It's like The Last Of Us meets EVE, set in a world like The Walking Dead. Massive online gameplay with an all-new progression system.
Will talking about the game: https://www.youtube.com/watch?v=3eNcUjVauog
In this fast-paced world it's tough to really slow down and appreciate everything, so here are some point-form highlights to give you an idea of what Torn Valley is all about!
- Completely redefined take on the MMORPG genre
- Large online open world, zombie apocalypse survival-horror
- Set in post-apocalyptic real-world locations
- Created from the ground up, not a mod of another game
- Will release as a full game and not "early access"
- New, unique progression system based on specialized attributes, focused skill-set paths, acumen and real-world trades
- A highly focused and massive crafting system from weapons to vehicles
- Specialized occupations learned, chosen and unlocked based on gameplay style
- Own and operate full businesses with multiple branches, such as shops, banks, restaurants, medical facilities, etc., in safe and non-safe zones
- Buy, sell, rent and create homes and structures in safe and non-safe zones
- Health systems like hunger and infection
- Hunting and tracking systems, controllable pets, marriage, communities/factions
- Stealth mechanics, stealth kills and hostage systems
- Participate in officially tracked Team Death Match, FFA and 1v1 combat arenas for $$ and glory, or watch and bet on matches live from the web
- Never be out of touch with your character, due to full integration with mobiles, tablets and PCs
- Incredibly balanced PVE/PVP environment with many focused systems to ensure fair and fun gameplay, including detrimental penalties for dying (especially for PVP instigators), fluctuating criminal levels, reputation, ability to benefit from safe zones and resources, and much, much more.
- SEE the FAQ at the bottom of this page for more details !
Direct links to videos found on this page :
Extended Teaser: https://www.youtube.com/watch?v=ABP0kY_3jxs
Highlight Reel: https://www.youtube.com/watch?v=wlYDxL6A4XQ
Demo Reel: https://www.youtube.com/watch?v=oBPvq1147c4
What is Torn Valley?
Torn Valley is a game that puts the “open” back into “open world.” It’s a third-person mass multiplayer online action RPG. A totally re-imagined take on the MMORPG style with an all-new, uniquely balanced progression and skill system. Bringing a whole new level of freedom, balance and exploration never before seen in an online game.
Torn Valley aims to bring you an astoundingly large, recognizable and immersive world to explore. Based on real-world cities and locations set twenty-one years from 2015, you’ll be able to explore the real world in a post-apocalyptic environment. Oh, and did we mention that government, society and technological advancements as we know it ceased in 2015? That the human population is at an all-time low, and the zombies … yes, zombies … outnumber us by a truly terrifying level?
Imagine a balanced game where you can do anything you want: explore, build, socialize, start businesses, amass fortune and power, cause chaos, meet the man or woman of your dreams, have pets, fly, drive, hunt, play, kill, protect and so much more. Imagine doing all of that in a modern environment with modern (not futuristic) technology. Now imagine not having to imagine all of that, because that’s exactly what we’re bringing you with Torn Valley!
The Story (This is best read in the raspiest—but sexiest—deep voice you can muster.)
Every morning I wake up and can’t help but remember how it all happened. The present year is 2036, twenty-one years after the strange new illness first made contact with the human race. Causing flu-like symptoms, the illness was treated as such, but the infected died within hours of displaying the first symptoms. It was seemingly impossible to detect the cause or the exact symptoms; doctors and scientists across the globe struggled to understand the nature of the virus, and virtually no progress was made in treating the illness.
Nine long years passed since the initial infection, and with the cause and method of transmission still unknown, the global death rate had tripled twice in this time and continued to rise. You just prayed you didn’t wake up one day with flu-like symptoms, and if you did, you prayed like hell it was the flu. One day in October 2024, a scientist by the name of David Alfsson found a way of combining some kind of steroids, adrenaline and modified strains of the flu vaccine to make some progress. At least what the world thought was progress. The infected were no longer dying within hours of showing symptoms, but were living for days, in some cases weeks. But their memory, cognitive abilities and overall humanity diminished quickly. They were shells of their former selves, but the symptoms were now more specific. Gradually but eventually, all essential bodily functions shut down completely. No breathing, no pulse and no cognitive brain function … but they were still responsive to stimuli. Too responsive actually. The majority of subjects took on an intense rage and needed to be very tightly secured when being studied.
It took another four years for the method of transmission to evolve. Although the initial cause of infection was never discovered, by 2028, direct contact between an infected and non-infected would transfer the virus 100% of the time. A single bite or nail scratch and you were finished. The raging infected started appearing in the cities—clawing, biting, tearing apart everything and everyone it could reach. Without remorse or feeling. Some subjects, however, remained calm … as if thinking … though studies showed no cognitive brain activity. There was no containing it—outbreaks occurred across the world. People were attacked everywhere and anywhere. Riots, looting and panic ensued. The good news, if you can call it that, was that we knew how the virus now spread. While nothing could be done for the already infected, it was clear to the rest of us how to avoid the infection.
