This project's funding goal was not reached on April 24, 2014.
This project's funding goal was not reached on April 24, 2014.
Still alive? But for how long? The meteorite storm that ravaged the planet brought with it a terrifying extra-terrestrial life-form: an airborne bacteria that takes over human hosts - the Nexolyth. The Nexolyth controls its infected hosts with a hive mind. And turns them into 'Screechers'. And it's latest victim is… you. You have 30 minutes to find the antidote ...
Things could be better - but for the time being, at least, you're still alive.
Extreme multi-player action
There's a catch. There aren't enough antidotes for everyone. So you can strike out on your own and take your chances (Standard Mode), or you can team up with other players and hunt for the precious cures together (Team Survival Mode). Survive and you keep your loot - die and it's back to square one!
* For our loyal backers here on Kickstarter we have a special goodie you can use in game. If we reach our goal of $45K, everybody with the 'Basic Equipment' pledge ($15) or higher will get the Kickstarter exclusive skin to use - a special, unique 'thank you' to everyone who made our dream come true!
We will release the game for PC, Mac & Linux. But the early access versions like the alpha and beta will be only for PC.
Initial goal: When we reach our initial goal of $45,000 we'll have the necessary financial funding to develop the game. But the more money we raise the more awesome the game will become: please help us to make Still Alive big!
Scavenger skin pack: Reaching $50,000 we will add 4 completely new skins ONLY for our Kickstarter backers (different from the Outlaw and Military skin packs and the exclusive Kickstarter skin). No one else will be able to receive the skins after the Kickstarter period.
New Map!: If we raise $60,000 we will create a whole new world for you to play on! Secret labs, spooky derelict buildings - the works!
New game mode: Capture the antidote: : Capture the Antidote! With the stretch goal of $70,000 we will build a completely new game mode. In team mode you will be able to play 'Capture the Antidote'. Your team has to find the antidote container before the other team can get their hands on it. If one team has the antidote, their opponents can try and steal it back before the timer runs out.
More creeps!:Screechers are horrid, no doubt about it - but the Nexolyth bacteria has created even creepier creeps in its collective brain. If we manage to reach $85,000 we will introduce a ferocious new species of creeps into the game, with unique looks and distinctive AI.
To underline the atmosphere of a post-apocalyptic world, the environmental sound and music is extremely important. If you like to find out what our sound designer has cooked up in the past few months and what the soundtrack will sound like (available for your $5 pledge or more) check out the title theme of “Still Alive”:
Have a look at the reward tiers. See what you get for your generous contribution to this campaign. Remember that you can always pledge more if you like to.
If you have any question about anything in this section, we invite you to leave us a question in the comment section or check the faq at the bottom of this site.
We worked hard throughout the last year to reach the current state you saw in the video and are happy to see how far we have come with just the limited budget we had available.
The current version of “Still Alive” is still in an early pre-alpha state, but the core system which consists of the rendering, network, animation and physics systems is up and running.
The progress of our art team is best described in the pitch video. We are working hard to make the world as rich in detail as possible. The final map will be at least 5 times as big as the current prototype map. There will be a forest and parks with tumbledown huts and camps, an urban city with large buildings and houses that are fully accessible as well as caves, basements and a complex underground system consisting of an old subway line that connects the whole level from one end to the other.
Still there is a lot of work to do, for example the balancing of weapons and crafting, but the route is set and we know where we are heading. With your support we have the chance to make this yet unfinished prototype a fully polished game and with the help of your generous pledges we can also make it even bigger than we initially planned.
Meet the team behind “Still Alive“. We are a young team of professionals, our comfy office is located in the beautiful harbor city of Hamburg (Germany). Here we are working on “Still Alive“ for most of the day, having fun and trying to be creative.
The last year the Binji team has been growing from a team of 2 to a team of 7 hard working creatives. The first year was financed out of own capital, which was the lion’s share and allowed us to work on the conception and production until this point. The Kickstarter funding will allow us to polish up this raw diamond and actually produce a playable game from the concept and arts we have produced so far. With your pledges you give us the opportunity to put it all together into action and finally to be able to deliver the joy of “Still Alive” to your homes and the homes of your friends.
Based on strict calculations we need a budget of $45k to allow us to produce “Still Alive” with the basic features. But for higher funding results we have amazing stretch goals that will make the game even more awesome!
All funding money will 100% go to the production and development of “Still Alive”. We wish to keep the existing team spirit alive and continue to work with everyone who has been involved until now to create a great game you will be able to enjoy for a long time.
With your support we will be able to employ our team and with the possibilities of a stretch goal even hire an additional game developer, allowing us to speed up the development so you can get your hands on “Still Alive” sooner!
This is the second game we develop in the current team setting. We have been working together in this constellation for over a year now. But the founding members have known each other for many years and solved even more problems on a professional level together. However, as an indie game studio this also means that personal factors and circumstances may play a bigger role than for bigger companies.
One of the biggest costs for any computer game is the cost for the employed team. If we lose a key member of our team in the production phase this could take us to a challenging situation, which could have a major impact on the production of the game. However thanks to the great bond and trust among our team members and contracts we have made sure to be prepared in the best way possible.
The team of Binji and the founders have great experience working for advertising and game design companies, which has prepared us to overcome and defeat certain challenges we might meet ahead.Learn about accountability on Kickstarter
There is no singleplayer mode planned yet. This is a pure multiplayer experience and we will focus on it, until its polished and done.
However, we would love to build a story driven singleplayer mode, too. But thats far away in the future.
Nope. We know you would like it, but thats not what you get in „Still Alive“. The maps will be big, though. And there is a lot to explore. But an open persistent world doesnt fit with our concept of intense, competitive gameplay.
Yes. There will be a huge variety of female skins you can choose of. They are not implemented in the current build, thats why they dont appear in the video.
Yep. Controller support is totally planned and will be implemented in the final game. We are not sure right now, if we can include it in the alpha, or beta build. But we try our best.
We use a custom build game engine that is written in c++ and fundamentally build ontop of opengl. This enables us to build everything to our needs.
For now the game will be in English only. Our very small bugdet gives us no room for other localisations right now.
However, there is a good chance we add more languages later on. (at least german, since we are from germany ;)
We did a mistake in the describing text in the pledges with alpha access. (Sorry about that)
These are the estimated release dates:
Alpha: September 2014
Beta: January 2015
Release: April 2015
- (30 days)