Torque - Tribal Challenge
Torque - Tribal Challenge
Torque is a brutal post-apocalyptic tribal sport. A mobile-first online multiplayer videogame evolved from classic tabletop boardgames.
Torque is a brutal post-apocalyptic tribal sport. A mobile-first online multiplayer videogame evolved from classic tabletop boardgames. Read more
About this project
- Help Us With One Click
- What is Torque?
- The Wastelands
- A Tribute to the Jugger
- Easy to Learn + Hard to Master
- Tribal Challenge
- Not Collectible
- A Glorious Spectacle
- The Furiosa & Max Principle
- Da Bad Monkeez
- Social Goals
- Stretch Goals
[this is a new campaign, support us again]
Support us for free NOW on Headtalker by spreading the word, every click counts :D
- follow the Headtalker link
- click on the big blue Facebook and Twitter buttons
- at the end of December Headtalker will post one message to your wall, only one time, letting your friends know about Torque
Give also a look to the Social Goals section at the end of this page to learn how to improve backer rewards and have a say in the game development!
Torque is a turn based tactical blood sport video game.
Think Hearthstone meets Speedball meets Mad Max meets classic tabletop boardgames. The result is a fast paced, dynamic, brutally fun game where you compete against your friends in high octane online and local matches that run the span of about 10 minutes.
Two crews enter the circus! One crew wins! This is the way of the Tribes!
Our plan is to develop a cross-platform experience that can be played on both desktop and mobile devices. The initial release will be on Android and iOS devices, soon to be followed by a Steam and GoG launch supporting Mac, Windows and Linux computers.
The wastelands are a harsh place shaped by the disasters of times long forgotten. To avoid mutual extinction and useless warfare its inhabitants learned to settle their scores through a ritual sport called Torque.
A torQue is the "ball" used to play, a small mechanical device with two handles that allow for a firm grip on it. Why? Because its internal gears twist it violently on its axis, making it extremely difficult to handle and causing unpredictable rebounds.
You win by throwing the torQue into a hole in the sky ... one of three possible "goals" in your opponent's half of the circus, built using rings strapped on poles or carved in flat vertical slabs.
The whole reason this project exists is because some people in our team are huge The Blood of Heroes fans and, when the opportunity arose, they pitched the idea of making a jugger videogame ... or something close to it.
The end result is Torque, a highly dynamic combat sport that focuses on constant movement, spectacular action and brutal collisions. Unlike other games, fighting is handled in such a way as to not slow down the pace of the match; gladiators can get injured or even killed, but winning a match is still all about torQue control and bold maneuvering.
It's got the look, feeling and underlying ethos of true jugger. Plus the engaging gameplay and style of a fun boardgame. And the immediacy and portability of a videogame.
In order to play you only need to know a few simple rules that the game will teach during your very first match. But the possible combinations of short term tactics, long term strategies, unpredictable outcomes and the individual skill of a live opponent make the game very deep and engaging.
Let's give a quick look to the match rules...
You are an Arch and you control a crew of 6 gladiators:
- 2 Mauls = brawl specialists / can't handle the torQue
- 2 Blades = average fighters / average torQuers
- 2 Darts = can't fight in a brawl / torQue specialists
Expert Archs can alter this lineup drawing gladiators from a bench of substitutes or special Equalizers.
Flip a coin to chose who plays as the Home crew (push first) or the Away crew (+1 Savagery die).
During one push you have 70 seconds to spend up to 5 actions to have your gladiators Move on the field, Bash into opponents, Handle the torQue .
Each gladiator can act only twice in one push.
Most actions involve a dice roll.
There are more details and options but these are the basics and the rest you can learn by playing your first match.
You score points by successfully throwing the torQue in one of the opponent's holes, with more difficult throws awarding more points. Holes only open if the torQue is within their HotZone before the throw is attempted.
If a hole is scored the game does not stop or resets; instead a new torQue is launched in the middle of the circus and the action continues.
After your push ends it is your opponent's turn to push.
But beware, this game plays FAST !
Your push immediately ends after you spend your 5th action or if one of your gladiators drops the torQue for any reason: failing to pick up or catch the torQue, or throwing it to either bash an opponent or to score a hole.
The whole game ends after 14 total pushes (7 Home and 7 Away) but will also immediately end if one crew earns an advantage of 7 or more points.
And there is also other stuff to talk about: the Blood & Honor system, Free Actions, special Event Cards, Wooing the Audience mechanics, and much more. We'll unveil these details in our updates during the course of the campaign.
Torque offers three play modes:
Grind is the single player option, where you can pit a baseline or custom crew against an AI opponent. Can be played offline. If we get enough funds it will be expanded into a fully fleshed campaign with an engaging story of its own and special puzzle-matches.
