Ambit is about a lone hero who's investigation of a missing family member entangles him in a mission to uncover an ancient secret.
Hi, this is Mike and Roman from Zebik Media and we are very excited to share our new game Ambit here on Kickstarter.
AMBIT is a unique 3rd person action adventure RPG game heavily driven by its story. In this game you are on a mysterious and dramatic journey into the past of a forgotten and ancient world.
We challenge the player with mechanics based around survival, physical and logical puzzle solving and combat. Our main character needs to learn and upgrade his skills in order to continue his search for his missing family member.
``His great parts did not live within a small ambit`` Millard, 1913 Webster
Here is a sample of alpha game play footage from Ambit. This is not the game but rather an early look of what you can expect from the AMBIT.
This was created in 3 months with a team of two people (were crazy right?) . Luckily, between us we have a wealth of knowledge and skill in Graphic Design, Programming, Music Composition and Audio Production..Moreover we're used to working under intense time constraints (Tomorrow = Yesterday!) and stressful environments.
Everything you see was designed and created by us to form a unique story-like world. We have a very clear vision for this project, and we want Ambit to be an exciting and fun game to play supported by a storyline that thrusts you into a great adventure.
In this storybook-like setting, you are thrust upon a journey of survival and mystery. Called by your grandfather to assist him on a large excavation of an ancient civilization, you discover that something dark and long forgotten has been awakened.
You find your investigation begins among those of a tiny outpost left behind by a once mighty empire. Without a trace of your grandfather in sight you embark on a mission to find him but end up finding much more than you expect.
This journey will take you through a mythical world filled with dense forests, gigantic waterfalls and towering ruins.
- Heavily Story driven action-adventure RPG
- A breathing semi-open world with a Day and night cycle
- An Underground system of caves, labyrinths and catacombs full of booby-traps and cunning puzzles.
- Interaction with the world and in-game characters
- Ability to camp overnight to regenerate health and stamina, brew potions and update your map.
- Ability to walk, run, dash, sneak, jump and swim
- Ability to use a bow with arrows that not only help you defend yourself but also provide you with a unique set of tools to explore this world.
- Use a sword as a secondary weapon against hostile characters
- Gathering herbs to create potions to restore or buff player health endurance and special abilities.
- Gathering minerals and parts to upgrade weapons needed to advance
- Optimized control scheme for keyboard+mouse and gamepad
When surrounded by enemies in combat mode you can dash to avoid being hit.
A suspended in time shot that allows for precise bow aiming.
An evasive manoeuvre that can help avoid enemy hits.
When in stealth mode you can sneak around undetected
Noise Arrows- can be used to lure enemies to a specific location
Stun Arrows - stun one or more enemies at once with a powerful zap
Explosive Arrows - allow you to destroy your enemy
In our game play demo we utilise Seekers as a airborne combat ready enemy type. For a ground and air based combat you will be challenged by various robots, cyborgs and mecha type enemies that are gradually introduced as your skills level progresses. Therefore, it will be important to strategically prepare for each battle with different set of skills and weapons when facing enemies like powerful bosses. Utilising wildlife and your surroundings can be very helpful. So far we implemented Seekers (spheres) and working on mecha spiders for caves and dungeons, octopus like mechas for swamp areas , and giant cyborg army.
We are creating a fun way to craft potions and upgrades to character weapons. We want players to explore different ways of approaching the task rather than having a predefined procedure.
For example a balanced herb mixture will have full strength while the wrong mixture might produce a weak potion or even a dangerous poison.
The same idea will apply when creating explosives and upgrades. The player will learn how to balance the mixes and will be rewarded with extra boosts and special effects.
Ambit will be first available for PC, Linux and Mac.We are confident when opportunity arise and we reach our stretch goal to provide the game for XBox One and PS4 console systems.
The minimum CPU / GPU requirements will be announced at later stage. However at this point we are testing fully unoptimized version of Ambit on.AMD Phenom II X6 1090T with NVIDIA GeForce 560 Ti and 8GB RAM
All of the music, voice over recording and sound designs were done in our studio at Romans Music.
This is one of the many projects we've created over the years and look forward to complimenting this game with the best music and audio experience we can offer:
You may be wondering just how a team of two guys expect to pull something like this off!
Our world, while being vast and scenic will be semi-open. We will capitalize on resources and time, focusing on our narrative and how best to deliver our story with content that is directly related to your mission.
Focusing our world design means that we will still make sure to populate the various areas with animals, enemies and npcs within reason, but covering every square inch is no longer necessary.
Our crafting system will be concise. Options will be made available but rather than focusing on quantity, we will be focusing on quality and effectiveness and gameplay. Each item will serve a special purpose and be important to the experience.
Above all, we will maintain a reasonable attitude in our approach and stick to our goals. We understand the story we are trying to tell and the game we are going to craft. We will not be adding superfluous features or things that are out of our scope.
$70, 000 will allow us an uninterrupted production schedule. Everything in this game from 3d design/animation, concepts, programming, music and audio are self contained within our company.
If this project does not reach its goal, we will still develop Ambit albeit at a much much slower pace and look for further help.
Our stretch goals are tailored to help us provide you with a better game experience in a faster manner.
Motion Capture - $80, 000
We need to populate our unique environment with many characters from people who can talk to animals that move in specific ways, so it is crucial that our animation efforts are supported with a motion capture system allowing us effortlessly create specific to the character facial and body animation. The expense to licence or purchase face and body motion capture system is in the range of $10000.
Voice Acting - $100,000
Voice acting $20,000. Additional professional voice actors that will help fill the world and provide us with high quality performances.
Subtitles translated in Chinese, English, French, German, Italian, Japanese, Korean, Polish, Portuguese, Russian, Spanish that will help deliver the story and immerse you in the world.
Platforms - $110,000
Linux, Mac, and an Oculus optimized experience.
Weather System - $120,000
A weather system that will allow us to more dramatically set the tone and mood of the game. This will also affect player interaction with the environment and create unique opportunists for the player to exploit.
Hire Staff As Needed - $160, 000
Employ various individuals to help further enhance the game and help us provide a final product much sooner.
Risks and challenges
We understand creating video games are long and arduous experiences. They require long hours and often times leave very little in terms of personal life.
We are well suited for this type of challenge since we've been doing this on most of our projects at Romans Music. We are committed to provide a well polished experience despite any setbacks or lack of sleep. Instead of sun tans, we'll get nice glowing computer screen tans.
All of the money we ask for will be directly committed to this project to help offset the challenge of bringing this game to life. We are only two, but we are particularly well suited and crazy enough to pull it off.
We hope you share the same vision for this project, throughout development we will keep communicating with you, providing regular updates via our website and forums, and kindly asking for feedback! Thank you for your support, without you this game wont be possible.Learn about accountability on Kickstarter
- (40 days)