerable financial effort to translate it into these languages. What we can do is really push hard to get the campaign funded to the point we hit the $50,000 Multi Language Stretch Goal! Note: this does not mean voice acting, it means subtitling in these respective languages.
Kitteh can talk because she's been humanized. Kitteh doesn't care much for humans. She has been brought down from her illuminated, zen-like state into the miserable reality of human condition, and it blows, man.
(No, he's not a backer).
We are shooting for at least 8-9 hours, hopefully more!
Yeah, about that... See, when you're making a vertical slice demo, it's extremely tempting to cram as much content into it, to give the player a taste of what's to come. It's also extremely easy to overdo it. Please rest assure that the final release will be a lot better paced and balanced.
We sure hope so! With all the craziness that the campaign entails, we barely had time to look into it, but if they'll have us and we meet their requirements, heck yeah! We want to give everyone the option between Steam and a DRM-free version.
We'd love Gibbous to be on as many platforms as possible. We can't really say much about what's to come now - it'd be great to see we're funded first :) We will, though, make a lot of efforts to have the game available on as many platforms as people will want it on, in the future. Who knows what stretch goals we can unlock and reveal... Hmmm...
You can tell anyone you think would be interested in Gibbous about the campaign. There really is no inappropriate time or place to spread the unnatural word. Well, maybe not wakes and funerals, but other than that, you'd be really helping transport Gibbous from its distorted, non-Euclidian parallel existence into our universe by sharing the campaign with other mortals. Post about it on social media, share it, write someone you haven't talked to in 15 years about it. It'll make for a great ice breaker.
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