This project will only be funded if it reaches its goal by .
Rise of the Elders: Cthulhu
Rise of the Elders: Cthulhu
Rise of the Elders: Cthulhu is a tactical RPG inspired by the work of HP Lovecraft, for mobile and PC.
Rise of the Elders: Cthulhu is a tactical RPG inspired by the work of HP Lovecraft, for mobile and PC. Read more
This project will only be funded if it reaches its goal by .
About this project
Rise of the Elders: Cthulhu is a tactical RPG for PC and mobile, inspired by the work of Howard Phillips Lovecraft. The design pillars are:
- Base & team management
- Turn-by-turn combat
- Sanity loss & perma-death
Our project is somewhere at the crossroad between XCOM: EU, Eldritch Horror and The Call of Cthulhu. We seek to design a game that has the accessibility of a video game, the tactical challenge of a board game and the flavor of a good old-fashioned tabletop RPG.
- Planned release : October 2017
- Game mode: single-player offline
- Language: English (more languages to be announced)
- Supported platforms: PC, Android, iOS
The year is 1929. A dismal Cult is sprawling around the world. Blinded by their folly these madmen seek to awaken one of the Elders - an alien abomination buried deep below the sea.
You control a secret society whose sole purpose is to prevent the awakening. Send your Investigators to travel the world, study ancient texts and forbidden relics, find a way to contain this evil.
Do not linger, your time is running out!
We want to make this game because we believe there is another angle to Lovecraft's works. Indeed, if you take Lovecraft’s books one by one then you might see a series of horror tales. But if you look at them as a whole, the global picture becomes way more epic: you will find yourself contemplating an alternative universe with its own mythos and lore, an encyclopedia of bizarre creatures, a pantheon of alien gods, a fragile mankind perpetually on the brink of destruction… And that’s the angle we want to capture. A game in which human life is ephemeral, where madness is lurking at every crossroad, where a strange Mythos is developing in the shadows.
You control several Investigators that you can send all across the world to investigate strange cases and establish new contacts in your headquarters.
Each Contact gives you access to a specific action. For instance, the Sanatorium will allow you to recover from Insanity, the Underworld will give you access to the black-market shop and the Airfield will give you access to air routes.
The essence of each Investigator is its Occupation. As of now, we plan to have 9 Occupations, but make sure to check out our Stretch Goals for more!
The Occupation defines the overall balance of your Investigators:
- Dreamers are fragile but have a high Sanity. That makes them excellent spell-casters, but vulnerable to mental disorders.
- Enforcers are of strong Health and good Dexterity. They are good at taking and dealing physical damage.
- Scholars have average stats except for their outstanding intelligence. Their rationalism protects them from Sanity damage.
Every Investigator has a highly functional character sheet, giving you a quick and clear overview of its core stats (Health, Sanity, Dexterity and Intelligence).
Each Investigator has 15 open slots that will be filled progressively with Afflictions, Skills and Spells. These attributes will define your character's personality and create endless gameplay possibilities.
The game is built around a turn-by-turn combat system. Every Investigator has a pool of Action Points that can be used to move, attack and interact with the environment.
To prevail against the wicked Cult, your investigators will have to use Artefacts and blasphemous Spells at the cost of their Sanity.
If your Investigators take too much damage they die permanently. Damage can be dealt both physically and mentally. If either your Health or Sanity reaches zero, your character is gone... forever.
Sanity is a crucial resource, that your Investigators spend whenever they face nightmarish creatures, investigate terrifying facts, study abnormal relics and cast blasphemous spells... But manage them wisely, for loosing too much Sanity could result in a mental Disorder.
Each Disorder has the ability to trigger disruptive random events. Here are a few examples:
- An Investigator who suffers from Gambling can potentially be ambushed by Loan Sharks in every city he sets foot in, resulting in a dangerous combat situation.
- An Alcoholic Investigator can end up in jail if he stays idle for too long which will require you to post bail!
We have plenty of content to add to our game, in case we exceed our initial objective: new Occupations, exclusive Weapons, new Environments... And ultimately, the cross-platform cloud saving.
Introducing new Occupations: the Inspector, the Writer, the Architect.
Gain access to exclusive WW1 military supplies: the Stick Hand Grenades, the Heavy Machine Gun and many more!
Introducing new Occupations: the Boxer, the Priest, the Librarian.
Explore a new environment - the Tropical Jungle! It comes along with 10 new turn-by-turn adventures.
Introducing new Occupations: the Thug, the Musician, the Archaeologist.
Enhance your thriving headquarters with additional contacts.
Explore the oneiric world of the Dream Lands! This new environment comes along with 10 new maps for turn-by-turn adventures.
Create a secured cloud account to store your save file so you can share your progress between PC and mobile! This requires a lot of front-end and back-end work. It's a complicated task that comes with high cost, but we would love to make it happen.
[Edit: we added 2 pledges specifically for iOS versions. Check out this update to know more about them]
If you took one of our regular pledges and wish to order additional copies of the game, simply add the cost of the following add-ons to your pledge (without changing the pledge tier):
- PC add-on : $15 or €15 for an additional PC version
- Android add-on : $10 or €10 for an additional Android version
If you took the Traveller [iOS] pledge: add $25/€25 to receive all the extra rewards of The Epicurian, and $49/€49 for the Archivist.
