Grimm Forest - A Co-op Survival Game with Hidden Roles (Canceled)
Grimm Forest - A Co-op Survival Game with Hidden Roles (Canceled)
Grimm Forest is a cooperative survival game in which the players have to work together to protect their settlement in a cursed forest.
Grimm Forest is a cooperative survival game in which the players have to work together to protect their settlement in a cursed forest. Read more
About this project
Grimm Forest is a standalone multiplayer co-op PC title that combines elements of strategy, tactics and exploration. The social dynamics is at the core of the game – small groups of people (around 25 players) will have to communicate, time and coordinate their actions towards one common goal – to survive, day in and day out. Their enemy is the cursed forest around them with all of its horrors. Each day the players build up, repair and develop their village. Each night they fight to push back the next attack of the vile creatures, common and magical, that live “next door”.
After the start of our campaign and discussions with our fans, we decided, that there will be NO SUBSCRIPTION FEE for the game. EVER!
- Live one of the darkest, scariest and most cruel fantasies ever known - the world of the Brothers Grimm tales, re-imagined, expanded and pumped up!
- Work together to stay alive – plan, discuss, vote, elect village roles – or your tale will be a short-lived one.
- Do not fully trust anyone – some players might have hidden roles or value their interest above all else.
- Engage with an ever changing world – Day/Night cycle, weather conditions, individual character perks and goals, hidden roles, frequent random events etc.
- Tend to your body and soul needs – stay healthy, well fed and well rested, but keep your sanity and trust levels in check as well.
- Explore – Face an endless, living and breathing forest full of deadly threats and unseen horrors, but also ripe with treasures of all kinds, value and use.
- Get creative – Loot, craft and fuse seemingly un-combinable elements to get amazing, damn useless or even outright dangerous results.
It is almost impossible to label Grimm Forest. It fuses gameplay elements from different genres which we strongly believe will compliment and reinforce each other. Different members of our team already have experience in (and are credited for it) developing games in each of the genres we’re “borrowing” from – Tropico 3, Sacred 2, X3 Reunion, etc., plus numerous bestselling gamebooks. So we’re definitely not the “new kids on the block” or just a bunch of game dev enthusiasts.
It’s easier to explain what Grimm Forest is by simply mentioning what IT IS NOT. The game isn't a strategy although you'll have to build, reinforce and develop your village. It's not an RPG although your characters' will have stats, perks and inventory. It’s not an “open world survival game”, although you’ll have to keep your character well fed, hydrated, rested and even… sane. It's not a gamebook although you'll face choices that will change the way your story develops. Grimm Forest is not a horror game, but the game will keep you on your toes, feeling constantly watched, followed and threatened. It's not exactly a "social game", but one of our key goals is to instill a strong feeling of togetherness in our players.
Our goal is to create a consistent, engaging and immersive gameplay experience, rather than sticking a popular genre label to our game. So, are you with us on that?
We love the original version of the Brothers Grimm fairy tales published in 1812. They tell some stories slightly different from the popular versions of the family friendly edition of 1857. Some are mildly unsettling, some - outright brutal. But they are all, as the English translator Jack Zipes puts it – “stunning narratives”.
The early edition tells stories full of child murder, domestic slavery, abusive families, and even cannibalism. The Wolf and the Red Riding Hood become friends. It is not the evil Stepmother who poisons Snow White but her own mother. Hansel and Gretel are sent into the woods by none other but their mother, too. In one of the stories a mother tells her daughters “I have to kill you so I can have something to eat.” And so on and so forth…
It is not a pretty sight but surely it is a gripping one. What is even more shocking is this – imagine a world and an everyday life unforgiving enough to justify such bedtime stories. Well, are you ready to embark on a journey in the darkest forest of that world? No breadcrumbs allowed…
This is the bread and butter of our game and this is what makes it special. No worries though – the cooperation won’t be forced upon you in any way. If you want to act on your own, or even to be a selfish p***k, go ahead, there’ll be no artificial rules to stop you. But if you really like to explore what being part of a team under extreme pressure feels like, then we’re here to give you all the right gaming tools to do so.
No matter how skilled or active a player is, almost nothing significant can be achieved singlehandedly. Villagers should always plan and work together – some should be sent to explore the woods in search for valuable items and knowledge, others should gather resources, build and repair the village and guard it. Some should stay on a lookout during the nights, others should get a goodnight sleep and keep their strength for the days to come.
Fast, flexible and perfectly usable, the Voting System will be the backbone of your gameplay experience. Each key decision has to be made so it can reflect the opinion of as many villagers as possible.
Any villager can start a vote and the results are resolved either when there is a guaranteed majority for one of the options, or when night falls – the option with the most supporters wins.
The villagers can elect a Mayor, an Architect, a General, etc... Each player has the right to run to be elected in the given time frame. The elected villagers will be granted the power to make decisions singlehandedly, which otherwise needs to be voted on – thus much quicker reactions are possible when needed.
