Antinomy - Justice, not Vengeance (Canceled)
Antinomy - Justice, not Vengeance (Canceled)
An Indie open world action-adventure uniting "The Holy Land" in 1892, uniting developers with Jewish, Muslim & Christian origins TODAY.
An Indie open world action-adventure uniting "The Holy Land" in 1892, uniting developers with Jewish, Muslim & Christian origins TODAY. Read more
About this project
Welcome to Antinomy, the unique 19th century Indie open-world action-adventure bringing the "The Holy Land" to life!
Attention: All screenshots and videos here were taken from the April prototype that includes the whole world with all settlements. 60% of the buildings and all characters except Omar El-Amin are place-holders with attached behaviour scripts to simulate if the world works the way we imagine it. Of course these place-holders will be replaced with beautiful production-quality assets and the final visual quality and performance will be improved heavily.
- Open world, "perceived" size ~ 20 square kilometres
- 800+ buildings, most of them accessible
- Vast lethal desert with areas in between
- 25 main story missions, 30+ side quests
- 20+ hours storyline gameplay
- 19th century guns and advanced melee combat system
- Additional gameplay like trading, crafting, conquests
- Political alignments, shifting alliances and diplomacy
- dynamic economy system influenced by the player
- RPG skills and customization of character & equipment
The Holy Land, 1892 A.D. After suffering a disastrous defeat during the Russo-Turkish War, pressured by economic strains and the rise of nationalism, the Ottoman Empire dissolved. The Sultan’s grip on the outer regions of his once vast realm has vanished. Local government administrators, fabricating royal proclamations and hiring mercenaries with their leftover power and wealth, rise to tyranny. During this time of chaos and crumbling order, opportunistic European lords dig into the desert seeking treasures of the past — but they are not the only ones making their move.
The Zionist movement has started with several thousands of Jewish settlers and pioneers moving back into the sacred land of their ancestors; whilst upstart Persian merchants amass a fortune by importing exotic wares from the far east. In this diverse land filled with mystery and many ancient treasures, there are stories and adventures hiding round every corner.
The Holy Land, 1882 A.D. Despite all the chaos, the peoples’ fate seemed to take a turn for the better when former officer and peace negotiator Omar El-Amin, regional military administrator Mustafa Hasran and Jewish adventurer Chayim Rosenthal, far away from the Sultan’s eyes and the growing greed of European colonisation ministers, united in an attempt to fight injustice and tyranny in the country. The region prospered and trade routes flourished; as a result caravans brought the promise of wealth and comfort. Peace and prosperity were beginning to return until one bloody night...
Mustafa shows his true face, slaying Chayim, and tries to seize power for himself. Omar and his men defeat him, but with Chayim’s blood spilt, a divide forms within the group, and their original dream of uniting the country is shattered. Omar took pity on Chayim’s only child, Nathaniel Rosenthal, and decided to raise him like of his own. Many years have past and those loyal to Mustafa have become what they originally were trying to destroy. Nathaniel, having now come of age, moved by the injustice done to his father and to his people, decides to restore the peace, justice and prosperity. Beginning in their outpost in the remote city of Al-Hamra. He and his companions, alongside many others, still haven’t buried their dream of a free country; A free Holy Land.
Warning! The following screenshots are taken from an early version of our prototype and the graphics and models within the game will change up until release
The player takes over the role of Nathaniel Rosenthal in his early 20s. Returning to Al-Hamra and his mentor Omar, who had sent him abroad for several years of higher education and military training, he has many stories to tell and skills to prove. The joy of reunion is short, as Al-Hamra gets attacked and taken by forces sent from the capital. Barely surviving the onslaught, Nathaniel finds himself in a remote settlement surrounded by sand dunes and caravan trails.
He roams the desert, searching for surviving members of the clan, finding new allies in a desperate effort to retake Al-Hamra, bring justice to the murderers and eventually free the land from injustice, as his father and Omar had planed.
In order to do so, he has to trade, craft, fight, negotiate and explore the huge open world of Antinomy.
Now we enter a minefield of communication we already knew about when starting this exciting development project within the "Holy Land setting”. And indeed, after every single presentation, even those for close friends, game press journalists and people who know us, we get the question:
"So, where do you stand regarding the conflict?"
That’s the reason we have to state once and for all: This is a fictional story placed in a semi-realistic Middle East at the end of the 19th century. We make games, not politics, and we don't have any hidden agenda – but we share the same dream:
This message is strong enough on its own!
Two larger cities, the Capital and Al-Hamra, and dozens of smaller settlements, caravan outposts and other points of interest are spread across the map, including some secret locations. Player will encounter fierce enemies, neutral characters, smaller factions he can convince to join his quest and several supporters, some of them in the most unlikely places.
While a strong main storyline is guiding the player through the game, he/she can choose to pick up a side quest, go exploring or try to overtake trade routes at any time during the game.
