When Ira was a child he dreamed of going to the stars. In an alternate history where Earth has poured its collective time, energy, and resources into reaching beyond our planet, it is possible. Mankind has ascended from the surface of Earth, mining the moon and Mars for resources, boldly exercising their new dominion over the solar system.
But not all are touched by this surge of technology; many are left behind, stuck in the early 20th century. Those in the lower classes of society have bleak prospects, victims of sickness and circumstance, but Ira’s desire to reach the stars remains…
Then humanity breaks free from its star. A mysterious solar system on the fringes of their reach is discovered and a team of the worlds finest researchers is sent. Ira was a young boy when the first mission embarks and he grows up living in the shadow of this discovery.
Fifteen years later the first transmission is received, signaling their successful arrival. By this time a sister ship has been prepared to follow in the wake of the first, sending a second team of researchers to the this newly found system.
Moved forward by a sense of fate and a powerful calling, Ira finally sees his dreams realized when he joins the second team headed into the mysterious system, following over a decade after the first mission. Ira enters stasis and upon waking finds himself alone, isolated in a situation more dire and perplexing than anyone could have anticipated. Now, aided by only a rudimentary AI, he must piece together answers to uncover the fate of the previous crew while looking inward to discover what has been calling him to these strange, alien lands…
The overworld is a surrealistic bridge that connects the intimate 3D environments within the game. Traveling, discovering, and text adventuring are the main focus of the this atmospheric experience; whether it's from the barn to the garage, or from planet to planet.
Character interactions are a major focus of story development and utilize an interactive dialogue system that allows players to guide the tone of the experience. Choices will be made about how Ira responds to situations and to other characters, determining how the story unfolds. This makes for an experience that is uniquely tailored to each player and puts Ira’s development as a character directly into players’ hands. Along with character development, the dialogue system will be used to unveil information, helping to overcome puzzles and shed light on the mysteries of the strange and alien solar system.
Using classic point and click mechanics, the player will interact with rich environments using their findings from alien worlds as well as more familiar Earth based items in compelling ways to solve the puzzles that stand in Ira’s way. Both inventory and environment based, the puzzles are intriguing and integrate into the world and story seamlessly. The puzzles are designed to allow the player to immerse themselves in the world without becoming the main focus of gameplay or preventing the player from progressing through Ira’s journey.
Ira is not a story about a single set of events, but the story of an enigmatic place and the man who finds himself lost in it. Players will experience three parallel timelines: present Ira navigating the solar system, past Ira growing up on Earth, and the events of the lost first crew. These three stories run in parallel and blend together to tell one overarching narrative, bound by fate and running together towards one momentous end.
Risks and challenges
Creating an experience like Ira takes a lot of work. We're a small team, but we're driven and united by a shared passion to see this project through and create something beautiful to share with the world. The task is huge, but we come to the table with a diverse set of skills. We are as much game developers as we are artists, musicians and writers. This paired with our single-mindedness about the direction of the game allows us to do everything in-house, and see every aspect through from inception to implementation.
We've spent the past year creating the framework for Ira and are now in a place where we feel secure in our vision and our ability to complete the game. We have released a demo and have run a successful Steam Greenlight campaign, but to proceed we need resources, and above all else, we need time.
This is the first game from a small studio, so a lot is on the table. We’re confident that, with our individual and combined skills in a host of different areas, we’ll be able to bring you a story that touches your soul and leaves you pondering. Together we can make this happen.Learn about accountability on Kickstarter
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