Within two years, every major city was rampant with infected. No one was safe. Not from the outbreak and not from each other. If you weren’t fighting to stay healthy, you were fighting to stay fed. Everything looked like that of a social apocalypse movie. Everyone out there who prayed for their “undead apocalypse” got it. Too bad, though, that most of them are already dead or infected. The only thing keeping the healthy ones sane was that the sun still set every night and the sun came up every morning. Everyone lived outside of the major cities, settling in the countryside and forested areas. Most had “clanned up” or hidden away alone somewhere hoping for a savior—God, the government or just an end. There was even a strange beauty in driving through a country road on a nice, sunny day, seeing no one for miles, even days; you almost forgot the hell on earth we now lived in. New Year’s Eve was when the world went dark. We don’t know exactly in what order, but by the beginning of 2031, the whole world was without power as we knew it, and hope too was lost with it. A whole new kind of depression rained down on the survivors.
Months later, a small faction of survivors who found themselves in Shrewsbury, New Jersey, decided they’d run far enough and for far too long. They wanted to take back their former home. Led by a man named Denis Klossner and a woman named Natali Wyrick, they gathered survivors from near and far and began training and planning. A new glimmer of hope was sparked in this group. Survivors started working together again, rather than fight each other. The group called themselves Convalescence, to signify the healing of our kind and our way of life. I found them just days before they set out for the takeover. I decided to join them since their target was once my home, too. Suffering substantial casualties along the way, it took us almost a week to reach our destination. We were exhausted and depressed from the losses; I feared success was next to impossible, and I’m sure everyone around me felt the same. But, what the hell, we had no other cause to live for, so we pressed on. It wasn’t until we found the coastline leading to the tunnel that a surge of hope came over the entire group like a wave of light and stopped everyone in their tracks. The Statue of Liberty was not only still standing, but untouched, undamaged. Without a single word spoken, the group was rejuvenated, refocused and ushered on. We weren’t going to try to take Manhattan back … we were goddamn gonna do it.
And we did. After a year, we had power restored to certain areas of Manhattan. With the lights came new survivors … but it also drew the infected. We found ways to keep them out of the main areas and had security shifts to keep watch at all times. It was well worth the effort to finally have a place we could feel safe again. A place that felt like home.
Everyone fell into place in our new home. We had cooks, we had maintenance, we even had bars with some homemade moonshine after a while. There was never a shortage of volunteers for the more dangerous jobs either: supply runs, hunting, scouting missions … the survivor defense group—which was a special group specifically trained to fight and kill non-infected invaders. We had built ourselves a whole new society … and it was flourishing. Our population was steadily increasing, families were formed, friends made, and I’d finally seen something I hadn’t for years—smiles. Of course, with a growing population, there were also internal issues. There was fighting, stealing, rape and other unacceptable behavior. We ended up forming a policing group to keep this under control.
Within the next four years, the population of our new society grew beyond what we could have imagined. We had shops, pubs, bartering, jobs, vehicles, daily routines and even a currency system. Dealing with infected became just another daily task, such as skinning the rabbits.
Earlier this year, we found out that at almost the same time as we were storming the tunnel into Manhattan, there was a group in Tokyo attempting the same operation in Shibuya. They had also succeeded. We’ve managed to restore local shortwave communications—things such as radio signals and even local cellular towers. Yep … “lol” was a thing again. The only long-distance signal we’ve been able to find so far is the group in Shibuya, and we’ve formed an alliance with the focus of rebuilding. They have also adopted the same name, currency, principles and the lot. Travel has been possible between the two cities for a few months now, if you can find a pilot willing to make the trip.
It’s 2036 and every morning I wake up and can’t help but remember how we as a species almost met our end. I don’t know what is going to happen from this point on, I’m just grateful we survived. This is our new way of life. We have babies being born into this new world, and every day we have new people arriving to join us. There is a whole planet out there left to take back. There are millions of survivors out there still, but not all of them are good people, and there are billions of infected out there as well. Who knows how the virus has evolved since the initial infection … what kind of enemy is in the darkness for us to encounter? All I know is that here in New-Manhattan and AtaraShibuya, run by the Convalescence Org, every day is a new beginning for someone and what they do with that is totally up to them.
Why make this game?
My friends, many of whom are colleagues, and I have always loved post-apocalyptic games, especially zombie games. Every time we play a survival horror game, zombie or otherwise, we say, “Man, it would be so cool to have an ongoing, open-world survival horror game! Why won’t someone just make one?”
Well, coincidentally, we also love making games. We will integrate current real-world technology into this game like never seen before. Manage your account, player and businesses all from your phone or PC! Get notifications, communicate with other players, watch live broadcasts of sanctioned fights and team death matches right on the web! This will be the most interactive game experience you’ve ever had. And best of all, you can influence the development!