Antinomy is set in a time and setting where both melee combat and guns have their value. Flintlock rifles and pistols are still widely used, and their sheer stopping power can outweigh the long loading times and lack of accuracy.
However, when encountering many enemies at once, especially in close quarters, the sophisticated melee combat system with different attacks and parry actions is far more important, especially if you are good with the scimitar or one of the various daggers available.
If we reach the stretch goal required, a special optional combat system unifying real-time action and strategic round-based RPG combat, will be implemented, inspired by V.A.T.S. used in the recent Fallout instalments.
If the base goal of the Kickstarter is funded then the game will be released for Windows initially. The release timing and scope of Mac and Linux versions of the game will depend on the amount of money raised by Kickstarter past the original sum.
We hope to also release for Xbox One and PS4 also! However in order to do so we must migrate onto the unreal 4 engine. This means the £250,000 stretch goal would have to be achieved. If this does get achieved we will ask our backers whether they would like a PC or console version of the game on release.
We got it all: Young enthusiasts trying to nail down their game ideas, business veterans with 50+ shipped games and a significant International reputation, award-winning artists and game designers. However, before we talk about the multi-ethnic International team that is developing this game right now, let´s give you a first preview on
Of course it´s depending on how much money we collect whom we can hire. It´s as simple as that. Many great talents and some real celebrities have assured their interest. However, we already have two amazing, well-known voice actors aboard during prototyping this game. Let us introduce the first actor who has signed up with his awesome voice, the man who dubbed our signature character Omar El-Amin.
You will recognize his voice, as he spoke Bluebeard in "The Wolf among us", Lee Everett in "The Walking Dead" (both awesome TellTale games); Vol'Jin and Prophet Zul in WoW, Gabriel Tosh in StarCraft II and literally hundreds of others AAA game characters....
Ladies and Gentlemen, meet Dave Fennoy as Omar El-Amin in Antinomy:
However, if we have a friendly, charismatic, wise and brave mentor character like Omar El-Amin, we also need a proper villain.This a SERIOUS Fact. So SERIOUS, that we decided we need the voice actor of SERIOUS SAM for Mustafa Hasran, the man who once betrayed Omar, slayed Nathaniels father and seized power in the Holy Land. Dear supporters, the stage belongs now to Mr. John J. Dick:
The Dev Team (shortlist)
Ali-Han Ibragimov – Writer & Founder of Against All Odds Games
Coming up with a great story idea is one thing, pinning it down and carving out all the fine details needed is another. Ali-Han did both and it took him almost two years until the tale of Nathaniel and his quest for justice was pinned down. It would have been good enough for a thrilling history novel, but Ali-Han decided that his story needed to be told in a game. So he founded "Against All Odds Games" and tried to find a development studio experienced enough and a game designer / producer keen enough to take the risk. That´s when he met...
Ivan Ertlov – Founder & Head of Development of Homegrown Games
A business veteran who has been working as Creative Writer, CM and Producer for the last 12 years, building up a credited track record of dozens of shipped games published by companies like JoWooD, UIG, Nordic Games, Deep Silver, Namco Bandai and Ubisoft. Established Homegrown Games in 2005 and kept it alive since then by developing weird Indie games and taking contract work for prototyping and full production. Outside of his Homegrown Games world, Ivan is also Mipumi Games development producer for Anno – Build an Empire by Ubisoft Bluebyte.
Ali-Han & Ivan are our vision creators & vision keepers, so let´s have them explain our game:
Daniel Stapleton – Operations Runner
With an accent so British, that it triggers Ivan’s addiction to Earl Grey every single Skype call, Daniel is the binding element, the ultimate glue between Ali-Hans Vision keeping, Homegrown Games actual development work and the needs of the day-to-day business. In charge for most administrative tasks as well as the focus group testing, sleep is something Daniel will have to abandon for good until the game is released. He and his father, Mark Stapleton, are in charge of the managing the Kickstarter project and the accounts behind it.
Kai Rosenkranz - Soundtrack Composer
Kai Rosenkranz, one of the most famous German soundtrack composers and founder of Nevigo, has started working in the games industry in 1997 as audio director for Piranha Bytes. He created music and sound design for the RPGs Gothic 1-3 and Risen 1. In the 12 years with Piranha Bytes he was also in charge of tool programming, visual effects and community management - where he had a crazy colleague from the publisher side called "Ivan Ertlov". And now you know why he is already working on some soundtrack Ideas for Antinomy, although his epic soundtrack vision execution is technically subject to reaching the second stretch goal.
Luna Riedler – 2D & Visual Artist
What do you do with a fresh Art Diploma earned in Austria’s "Art & Culture Capital" Linz? Either you can join an Indie company like Homegrown Games as 2D artist, you can go to Munich and work for a German games publisher, you can attend another fancy art college in Milano or you can study Japanese Culture at the University Vienna. Luna took the high road and did all of that. And now she is drawing, sketching and painting for Antinomy - both digital and old-school:
Hamza Kirresh – 2D UI Artist
"Oh no, you got the Temple Mount wrong! Let me drive over and take a picture and show you how it really looks!" That's what you get with a dedicated UI designer on-spot in Jerusalem, armed with a digital camera and personal knowledge of the Holy Land in its current state. He is also the one in charge for all the menus, buttons and inventory elements. Oh, and he does that all residing on an Iron Throne. Just saying.
