About this project
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In Prey for the Gods, you play a lone hero sent to the edge of a dying world to discover the mystery behind a never-ending winter. Arriving with only the clothes on your back, you must survive the colossal dangers that you encounter. To restore balance and reclaim the land from the brink, you will be faced with questions that not even a God knows the answer to.
- Colossal battles with giants where you can climb your foes
- A vast and mysterious frozen world with dynamic snow terrain that you must traverse
- Intense survival game play
- Explore mysterious temples that contain secrets and treasure.
- Dynamic weather and day/night cycle
- Non-linear game play where you choose who to battle and how
- Loot the fallen heroes and equip yourself with weapons and supplies
- Unique musical score
Prey for the Gods ambitiously combines the game play of Shadow of the Colossus, Deus Ex, DayZ, and BloodBorne. It has tight controls, action-packed boss fights and a frozen mysterious world to explore.
Prey for the Gods can be played with a keyboard or a game pad. Your basic actions are attack, move and dodge/climb. Simple to learn and critical to master. You control the hero from a third person perspective and can explore the world in any direction. Dodging is crucial as the creatures that inhabit this island are not forgiving in battle and will not give mercy.
The combat in Prey for the Gods is fast-paced, brutal, and up to you. Each of the giants you encounter will be unique. To be victorious, you need to discover and exploit their weaknesses then climb on and defeat them. Do you take the giants head-on and dodge their massive attacks, striking when the time is right? Or hide from their gaze and sneak up on them? Pick up a sword, find a bow and arrow, fly through the air with a grapple hook, or use your bare hands.
You decide how to fight, and you decide how to survive. In battle, weapons can break, and arrows are finite, so do your best to make every shot count. Luckily, you can pull out the arrows you shoot. Discover the giants weaknesses, climb and defeat them.
Composer Ian Dorsch has been writing and recording music for games and related media for the better part of 15 years. His game audio work runs the gamut from AAA (Gears of War 3, Xbox Fitness) to indie (Airborn – Pino’s Journey), and as a contributor to Polygon, The Escapist and Gamers With Jobs, Ian has written theme music for some of the longest-running podcasts and video series in gaming (Zero Punctuation). In addition to his work as a freelance composer, Ian is also a singer and choir director, and he currently directs the Grays Harbor Chamber Singers and the Vestr Singers, a professional vocal ensemble from the Seattle area.
Skewsound has the experience and talent to bring the cold atmosphere of Prey for the Gods to life. Having done sound and music for a number of AAA and notable indie games including Chariot, Lost Within, Knee Deep, Magic Circle, RockBand 4, Gigantic, and Grim Dawn
Exploration is rewarding but risky. Luckily, your footsteps in deep snow will help guide you back if you get lost. However, the deeper the snow the more tired and hungry you will be. Hunt for food, then pick up what you can and find a safe cave to rest. Build yourself up from nothing, salvage items and weapons from fallen heroes including swords, bows, outfits, and more.
Spend too long out in the cold and risk exposure that will chill you to the bone. Our dynamic weather system is treacherous and ever changing. From a sunny day, to a blizzard at a moment’s notice you never know what to expect. The weather is just as dangerous as the giants you are after. A trek out to find your next foe could have you changing course and looking for shelter to warm yourself.
No Matter Studios is developing Prey for the Gods. Comprised of three veteran game developers with approximately 30+ years of combined experience.
Brian Parnell - @brianjparnell
Art and Design and email LOTS of email;)
In 2004, I got my first job play testing at Nintendo and then my first development job as an artist at Iron Lore working on Titan Quest, Titan Quest: Immortal Throne, Dawn of War: Soulstorm. After that I worked at Harmonix which included Rock Band 2, & RockBand: Beatles. I mainly did 3D character art and some concept/UI work too before getting more interested in proper management and focusing on game development as a whole. All of this while staying up late helping with friends indie projects including Natural Selection 2, and Grim Dawn.
Tim Wiese - @timjwiese
"Alchemist" Art and Programming
"I've been working in the games industry since 2009, started off as an Environment Artist and over I time transitioned into Technical Artist/Tools Engineer, then to Engineer. As a gamer with love for a good story, I'm driven by the desire to develop a game that is Fun first and foremost (yes fun with a capital "F", it's important), with the depth to leave a lasting mark."
Hung-Chien Liao - @akyangliao
“I make the magic happen.” That’s all Chien wanted to say, mainly because the guy is too busy atm.
We started development of Prey for the Gods game in 2014 part time. We've been full time, living on our savings, since January 2016. For 3 people, we've come pretty far and are about 25% of the way in development. While we've come a long way, there's still a lot of work left to do. In order for us to continue development and keep creative control we need to ask for your help.
UPDATE: Prey for the Gods will launch with 5 bosses. At the initial budget of $300k, we'll release the game on Windows/Steam with boss types ranging from bipedal, quadruped and flying body types. Following Steam release we will begin porting the game to PS4, and Xbox One. This combined with intense survival based action combat, dynamic weather, and non-linear game play will give players a great experience at a fair value.
Further stretch goals allow us to expand scope. We can add more art, animations, orchestral score, and more bosses. Most importantly we can hire an animator and hire a world builder.
Boss stretch goals will be released after the initial 5 boss launch on Windows/Steam and not-simultaneous console release. Stretch goal bosses will be free to all backers that back at the $15 amount or more.
Risks and challenges
Given our size and the scope of our game we understand there are risks and this is our plans to deal with them.
FINANCIAL RISK: We feel confident that the amount we’re asking will allow us to deliver a product that meets the goals we’ve set forth. To do this we have put in a great deal of our own funds into the development of this so far. It was important to us to have real skin in this before asking for outside funding. We have also been incredibly ruthless with our scope and brutal with our budgeting. Because of this effort we’re able to have a road map that we feel comfortable with as Prey for the Gods come to fruition with your help.
SCHEDULE RISK: There is inherent risk in completing any project let alone a video game project. Estimates are much harder to lock down early in development. Prey for the Gods is far enough along in development to shed some of that risk, but it needs your help to get across the finish line. We have been working on this game part time since 2014 and full time since January 2016. During that time we’ve developed, and documented our core mechanics, game play loops, combat, climbing tech, and weather systems. Doing this has allowed us the ability to scope and estimate more accurately. However, we’ve been shipped a number of games and we know that even with the best planning development can change, and slip. Given our past game development experience we know how to manage this when it does crop up and our backers will be first to know and we will do our best to meet those challenges head on.
CONSOLES: We've listened to our fans and placed consoles platforms in a position where we can make it work for our development. To make this possible we had to remove the Mac version. This was no easy decision but one that we feel is possible if the stretch goals are met. It is very likely that the console development will be staggered to allow us the time and resources to release each version in the best state possible. To speed this up it could mean working with partners to deliver specific platform versions for an even smoother deadline, by entering into these partnerships it can also push out other platform releases for a number of reasons.
HYPE vs REALITY: Our plan is to stay as true to our vision and make necessary adjustments for the goals of making the game as fun, and exciting as possible. However, sometimes the last 10% of development can take 90% of the time. Luckily, we’ve made enough solid games to understand that early feedback and iteration are key. Our plan is to do play-testing during development to help us guide that polish so that we focus on what matters most. We want you there with us, and we need you there with us to make sure this game is the success that we all want it to be.
Even the simplest of games can be challenging to develop with three people. For us the key is proper scope, backed with experience, and a relentless unwavering passion to finish. We know that, with your support, we can make Prey for the Gods truly great. We can't wait to embark on this journey with you.Learn about accountability on Kickstarter
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