Spectacle is the local multiplayer option, where you and a friend can field a baseline or custom crew against each other. Can be played offline by sharing the same device, or online against someone in your list of friends.
But both Grind and Spectacle matches have no long term consequences, as they use fresh/anonymous crews of gladiators.
Circuit is the real deal. In this mode your crew is composed by uniquely named gladiators that will grow and improve and become famous... and die eventually. This can only be played online.
Unlike so many other online games Torque is not collectible. As a new Arch you start the game with access to one free Tribe, the same for all Arches. This means you all have the same gladiators: all your Mauls and Blades and Darts are identical to everyone elses. You could win the Tribal Circuit with just those, as the real difference is your own tactical skill.
A match oriented experience system will ensure that your most active and daring gladiators will improve over time, learning (random) new skills and tricks. This makes them more valuable and flexible without necessarily being stronger in terms of numbers. Again your skill as a player is the most important factor, even against "high level" crews.
But gladiators can also die or retire. They are gone forever and you need to hire and groom new baseline gladiators to take their place.
You can short circuit this system by directly hiring veteran gladiators on the open market, but only within the limits of your current crew ranking. This saves you some of the time and effort needed to put together an experienced crew without increasing your its inherent strength.
The same principle is at the root of each Tribe's design.
When you buy or unlock a new Tribe you get access to a selection of Mauls and Blades and Darts that have different statistics than those from other Tribes, and might even have a unique special ability. All designed to offer diversity and new tactical options without being inherently "stronger".
We wanted Torque to be a game where our players could feel represented and be enthusiast about their unique crew of gladiators. This led us to designing a cast of characters that would include a colourful array of ethnicities, and to depict every play-role (Maul, Blade and Dart) both in a male and female version.
At the end of the day that is what a crew should be: a mixed bag of athletic, agile and powerful people, doing whatever is necessary to send a torQue flying through a hole. Gladiators.
And about gore, we chose to make violence and brutality not trivial in Torque. You push and you get pushed back, and in the process gladiators can get injured or even die. That's the nature of the game.
Despite this harshness we chose to avoid making Torque a gore-fest. Just like our gameplay, the point of Torque is the sport, not raw butchery.
We also devised a system of in-game choices that allows every Arch to drive the overall game towards either Blood or Honor. Both choices are valid and rewarding in their own way, with the potential to stir your current and future matches towards inspiring bouts of skill and sportsmanship, or exalting bats of ruthlessness and savagery.
Bad Monkee is a development studio located in Hamburg, Germany. We are a small bunch of dedicated and passionate video game enthusiasts that have been working in the industry for the past few years and have now decided to get together and make a game on our own.
Specialised in mobile games, our biggest projects so far have been Goal One, a very successful football manager published by Aeria Games, and the upcoming Speed Islands, a gorgeous fun racing game that will launch in Q1 of 2017.
Torque is our next project in line. We expect great things from it as it represents the sum of all our experiences and work so far.
- 150 followers = people on Twitter will vote for the default free Tribe between the Raid / Junk / Sand ones
- 200 followers = people on Twitter will vote for the default free Home/Away color scheme between red / blue / green / yellow / white / black / purple
- 50 retweet pinned post = we share a preview of the Junk tribe
- 100 retweet pinned post = we share a preview of the Sand tribe
- 150 retweet pinned post = we share a preview of the yet undisclosed 4th tribe
- 200 retweet pinned post = we share a preview of the yet undisclosed 5th tribe
- 50 page likes = people on Facebook will vote for the default free Tribe: Raid or Junk or Sand
- 100 page likes = people on Facebook will vote for the default free Home/Away color scheme between red / blue / green / yellow / white / black / purple
- 50 reshare pinned post = we share a preview of the Junk tribe
- 100 reshare pinned post = we share a preview of the Sand tribe
- 150 reshare pinned post = we share a preview of the yet undisclosed 4th tribe
- 200 reshare pinned post = we share a preview of the yet undisclosed 5th tribe
Risks and challenges
As a small indie studio that has been developing games for three years Bad Monkee has the skills, the experience, the team and the passion needed to see this project come to life.
We pushed development as far as it was possible for us without external funding and now we need your support to make it into the final stretch. A lot of time, effort and love have already been poured in Torque and we would like nothing better than to see it bloom into a finished product.
The match system has been thoroughly playtested using paper prototypes over the course of more than a year.
The online league systems leverage all we have learned developing our other sport / competitive games.
We found a captivating and friendly art style and are working with talented artists to bring it to animated 2D glory.
We are also more than familiar with the most common speed bumps such a project entails ... and are ready to face them. The only thing we need now is your support to make this all happen.Learn about accountability on Kickstarter
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