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£1,503 pledged of £12,000 goal
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By Axeforge
£1,503 pledged of £12,000 goal
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About this project

Diablowing is an action packed old-school RPG/shoot-em-up hybrid (we like to call it a "Loot-em Up" game) for PC, iOS and Android that features a complex action RPG-style itemization system, fast-paced gameplay and an arsenal of unique weapon and modules that allow you to deck out your ship in any way you desire.

The defining feature of Diablowing is itemization. The equipment you can put on your ship ranges from engines and wing-plates to shield generators and salvage modules; from laser beams to heatseeking missiles and artillery cannons. On top of all this weapon diversity, each of these pieces of equipment have uncommon and rare versions with all kinds of randomly generated modifiers, not to mention powerful uniques and item sets. Through planning, imagination and experience you can build a ship that both kicks ass and is uniquely suited to your playstyle. Then add a paintjob and you are good to go!

The game is already in a playable state, and while we are refining the gameplay, the majority of the code is complete. We just need your help to make it look as polished and as awesome as it deserves. If we hit our stretch goals, we could even make it multiplayer!

The game follows the adventures of Salvador El Diablo, a decorated war veteran, as he gathers a team of skilled pilots, forms Diablo Wing, and travels through the galaxy in search of loot and glory.

Diablowing is at once an old-school, top-down shooter inspired by games like Project X, R-Type and Raptor as well as a loot-centric RPG where you gradually build and develop your ship‘s abilities over time into something really badass.

We believe that replayability is what makes or breaks a game. We have developed a random wave generation system where each level has a pool of enemies and assault patterns to choose from. By mixing these together, the game guarantees that no two plays through a level are the same, while each level still has a distinct feel to it. At later difficulties, global modifiers like "enemies fire multiple shots" or "player has reduced stability" encourage the player to tailor their ship's loadout on a per-mission basis.

The bossfights draw inspiration from games like Ikaruga and Gradius, where positioning and exploiting weak spots are the key to success. Bosses also gain additional abilities and attack patterns in later difficulties, further challenging the player's strategy and adaptability skills. 

After you successfully complete the toughest part of any RPG - naming your character, you decide what class your ship will be. There are several ship classes to choose from, and many new ships are unlocked as you progress through the game. 

Each ship has pros and cons, the main difference being the number of equipment slots. For instance, one ship has two primary weapon slots and two module slots, and allows you to swap between them on-the-fly. Another ship has no primary weapons but multiple sidearm slots, allowing you to focus on sidearm weapons such as auto-turrets or missiles.

Regardless of which ship you choose, you are able to use all equipment in the game, provided you have the slot for it. There are no class-specific items, no suggested loadouts. It is all up to your imagination.

Similar to many ARPG's, your ship has four primary attributes, which you are able to improve as you progress through the game. Each attribute affects gameplay in different ways.

 Flight improves your ship's speed, agility and stability. Great investment for seasoned shoot-em up players who trust in their ability to dodge bullets.

Gunnery improves weapon accuracy, velocity and armor penetration. Crucial for ships focusing on inaccurate or kinetic weapons.

Tech improves effectiveness of modules and rigs. ARPG fans who like to min-max will no doubt utilize many rig combinations that benefit greatly from this attribute.

Toughness improves health, armor and resistances, improving your survivability and giving you more wiggle room, both while picking equipment, and while blowing things up.

The Equipment, particularly weapons, modules and rigs each represent much more than just numbers. They are the bread and butter of your ship. A grapeshot gun, for example, gives you great area coverage and focused close-range damage but lacks long range power, which you can compensate for by equipping heat-seeking missiles as a sidearm.  Auto-turrets can accurately take out enemies on your flanks one by one, but fall short when facing numerous foes; a weakness you can cover by using magma or heavy plasma as your main weapon, both of which do significant splash damage. 

This is just the tip of the iceberg. A shield module allows you to absorb a lot of damage as long as you can evade bullets between hits to let it recharge. A salvage module on the other hand utilizes scrap from enemies you kill to repair your ship, favoring offensive tactics.

Here are some of the primary weapons in action:

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And here are some of the sidearms and heavy weapons:

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We intend to add many more weapons of all kinds to the game. Variety is the spice of shmups after all!

The itemization system allows each piece of equipment to have several randomly generated bonuses (mods) depending on rarity. Uncommon items can have one strong mod, while rare items have two weaker mods. The mods themselves have several tiers, and certain mods only appear on certain items. For instance, the strongest Flight mods only appear on wing-plates, and the strongest Tech mods only appear on modules. Desirable mods like damage or fire-rate boosts appear more frequently, while niche mods like resistance are less common.

