Mist of Stagnation - A FPS/RTS hybrid in a Steampunk world
Mist of Stagnation - A FPS/RTS hybrid in a Steampunk world
A multiplayer RTS/FPS in a Steampunk setting. Mechs, awesome weapons, colorful characters and beautiful environments await you.
A multiplayer RTS/FPS in a Steampunk setting. Mechs, awesome weapons, colorful characters and beautiful environments await you. Read more
About this project
Mist of Stagnation is a multiplayer game (for PC and Mac) that submerges players in fast paced, objective based game play, enveloping teams in a vivid post-apocalyptic Steam Punk environment. During each game, two teams will battle for control over what valuable, incredibly scarce resources remain on the war ridden planet in order to advance their technology.
The core game play will be based around teams gathering resources from holding Control Points, which are used by the commander, a huge Steampunk Mech, to build upgrades for their team. Upgrades to weapons, vehicles, and armor, will be just a few of the fundamentals for the winning team. While in the Commander a player will have access to the Real-Time Strategy menus inside of the Mech's cockpit, which will give them access to many upgrades for their team, and the commander Mech itself.The commander will also be able to help the team fortify and reinforce positions for their team by building vital support structures, all while in the first person perspective.
What differentiates Mist of Stagnation from other games is that it focuses on both the team oriented game play as well as the “Commander Hierarchy” that is the backbone of this FPS/RTS hybrid. Each player takes direction from the Commander during game play, however also has the opportunity to play as the Commander as the games progress; allowing each player to fill the role. However, if for some reason the Commander cannot fill the role successfully, a team has the ability to mutiny and place someone else in the position.
Here is some alpha game play footage with a more in depth look.
- Built on the beautiful Unreal 3 engine
- Online Multiplayer game modes that will support 32 players
- Large steampunk environments to explore
- A large set of unique steampunk weapons
- Unique characters to choose from all with their own voice, acting, movements and taunts
- Multiple game modes
- Huge focus on teamwork, without crippling a team that lacks it
- A familiar first person shooter play style that is easy to jump into and understand
- In-game tutorial and hint system that won't break the immersion
- An expansive RTS side of the game that will be adaptive to FPS players, while giving RTS fans a chance to get very tactical
- Mod Tools with full documentation of our system
- Streamworks Integration (pending Greenlight approval)
- Domination - The primary game mode where two teams battle for control points that will collect resources for their team. The more control points you hold, the faster your team will advance.
- Attack/Defend - An attacking force assaults a fortified position pushing them back further into their own base.
- Team Deathmatch - What FPS would be complete without an arena for a blood bath.
- Maps will be used for multiple game modes, having certain areas closed off for them.
Mist of Stagnation has been in development for two years with the only source of funding coming from our own pockets.We started building this as a creation of passion, but it has evolved into something much larger that requires the help of the community.
Up to this point we have been building the game using our own money and time, with some team members literally putting everything they have into the developing the game.Other team members have been working at wages well below what they are worth to help make this vision come together.
We are currently in Alpha stages and have a playable game that we have shown off at SGC, RTX, and most recently PAX Prime, so the good news is we are well on our way to finishing the game, but in order to finish the game by early 2014 we will need to be able to work full time on it, instead of splitting our time between boring day jobs and working on the game.There are also some other expenses (various licensing costs) that are hard to take on without completely shutting down other areas of development for long periods of time.
Another large reason we are alpha funding is to get you, the community, involved in our development cycle.There is nothing we love more than getting feedback from people who play our game, so that we can take that input and forge a better gaming experience for all.We aren't just looking for funding, but for your involvement in the creative process.
David Gates - CEO and Project lead for the game. He has an extensive background in modding games all the way back to Duke Nukem 3D and Half-Life. Currently he spends his time working on 3D models and Level Design mostly. He gets his hands in a little bit of everything in the development cycle, but prides himself on building one of the greatest teams possible. He has a passion for all things gaming and wants to make games that inspire teamwork.
Paul Schorn - Lead programmer and COO. He earned his Bachelor of Science in Game and Simulation Programming in 2009, where he was a team lead and was awarded "Outstanding Senior Project". Since then he has been the lead programmer for two games released for the IPhone/IPad. He has been an avid gamer since the NES days.
Peter Orzell - A programmer from Burlington, VT. Peter learned to program on a Tandy TRS-80 Color computer at around age 8, has been using computers since the days of Windows 3.1, and ever since then has always been captivated by a general fascination for these machines and their remarkable capacity to engage and challenge human beings. He began writing code for more modern video games using the GoldSrc (Half-life 1) engine, where he created a natural language-parsing computer system for a sci-fi themed role playing game, and has since worked his way up to UDK. Peter is currently pursuing his Bachelor of Science in Computer Science and Innovation at Champlain College with a minor in Game Programming and a specialization in Software Engineering. In his free time, Peter enjoys tinkering with Arduinos and other micro-controllers, amateur robotics, swimming, and writing soundtrack and is interested in promoting STEM education for students worldwide.
Michael Ackerman - Michael Ackerman is a contract artist living in San Francisco CA and Concept Artist on Mist of Stagnation. His love for supporting creative endeavors and art direction have made him a versatile artist and successful freelancer. When he isn't helping others projects come to fruition, he is enjoying his friends company, working on side projects or enjoying some good media. The most recent of which is Frank Herbert's Dune.
Nathan Palmer -Nathan is our composer who has been with us for about a year now. He has been working on music for many years and enjoys being able to create music that can convey a feeling and change the entire mood of the game.
Josh Wilkenson - Born in Texas and studied game design at the Savannah College of Art and Design. What attracts me to video games, as an art, is that while the final product of most artistic mediums is a single, static piece, video games differ because they require interactivity. I love the idea of an artist creating something and breathing the interactive life into it for others to step into and play with. But while the finished product is always satisfying, it doesn’t compare to the satisfaction of working alongside a team of designers united by a shared passion.
Josh Burns - An animator who currently resides in Syracuse, NY, He loves to make challenging animations and has been working on various unannounced projects since he graduated from Full Sail University in 2012. Joshua likes to animate and bring characters to life in interesting ways. “When someone sits down to play I want the motion to feel authentic, real. That’s where animation really shines.” He has a passion to make games that break the mold and create memorable experiences.
Kris Thaler - Owner of Rmory Studios, a small concept art company based in Bavaria, Southern Germany, in the foothills of the alps. Kris does all of the weapon concepts for us, and a few other odd jobs. He is known for his believable, functioning and appealing weapon designs
Tom Wright - As a graduate of University, majoring in Game Audio, Tom entered the industry through voluntary work before taking on part-time employment as a Freelance Sound Designer. One day Tom aspires to work alongside industry professionals at a AAA video game company.
We are wanting to build a game that has awesome game play in an beautiful environment, which is why a majority of the funding will go towards the art department. In order to be able to release in early 2014, we would need to be able to commission all of these development areas at the same time, instead of our current development cycle of one large chunk at a time.
Risks and challenges
The reason we waited until now to start our Kickstarter project is so that we can give our backers a playable game as soon as the campaign is over, taking out a large part of the risk.
As with all games, meeting time deadlines is always the biggest challenge. Any stretch goals will potentially extend production time, but we are very committed and focused to hit these dates!
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