If you took the Committed Writer [iOS] pledge: add $111/€111 to receive all the extra rewards of The Stylish Muse (and its super cool hand-drawn portrait!), $444/€444 for The Fearless Explorer, and $777/€777 for The Generous Patron (and its exclusive signed hardcover Art Book!)
Our vision is to make a new kind of game that really fits our modern lifestyles. We love playing good games but we rarely have the time to do so. This has two negative consequences:
- We unwillingly cut down on good gaming experiences because they are too time consuming.
- We find ourselves playing more and more mobile games not necessarily because we like them, but simply because they are convenient to use.
Therefore, we built the DNA of our games around a blend of both platforms:
- Fast to load: we want the player to be able to dive into his game as quickly as possible and resume his progression. That’s why we chose 2D graphics over 3D graphics.
- Fast to play: we avoid huge chunks of dialogues and replace text with icons whenever we can in order to make our User Interface as intuitive as possible.
- A short but extensible game loop: we are putting together small bits of adventures so you can play the game for several minutes or a couple of hours.
- Highly replayable: instead of a complicated one-time story line that’s hard to keep track with, we want you to experience your own stories by creating a dynamic sandbox. As your characters progress throughout the game, this sandbox will fill with unexpected events.
- Fully mobile friendly: most games are either designed for mobile-only or ported to mobile after being successful on another platform. We are designing this game to work on both PC and mobile right from the start – hence the top view for instance.
- Premium model: no advertising, no in-game purchases, you can play offline and never need to wait for long downloads to finish.
Francois has been around video games for over a decade, working in various management positions for Ubisoft, 2K Games and Gameloft. He is the twisted mind behind this project so he is the one to blame! For his defence though, he’s been under the influence of role-playing games and board games ever since he was old enough to read rules and throw dice.
David is a veteran coder who served 10 years in the industry working for Ubisoft and Rockstar Games. He contributed to worldwide successes like Grand Theft Auto and Assassin’s Creed. His love for the code can only be matched by his love for outdoor activities… If he doesn’t answer your mail then he’s probably out there, camping somewhere in the wilderness.
Robin is an experienced coder who started on the wrong side of the force, making tools and algorithms for Financial institutions. Thankfully, he turned Jedi 4 years ago when he joined 2K Games to produce the mobile versions of XCOM Enemy Unknown and Enemy Within. After that, he started coding his own games among which some interactive adaptations of child books… Now he is all about making the world a better place!
Like most artists Seb has been drawing ever since mother nature gave him two arms and a consciousness. Most of his craft has been channelled towards fantasy books and RPG artworks which is a perfect match for the art direction of our game. In his free time, Seb likes to chain-watch movies and worship the eighties… One day, he’ll make one of these pixel-based games full of flashy colors and synthesizer sound effects. Check out his work at http://www.sebastienecosse.com/
When you look at Ben, you are looking at 16 years of professional experience in the field of graphic design and menu navigation. Websites, flash games, mobile apps… He’s seen it all! Needless to say that he is the mastermind behind the User Interface of our game. Thankfully his current work is not impeded by his passion for red wine. Check out his work at http://frak.fr/
Brice is a our fearless young blood, coming straight out of the game design school. As a student, he contributed to many indie projects and board game designs, and even worked on Fear Effect Sedna during his internship. His obsession for meticulous game mechanics and his fresh ideas are invaluable to keep the project up-to-date with our time. He is not only a fan of game jams but also of musical jams and owns enough instruments to equip a whole band!
Rise of the Elders: Cthulhu has been in development for a full year already. Like most indie game projects we got this far by tapping our own personal savings. We are now reaching out to Kickstarter in order to produce the remaining content.
Our studio Strange Matter is full of new ideas and original concepts. But in order to continue, we need Rise of the Elders: Cthulhu to be a success. So if you want to inject some new blood into the gaming industry thereby refreshing your gaming experiences, then now is the moment to mobilize!
Whether you can afford to pledge or not, we would like to thank you for your interest in our project. We would be even more grateful if you could spread the word to help us reach our funding target. Let them know we're here!
Thank you so much.
Risks and challenges
We have set the funding goal to €51.000, a value that we have carefully calculated to allow the completion of the project and that ensures our unconditioned dedication to the release and beyond. That said, game development is always full of challenges, sometimes unexpected ones. But looking at the current shape of our project after a full year of development, we are highly confident that we will successfully deliver a good game.
This confidence also stems from the combined experience that our team members have gathered in the industry over the last decade. We feel enthusiastic as “Rise of the Elders: Cthulhu” is our launch pad into independent game development and we feel motivated as it will guarantee the forthcoming of our freshly formed company.
We’ve set the estimated delivery to September 2017. Although estimations are a difficult topic in the software industries, we’ve done the uttermost to set the right release date for our game. The estimation will slightly vary based on the amount of stretch goals achieved. But with a bigger funding, we can also get more people on board to ensure a quick development.Learn about accountability on Kickstarter