Within: A competitive Fighting Game/TCG hybrid (Canceled)
Within: A competitive Fighting Game/TCG hybrid (Canceled)
A competitive fighting game for mobile devices which blends deep fighting game mechanics with trading card games.
A competitive fighting game for mobile devices which blends deep fighting game mechanics with trading card games. Read more
About this project
Thank you and farewell!
Our Kickstarter campaign wasn't succesfull.
We knew it was a risky campaign being a mobile-only project (for the most part) and a F2P title. But we HAD to try in order to keep the project going and keep it independent.
In this post we explain where the project will go from here. The short answer is: it will be halted until we find a publisher or additional funding to finish the game.
We would like to thank everybody who checked out the project and a special thank you to everybody who pledged and shared it with their friends.
Update #02 - Our Kickstarter campaign wasn't succesfull. Here's a video that tells where the project will go from here.
Update #01 - Skeptical? Here's an interview dedicated to fighting game players about making a competitive fighter on mobile.
Within is a 1 on 1 competitive fighting game for mobile devices which blends deep fighting game mechanics with trading card games.
Collect cards and use them to customize your character and your attacks. Battle against other players online and offline on a tablet or a smartphone with or without a controller.
Follow the story of troubled, believable characters in an episodic story mode set in present times.
Within has been in development for a year and a half. So much has already been done but we need your help to reach the finish line.
Don't let the word "mobile" fool you. Within is a full fledged fighting game on the go.
At its core, Within is a 1 on 1 4-button fighting game (two punches and two kicks). You hold back to block high and mid attacks, you hold down-back to block low attacks. You can dash back and forth on the ground.
Within aims to bring for the first time on this platform, the true arcade fighting game experience.
Within will feature:
- 60 fps fighting game action
- 8 Characters at Launch
- 140 Cards
- Support for 3rd party controllers
- Local and Online Rollback-Based Multiplayer
- Original Soundtrack
- A Free To Play experience that is Competitive-Friendly
Within's fighting engine was custom built on top of the solid foundations provided by the Unreal Engine.
It features everything you would expect from a traditional fighting game: high/low attacks, overheads, cross-ups, cancels, chains, links and more.
Within is built by fighting game players for fighting game players. We are really trying to write a love letter to the Fighting Game Community with this game.
Within features a groundbreaking character customization system inspired by games such as Magic:The Gathering which uses Trading Cards to alter characters and attacks.
Don't just pick your character. Build your deck.
It's not just a matter of which character will you pick, what your match ups are and what is your play style.
The same character with two different deck of cards can play radically different.
Will you build an all-out offensive deck that relies on hitting that long, damaging combo or will you build a turtle deck that grants your character extra health, armor and invincibility to attacks?
The Emotion System.
There are five type of emotions in Within. Each character in Within has one or more emotions attached to them.
The emotions are:
A character can use cards that require the same kind of emotion he generates or neutral cards (gray).
During a match, a character can generate Emotion Points by hitting the opponent.
Each character has a maximum amount of Emotion Points that it can have at the same time during a match.
There are three types of cards in Within:
- Character Boosters
- Attack Boosters
- Instant Attack Boosters
Instant Attack Boosters require Emotion Points generated during a match and they can be activated at will by the player.
Character Boosters are cards that alter the properties of your character for the whole duration of a match. They are always active and their cost is subtracted from the maximum amount of Emotion Points that your character can have at the same time during a match.
Character Boosters can alter:
- Global Damage
- Damage Scaling
- Normal/Special/Super Damage
- Throw Damage
- Damage Reduction
- Movement Speed
- Dash Length
- Chip Damage
- Meter Gain Increase
- Starting Emotion Points
- Cost of Instant Attack Boosters
- Effects of Instant Attack Boosters
- and more....
Attack Boosters and Instant Attack Boosters
Attack Boosters and Instant Attack Boosters are cards that alter the properties of an attack. Attack Boosters and Instant Attack Boosters can be assigned to any attack a character has.
Attack Boosters are automatically activated as soon as the corresponding attack starts and their cost is subtracted from the maximum amount of Emotion Points that your character can have at the same time during a match.
Instant Attack Boosters are activated at will by the player while the corresponding attack is active. They subract their cost from the current amount of Emotion Points that the character has.
Attack Boosters and Instant Attack Boosters can alter:
- Damage Scaling
- Damage Scaling Reset
- Normal/Special/Super/Dash/Jump Cancelability
- Meter Gain
- Add Wallbounce / Ground Bounce
- Life Steal
- Armor / Super Armor
- Juggling Cost
- Juggling Points Reset
- Projectile Breaking
- and more....
Supers & Meter Management
Supers, which will be cinematic, devastating attacks, will also cost Emotion Points.
This forces the player to find the proper balance with Character Boosters, Attack Boosters and the amount of Emotion Points he can generate during a match for Instant Attack Boosters and Supers.
