This project's funding goal was not reached on September 9, 2014.
About this project
Rose: Time Apart lives on:
You can still help us by pre-ordering the game through the Humble widget:
Please vote for Rose: Time Apart on steam greenlight:
Get the demo!
An early alpha version of the demo is available for download here. Keep in mind that the opening scene and the characters in the dialogues, as well as the music and sound effects, are practically placeholders, as they will be completely redone. The 3d models and textures will also receive an overhaul. As usual, when it comes to alpha builds you can expect a few bugs and a few quirks (the save feature is acting up for example), but it works well for the most parts.
If you like the demo, and think it can persuade others to back the campaign, feel free to share the link anywhere you like.
Rose: TIme apart will be fully compatible with the oculus rift! We already have an early build of the game working with the DK2 (2nd rift developer's kit), and it looks and feels amazing. You can download an alpha build of the demo here, and check out this video for more information:
Every street has one. A seemingly abandoned house, standing as a testament for time long forgotten. Aevus street is no different, and the house at it's corner has been at the center of local myth and legend for more than 30 years.
The mystery surrounding the death of Gilda Gudjohnsen, and the disappearance of her husband Henry has caused many to believe that something sinister lurks behind the fence with the aging "keep out" sign...
In the game you play as the titular Rose, who unwittingly, along with 3 other friends and her brother, enter the house. In order to escape she needs to discover what happened there 30 years ago.
The game takes place in 2014, but the house itself remained untouched since 1984, and that's no coincidence. At it's core, Rose is a homage to 1980's 'kids in danger' movies such as "The gate", "Monster squad", "Troll" (and of course the "highly" acclaimed sequel, Troll 2 ) etc.
Rose is being developed by Cellar Door Interactive and published by Corbomite games, both located in Tel-Aviv.
Under the exterior of a hard headed tom-boy lies a fragile 12 YO girl.At the age of 6 she was diagnosed with a psychological disorder and went through extensive therapy. Her courage and curiosity know no bounds. Just think of her as a modern day female version Mikey from "The Goonies".
He was considered one of the most brilliant minds in the world of theoretical physics during the 1960’s and 70’s. After his wife was diagnosed with lung cancer the couple moved to an estate in Arizona and became reclusive. gudjohnsen's research at that time was described by his peers as “obscure”. He disappeared completely in 1984, a year following his wife’s death.
Was an amateur writer and a professional photographer. During the 1960’s and 70’s her work was published in some of the most prestigious publications in America including the New-York Times. She was diagnosed with lung cancer in 1982, and shortly after moved with her husband to Arizona, never to make a public appearance again. Gilda was found dead in 1984 in her bedroom. The police considered the cause of death to be suicide.
Aside for traditional point and click, Rose features an alternate unique control scheme. If the player so chooses, instead of using the mouse, they will be able to use a controller. The left analog stick will then control the movement, and the right analog stick or the right and left triggers will cycle through interactive hotspots. We took the time to implement this rather unorthodox feature for adventure games, in order to ensure that Rose will be fully compatible with consoles.
We actually started developing Rose more than 2 years ago, and made significant progress on our own. Hell, part of the game (at least an early version of it) is already available on Ouya.
While a big chunk of the game is already playable, it's still far from our vision, and in order to bring it to life we need you. We look at the current version that is out on Ouya as a proof of concept, and once funded, the finished product will be leaps and bounds ahead of what is currently a rather enjoyable experience. Think we're blowing our own horn? You don't need to listen to us, just check out this playthrough by Otakupunk:
The opening sequence on the Ouya version, for example, is currently comprised of 2D drawings; With your help it will become a full-hd 3D sequence. In addition we want to have the game fully voiced, replace the current royalty-free soundtrack with an original one and improve the graphics and animation. And the most important thing, the gameplay, will receive an extensive overhaul - more puzzles, more places to go and things to do.
Double Our Fun(ds)! We're participating in OUYA's #FreeTheGames Fund, created by OUYA to support developers making new and creative console games. OUYA will match your pledge dollar-for-dollar up to your goal amount (and a max of $250,000), so help us get there and make a great game for everyone! To be eligible for this match, we commit that this game will be an OUYA exclusive for a period of time. To learn more about OUYA, go to www.OUYA.tv.
After paying Kickstarter, Amazon and the IRS, the money will all be invested in making Rose the best possible game we can. We will hire professional voice actors and a compositor to make the game sound like a Million bucks. As for the other aspects, well, as our new bosses, you will kindly allow us to neglect all other obligations aside from our family, and invest all our time in making Rose look and play like a Million bucks. That's 2 Million right there, a steal if you ask us.
The three of us met almost 3 years ago in game design school, and one of our teachers there is our mentor and publisher - Oded Sharon, a seasoned Israeli game developer and entrepreneur who knows a thing or two about adventure games.
Rose is being the developed with the Unity engine. What this means, is that we will be able to bring it to most platforms known to man with relative ease. Rose will be available for PC/Mac/Ouya at first, and later on for Windows phone 8/Android/iOS.
Risks and challenges
We have been working on Rose for more than 2 years now, and made excellent progress on our own, without any funding. We learned a lot in the process, and made our fair share of mistakes, which we will not repeat. It goes without saying that delays can occur, and unexpected expanses can nibble on our funding, but we know how to work around it.Learn about accountability on Kickstarter
Have a question? If the info above doesn't help, you can ask the project creator directly.
- (30 days)