“Listen carefully to my directions. Look to your right. There are two agents behind that door and they will reach you in 5 seconds. They just heard you. RUN!”
Imagine that you are in the Matrix and the voice that’s speaking isn’t Morpheus but your best friend.
Black Hat Oculus is a 2-player cooperative stealth game. Play as Hammer in the oculus rift or on a computer. Sneak past agents, avoid traps, and discover secrets. Or play as Spice. Use your hacking skills to disable enemies, unlock doors, and more.
This game is in production and we need your help to publish it.
We made it! Whooo! Our next goal is $6000. We can make more awesome art and music. With this funding, we can create an immersive world to explore and produce 3 more sweet soundtracks (like the trailer music, that was written by Rick Cody).
Black Hat is a 2 player game where both players work together to beat the game. Enemies can hear and see Hammer, and there are traps everywhere that only the computer player can see! This game has rift and non-rift mode.
A very special thanks to Sean Liu, who was on our original team at the MIT Game Jam and has been incredibly supportive of our efforts. Stacey Buchanan sang in our trailer and Ikuma Matsuda did the vocal production. Jon & Shane lent us their Oculus Rift! Lastly, we give thanks to the numerous people who played the game and gave us such amazing ideas!
If awesome people like you chip in, we'll be able to buy software licenses for Unity 3D. That means our team can work on the game (our free trials ran out) and you'll be able to play it on Steam if we're green lit.
We need just $10,200 to make the game amazing. You might have noticed our team has a programmer, a designer, an artist, and a musician. We’ll work inordinate amounts of time for just chips and change. The good news is that everything above is already built— all the enemies, obstacles, and player views. Now we just need to polish the hell out of it!
You’re not made of money… and every little bit counts!
$5: Get our eternal thanks, our soundtrack, and digital art & design book
$10: Get the DRM-free game and Steam key if it’s green-lit, plus all above. The game will be playable on the Oculus Rift or a regular monitor.
$25: Name an enemy. Bob, Larry, or Sue — it’s up to you. Plus all above
$50: Beta access! Get new builds as soon as they are made. Plus all above
$75: Leave a message on the in-world graffiti wall. Plus all above
$125: Send your photo in and our artist, Xin, will create a custom avatar for you to use in game, on twitter, wherever. Plus all above
$200: Skype chat the team with your ideas and burning questions, plus all above
- $2000: Welcome to our team, executive producer!
$4,200: If you help us get here, the team can buy software to work on the game and publish it (our free trials ran out). Why is it so expensive? Well, Unity 3D prohibits sharing of accounts. So we need to buy 2 professional licenses at $1,500 each plus 2 education licenses at a discounted $600. Oculus Rift support and other critical features are only available on the professional version of Unity.
- $4,300: This pays the submission fees for Steam, which goes to Child’s Play, a charity to help the lives of children. If we're green lit, then you can download the game on Steam!
- $6,000: You’ll allow us to remake all the in-world art to look spectacular. Right they are a little polygonal, shall we say. This will enable Xin to make detailed meshes and flesh out an immersive world to explore. Also, 3 more sweet soundtracks from our rockstar audio man, Rick Cody.
- $8,200: You can play online with friends. The current version is 2 players on one computer. We already have a rough version of online-network working but servers are pricey. This will help out for that.
- $10,200: You’ll be able to play 5 more levels! Huzzah! It takes many hours to craft great levels with new features and environments, but it’s worth the extra fun.
All additional funding goes straight into making the game more awesome.
Play with the Oculus Rift for the full experience, or play with any regular ol’ screen with the non-Rift mode.
October: alpha release. Our alpha release is essentially the active build that we have posted to Oculus Share and continue to update.
January: beta release. The beta release will target folding in all of our in-progress polish changes and level finalizations.
March: consumer release. Between the beta and consumer release we plan to QA test the game and bug bash.
Risks and challenges
Making a great game is hard. Big companies spend millions of dollars and years making titles that sometimes never succeed. We don’t have the budget to make blockbuster visuals or 100+ hours of content. What we can do is make is a crazy fun game with mechanics bigger companies would never have the guts to try.
Part of why we posted on Kickstarter is to see if people would even be interested in buying a game as strange and different as ours. We've worked on this game since January 2014 and have seen hundreds of people play it. Everyone from a seven year old kid to a 70 year old grandma loved it. Who knows if that will translate to widespread success.
There’s always the risk that Oculus Rift might flop. It’s a new technology and has just been bought by Facebook. We have a non-rift mode, but we hope other people will think that Oculus Rift is awesome too!
We have run in issues displaying different game views. People might have to do some out-of-game setup in order to get it working. If you have any thoughts on this, email firstname.lastname@example.org straight away! Also Mark is a badass programmer. We’re depending on him to figure it out one way or another.Learn about accountability on Kickstarter
- (30 days)