Potentially, a player can lock himself out of using Supers and Instant Attack Boosters to favor a strategy that uses more flat bonuses provided by Character Boosters and Attack Boosters or do the opposite and use Instant Attack Boosters more frequently and in chain with one another or just use his super more frequently.
Within was born on tablet and was built around a revolutionary control system that it's both powerful and precise.
Movement, Normal Attacks, Specials and Supers are done with one, two or three finger taps or gestures while always retaining the precision of a button.
Set in present time, Within follows the story of many troubled and deep characters on a quest for personal rebirth and redemption.
At the beginning of their quest, the characters are at the lowest point in their lives. Broken, on the verge of suicide, they get approached by mysterious individuals who, willingly or unwillingly, give them tattoos.
These tattoos say something about these characters that nobody else knows, revealing secrets and casting light on shadows of their past. These tattoos also unleash the power of their souls, granting them extraordinary abilities.
The story will be told in an episodic form that will debut with the Pilot Episode that will ship with the game. Each episode will focus on one or more character as a story of pain, conspiracy and redemption unravels before your eyes.
We think fighting games are ready to move beyond stereotypical characters and tackle more mature subjects. Our dream is for players to choose their character based on their story and not their ranking on a tier list.
The game will ship with 8 characters, with more coming after the release of the game. We want each character to have a meaningful place in the story as well as carry a very strong theme and moral lesson.
Stay tuned for character bios
- Liam O'Brennan: May 20th
- Alexandra: May 22th
- Alice: May 27th
- ????: May 29th
Within is a very innovative game. It brings the depth of a competitive fighting game to a platform mostly known for casual games. It adds a new layer of strategy on top of a very established genre by introducing character customization.
We think we succeeded in creating a competitive fighter, now we want to prove it. Everybody will be able to experience Within for free at the pace that they want.
Character and Cards will be obtainable in-game without requiring any real money or they can be obtained right away with a small amount of money.
Not pay to win.
The Character Customization System was designed around the idea that even if you have a better deck than your opponent on paper, you still have to fight your way to the victory.
Character Cards and Attack Boosters are designed in a way that rewards the player only if he manages to hit his opponent.
Cards are designed to add a new layer of strategy to the game, without lowering the skill requirements of the game.
Within has been in development for a year and a half and it has been completely self-funded. We spent this time creating the engine and the tools needed to easily develop the rest of the game.
So much has already been done, now it's time to fill the game with more characters, cards and stages.
The hardest part of development is behind us but we need your help to finish what we started.
A small indie studio.
So far Within has been funded out of our own pockets. We were forced to work on other projects as well to keep development going. Now it's time for us to take the project to the next level and ship it the way we imagined it.
Our goal is relatively small but at the same time it represents the future of the project.
We need to succeed to ship the game, there's no way around it. Within is in many ways a labour of love. A love letter to the Fighting Game Community. Don't let it go unheard.
We tailored rewards to be a great head start into the game.
Get every launch character for cheap or access to the beta right away.
Do you feel like we missed something? Let us know!
iOS and Android Beta
Due to the limitations by Apple on the number of devices that can access the Beta, we can only allow 60 people from Kickstarter into the iOS Closed Beta.
On the other hand, Android is a weird and diverse place where anything goes, so we'll try to allow as many people as possible into the Android Beta.
The natural evolution for this project would be a PC & Mac Version.
We'd absolutely love to bring Within to these and other platforms but we think that the mobile version has to happen first.
If we'll approach our goal of 28.000$ we'll announce more stretch goals, including a PC and Mac version.
We are an independent game development studio based in Ravenna, Italy. We are a passionate group of independent professionals, talented newcomers and experienced individuals from all over the world, carefully put together to create the best products possible.
Six people are currently working on the project and the game has the support of a number of professional fighting game players and members of the Fighting Game Community.
Gian Paolo Vernocchi - Creative Director & Co-Founder
Simone Daminato - Technical Director & Co-Founder
Francisco Rico Torres - Concept Artist
Dmitriy Rabochiy - 3D Character Artist
Mark Ahyee - Environment Artist
Simone Cicconi - Composer & Sound Designer
We also have the assistance of a great publisher on our side to help us with feedback, testing, and multi-platform releases. Josh Presseisen of Crescent Moon Games helped us with the current version and is very excited to be part of this project!
Risks and challenges
Risk comes with every game development project but we're in a good enough position to mitigate most of them.
The game already exist and already runs on iPad. We already have one character complete and three in development plus two stages. The engine is finished and local and online multiplayer is working. We have custom made tools to help us create and edit characters as well as cards.
We are seeking funding to finish the project. This is not a concept on paper, this game already works and we need your help to finish it.
Our team is already experienced in game development with various video games shipped as well as a 5 year experience in card game and board game design. We strongly believe that we have what it takes to take this project to the finish line.Learn about accountability on Kickstarter
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