Unique items are as powerful as the strongest rares, and most uniques also have special qualities not normally found in that piece of equipment. A multiple-shot plasma gun, a shield that absorbs energy damage, and a laser-beam that forks on impact are but a few of many possibilities.

All in all, we wish to have a system where finding the item you are looking for is not a one-in-a-million chance, and each item that drops is useful in some way.

Check out articles about Diablowing in the gaming press!

"Looks like it’s a perfect mix of classics like 1942 and Lifeforce with a new spin on it."

 "A shoot-em-up with the sort of treasure generation found in the likes of Diablo or Torchlight, Diablowing is an extremely enticing project."

GenGAME Interview
GenGAME Interview
 

"I thought that I would be stuck in my ways of playing games like Gradius, and Darius Twin where I was bound to a controller, but using a touch screen was just as fun and incredibly responsive. I’m very much looking forward to the PC and mobile releases of Diablowing."

We’re being very open about the current state of development of Diablowing. The whole game is there, but the graphics need a lot of work. Much of the graphics you can see in the screenshots and videos are placeholders. We think Diablowing deserves a proper, professional revision to make it look its very best, so that’s what primarily this kickstarter is funding.

After all the relevant Kickstarter fees and taxes, the money we get from the campaign will go towards:

  • Artwork and animation, making Diablowing look awesome!
  • Stretch Goals – achieving all the cool things in our stretch goal list, from even more content to working multiplayer!
  • Music and Audio improvements, as well as potentially voice acting if we can hit some stretch goals.
  • Acquiring all the Licenses we need to launch
  • Hosting and Server fees

Once the game is released we will continue to work on Diablowing and hopefully if the community shows interest we plan to release a flow of occasional expansions and new content.

Diablowing for us is in many ways a labor of love. We want this game to succeed much more than we want to turn a profit on it. As such the money from this Kickstarter will go into making the game the very best it can be, and a game we’re proud to share with you all. We have already spent a good deal of our own time, money and effort on the creation of what really is a unique and distinct game.

As gamers and developers we understand what makes and breaks a title, and we are confident in our ability and experience to deliver this project. With your help and support we can shape Diablowing from the solid prototype it is now into the great looking game it deserves to be.

We are aiming to release on PC, Mac, iOS and Android. The PC version and the Mobile version will be custom-tailored separately to ensure that the game has everything you’d expect to make the most of your tablet or your PC. Our aim is to make the game experience as smooth as possible on all platforms with an intuitive interface and responsive controls.

We will not be taking a one-size-fits-all approach. The user interface and controls for the mobile version will be completely different from the PC version. The gameplay will also be affected. The wave patterns and boss encounters will have differences between the pc and tablet versions to accommodate the various aspect ratios.


We are a start-up company founded late 2013. We are all gamers who have managed to turn our passion into roles in the mainstream games industry, but want to make the sorts of games that we enjoy.

Diablowing was inspired by great RPGs like Path of Exile, Titan Quest and Torchlight as well as awesome shooters like Ikaruga, Gradius and Raptor. We were also excited and inspired by the success of indie titles such as FTL and Factorio, and the support they received from crowd-funding, allowing them to flourish.

Our developers and cofounders Onur (a.k.a Obuw) and Yasar (a.k.a Qxr) have been gamers for 20+ years, programmers for 15+ years and professionals involved in the industry for nearly 10 years.

Onur has a Computer Science degree and an MA in Game Design. He worked for several companies as a coder and designer on games big and small, and later co-founded Candyflame Games where he created the TankBlitz and Isoball series. His biggest hit to date is the Isoball series of puzzle games, which has been played by over 90 million people worldwide. Onur has been working on prototypes of Diablowing in his spare time since 2006, gradually growing the itemization system into the behemoth it is today.

Other members of the team include Yasar, a fellow colleague of Onur, who is also a Computer Science graduate, a skilled coder and an avid gamer, and Doug, who teaches game design at Falmouth University and takes on dialogue, scripting and marketing duties for Diablowing.

Between us we know how to work together, what is required to launch a polished, successful game for our target platforms. We are veterans working on a game we have always wanted to release (and play), which is already in a very enjoyable state, and that’s why you can count on us to deliver.

Thanks for looking at Diablowing! Please stop by our dev-blog at www.axeforge.com, head to the forums and give us feedback, or leave a comment right here on kickstarter and we’ll get back to you on any questions.

Thank you to our backers, friends, loved ones and family. We appreciate your support and will do our best to deserve it.

Risks and challenges

Anyone who is familiar with software development knows that time is always scarce. As the number of objectives grows (by achieving stretch goals) our schedule will undoubtedly get tighter. On the other hand we all know that money (which will be spent realizing these objectives) solves these kinds of problems and we believe we have done a good job planning our finances. We are confident that we will be able to deliver the game on time.

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Funding period

- (35 days)