Mihai Niculai - Head of 3D Graphics
Credited in several shipped games by EA, UIG and of course Homegrown Games, Mihai acts both as actual 3D artist and as coordinator for all 3D work being done at and for Homegrown Games, building the bridge between modelling, rigging, animating and of course also texturing of all 3D assets you encounter in our game.
David Muns – Master of Animations
If you believe Ivan is old and mean, you haven´t met David yet, who tops Ivan both in terms of age and game development experience. Living outside of Phoenix, Arizona, he is used to enormous heat waves as well as creating animations and props for those European and Middle Eastern youngsters overseas.
Alexandru M. Codreanu – Character 3D Artist
One of the promising talents that fuel the vast Romanian outsourcing industry and deliver content and asset for big game productions, Alexandru is an experienced and seasoned character artist. Now he took a leap of faith and joined Homegrown Games as lead character artist. Yes, he created Omar.
George Patterson - 3D Assets Polishing
Gun-wielding, second-amendment-citing US senior 3D artist who has been discussing Libertarian principles with our "Commie Ivan" for the last 10 years. As one of the top artists producing 3D assets for TGC model packs and asset store items, he is polishing and enriching our stock assets.
Benjamin Moir - Programming & Scripting
Young, Aussie and dedicated, Benjamin impressed Homegrown Games by fixing "unfixable" bugs in the engine used for "Into the Dark", injecting configurable variables into an abomination of code that used to have it hardcoded and integrating Oculus Rift support just because he could. Now he picked up the torch of enlightenment again and began his descent into the pit of LUA scripting for Antinomy.
What would an Unreal 4 Antinomy look like?
Let us tell you our little dirty secret: Just to be sure that we dont promise something we cannot deliver, we have already rolled out small portions of the prototype in Unreal 4. This is a sreenshot from one of those versions, nothing altered or edited:
Of course we have many creative ideas for additional expansions and additions if we actually get more than we humbly ask for :)
Rewards Tier Overview
So, what will we we do with all this cash?
We want to keep things as transparent as possible for you backers. this is our current assumption of the money distribution if we stay BELOW the multiplatform / nextgen stretch goal:
Because that´s the rough amount (minus rewards, fees, e.t.c.) we fall short to complete the basic game. Both Homegrown Games and Against All Odds have already invested significant sums.
And while we will be very humble and living a true Indie developer life instead of a fancy "We are now the next AAA super start-up" attitude, there is something we won´t save on. Yes, we are talking about...
Risks and challenges
Now we could act like there are no serious risks and everything will be fine. Unfortunately, that would be a lie. Luckily for you we're not like those types of people so we have prepared some possible worst-case scenarios that we think that could potentially happen.
Let us talk about the worst risk imaginable - the risk that the game won´t be finished. (This is the only one we can neglect almost entirely as we are dedicated to finishing this game despite the success of this Kickstarter project)
A quick summary of the facts:
1. The world is finished, most assets are good to go, and even if something really terrible like an accident would eliminate half of the team, the rest could still roll the prototype out into a full game that tells the core story. We all hope something like that will never happen, but even if it does, you will still get your game.
2. From 9 game projects Homegrown Games was working on in the past, 8 got released. Only one Homegrown Games project that had gone into full production has been put on ice - and this was because of the fact that the author who had licensed us the IP was actually not in legal possession of his own creation and we had to bow to legal actions from the rightful IP holder. The completion track record at Homegrown Games is one of the best in the European games business.
The risk that you won´t like the game:
Yes, that is possible. Even if we do our best and execute the vision just as we have it in mind; it is still possible. It may turn out that this vision had not been what you wanted to play. We hope that this won't happen to you and as such we have provided as much information as possible here so you can judge for yourself before becoming our valued backer.
The risk of delay:
We want to release in December 2016. According to our project plan, this is not only realistic, but also a very easy goal, even if we have delays of several months in some critical areas. However, if we hit the stretch goal of 250.000 pounds and move to another engine, there may be a delay that could postpone the release to around June 2017.
The risk of running out of money:
Homegrown Games has so far developed EVERY SINGLE GAME RELEASED within the originally planed budget, two of them even far below the original budget plan because our publishers ran out of money. Our calculations are very conservative, and we are rather on the safe than on the sorry side.
However, there are scenarios in which even that could happen - one of them is a critical financial crisis in the entire European banking system. Good news is that the production team of Antinomy consists of two following companies: Against All Odds Games and Homegrown Games. One of them within the EURO zone, one outside. So even in that case, it wouldn't drive us out of business for good.
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