Each village role has its specific prerogatives. The Mayor for example decides about the general strategy of the village and supervises the other roles. The Architect plans the development of the village – which structures are to be built next and to what level. The General organizes the defense of the village and sets up the raiding parties.
Venturing in the forest always has a dire risk to it – you might need some help to explore a location, to carry something back, to fight strong enemies – you might even get trapped, crippled or captured.
In such times it is vital to have someone to give you a hand. Call for help and hope that your fellow villagers will come to the rescue.
What we aim for is definitely NOT originality just for the sake of it. Instead we have strictly selected and brewed together gameplay elements that stick together. Our goal is to present you with a unique and memorable experience that goes beyond the standard genre definitions.
Each time a player enters a new game session (new village) the game assigns him/her a character perk. We aim to add more diversity to the gameplay through this feature, but we hope it will also solidify the player’s sense of immersion. The perks will present a small set of additional characteristics, both positive and negative, that will affect a lot of different aspects of the gameplay, including the player to player compatibility.
Here are some examples to illustrate the general concept (none of these are final or guaranteed to make it in the final version):
- Woodcutter: Gathers wood faster, but has a problem killing wild life, even predators.
- Hunter: Greater chance of avoiding detection from certain beasts, but is highly superstitious which affects his effectiveness in regards to different day to day tasks.
- Alcoholic: Sanity level drops down when not drinking for period of time, but otherwise lot more resistant to serious scares (in regards again, to his/her Sanity level)
- Executioner: Fierce and fearless fighter (especially given an axe), but also a loner, with bad and unpredictable Sanity balance control and low compatibility with other villagers.
Inspired by popular social games like Werewolves, Resistance and Mafia, the Hidden Roles will be bringing the element of the unknown amongst the villagers. These roles will be visible only to the villagers they have been assigned to and a player with such role will have enough reasons not to mention it to everyone in the village. What we aim is mainly adding a healthy dose of variation and unpredictability. But at the same time we want to infuse the game’s atmosphere with that infamous feeling of uncertainty. You will not be sure who the enemy is and who are your friends but you have to work with them nonetheless to survive.
We all love gamebooks at Big Moustache Games and we hope you do too. Although Grimm Forest will NOT be a gamebook by any measure, we feel the choices leading to an alternative plot development (which the gamebooks are famous for) will stick very well to the Grimm Forest core experience. Imagine that you’re walking along a misty path in the forest and you see a wounded wolf, lying in a pool of his own blood.
The wolves will be just one of your natural enemies in the game, so what would you do – A) Kill the wolf and grab the silver pendant hanging from his neck? OR B) Tend to the wolf’s wounds, using some of your precious medicine supplies? Careful! There won’t be any too obvious choices in Grimm Forest and usually there will be no “right” and “wrong” choice. The effects of the choices you make in the game will never lead to fatal consequences. But they will sure carry some weight and, hopefully, additional flavor to the experience.
Monsters come in all shapes and sizes to Grimm Forest. Our main inspiration (as for the rest of the game) comes from the early version of the Brothers Grim Folk and Fairy Tales. But we won’t stop there. There’s an amazing wealth of creatures and all sorts of evil/good/neutral beings in the European folklore. Some we’ll use directly, some we’ll modify and pump up a bit, and for the rest – we’ll just use our scarily rich imagination. The idea though is not just to surprise, amaze and/or scare you. We aim to provide an extremely wide range of interesting game choices and encourage you always to look for a better strategy. Because the odds WILL be against you.
Yeah, we are sure you get that a lot… but WE ARE SERIOUS about it. We really are. Why? Let’s put it this way – who’s more likely to have the better idea on what will work and what will not? A very small group of people (us) or a small army of fans (you)? We have to be real nuts to look the other way when you say “this really sucks”, don’t you think? Or – “This would be great”, for the same reason. And we don’t want to hear just anybody’s opinion. We want to know what the real supporters of the project have to say. ONLY BACKERS will be able to take part in the GAME DEVELOPMENT POLLS that will decide the FATE OF KEY GAMEPLAY FEATURES. So, come join the ride!
Plus, of course, wouldn’t it be COOL to experience the game months before anyone else does?
Risks and challenges
Risk: It’s a newly formed indi team with limited resources.
Mitigation: Although we don’t have a title under our belt yet, (in this particular “configuration”, at least), we know each other a while now. Some of us have already worked together on several different projects. And we gathered together for a reason.
And, yes, we won’t have all the money in the world even if our Kickstarter gets properly funded. But we our funding goals are based on real project planning, so these are not just numbers. Plus – we’re definitely not holding back when it comes to budgeting, project management and development tools.
Risk: It’s a unique mix of ideas, not a well-established genre.
Mitigation: Our main focus during pre-production was to evaluate the compatibility of those ideas. We do believe they stick together very well indeed. Nevertheless we count your active feedback here, since each and every key idea will be put on the table for discussion. Also we’ll do our best to organize massive playtests with as many backers as technically possible, even before the Early Access stage. So it won’t be just talking – you will be able to get your hands on different gameplay module prototypes and judge for yourself whether this or that feature feels right or not.
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