We’ve taken only the great stuff from the traditional MMORPG genre and have literally revolutionized that whole style of gameplay. This isn’t just about running around the world killing monsters and leveling up; it’s about learning new ways to influence and change the world. The amount of freedom each player has truly brings the game to a level of reality that players can really relate to. With a constant connection to the game and your alter ego in real life … this isn’t just a character you’re playing as anymore, this is truly an extension of you and the real people you’re interacting with in Torn Valley. It’s about deciding whether you want to live in a world that others have made, or to make the world that you want others to live in. Become an ultimate criminal, wealthy businessman, famous craftsman, vehicle producer and so on.
Drop in and participate in TDMs or pit-fights whenever you feel like it. Hop on with a bunch of friends and take on other players or zombies and fight your way through missions, from city to city. Learn as much as you want and become incredibly valuable. This game has it all!
But further to that, we want to make a game for gamers. Influenced by gamers. A game that has the systems and features we crave, the freedom and fun we yearn for, and the overall gameplay the major studios are missing the mark on time and time again. We want to remind people that “pay to win” style games aren’t what made games great. We want to give you an environment so engaging that you can’t wait to get back to it, a world you can never get enough of. A story that’s always evolving and a place that is always exciting, challenging, full of exploration and feels new no matter how much you play. A game we would not only be proud to make but will actually want and will be playing ourselves!
Why do this on Kickstarter?
Several reasons. First, we don’t agree with how many of the major studios put out games these days. Countless games seem to be copy-and-paste versions of previous games with very little changes. The changes we do see generally aren’t gameplay related or what the players even want! There are of course exceptions to this and there are some awesome series out there, but these are hard to come by. We don’t want to have those kinds of restrictions. We want to deliver a game that you want to play and have it include as much of the systems that you expect and enjoy.
We don’t want a huge overhead burning through the budget with nothing to show for it. We want the funds to go where they belong—into making this game amazing. The design plan for this game allows for us to forever expand the content, even after launch. New places, people, missions, items, etc., will be continuously added so long as budgets allow for it. All of this at no extra cost to the players.
Second, transparency. We want YOU to be involved every step of the way. While some things need to remain a mystery in order not to spoil the experience of the game when it’s delivered, we want you to not only follow along with development but also give input at any and every step of the way. Do you want a free-flow melee combat system or a kickboxing brawling style? Should you be able to climb ledges and structures? Do you want to be able to customize the interiors of the structures you build? We can offer the backers a unique say in how the game is developed, and give constant updates on where development is at, something larger studios generally can’t do. We’re hoping to also offer backers beta testing access as early in the development as possible.
Where will the money go?
Into making Torn Valley amazing! While Will, the founder of Donkey Kwon Games, began this project on his own, we have a very highly skilled and experienced team lined up to take on the project once funding is secured. But we will be seeking out some new talent as well. A ton of content needs to be made—not just physical assets and locations, but story, missions, animations, etc. And all kinds of things need to be taken from the concept design and brought into the 3D world! A lot of modeling, texturing, music, lighting, characters, interfaces, core functions and much more need to be fleshed out. Regardless, the final team will be following a very effective development plan to ensure all aspects of the project are being worked on simultaneously for the most efficient timeline possible.
Also, aside from human talent, we’ll need to cover infrastructure costs, servers and bandwidth, product branding, shipping, licenses for software and other fees associated with making a product for distribution.
A quick bit of math
In the interest of transparency, we want to share some really quick but not always obvious facts about the funding.
First, people costs. For perspective, the average salary in USD for a video game artist and content creator is around $75 000 per year. Considering ONLY that, a budget of $1 000 000 USD allows for approximately ten content developers to work for just one year. This is not even accounting for the other people (such as programmers and animators) and things (e.g., servers) that make games a reality.
Second, let’s look at fees. Before any money even reaches the game, upwards of 8-15% can disappear instantly due to Kickstarter (fairly so) and credit card fees and taxes. Add to this the rare but relevant chance that not all pledges make it through the credit card process, resulting in additional potential losses.
Lastly, engine choice. Though the prototype is built on Unreal, we haven't fully decided which game engine we'll use for the final product. While Unreal is a fantastic engine, it will take heavy customization and external coding to make it viable for mass online gameplay. A full analysis by our developers will determine the final engine choice, but consider that engine royalties of about 5% may also be due.
In reality, most major studios have ten to twenty times the number of people our team will have. Luckily we have very efficient strategic plans in place, which will allow us to work with a much smaller team. Not to mention, we are so passionate about this project being completed, we'll work for chicken wings and Earl Grey tea until it’s done and done right.
In regard to backing this project, we’ll leave you with this final thought: Most games retail for approximately $60 USD when they’re released. With extras and add-ons, this can get as high as $250! Plus, future DLCs are an additional cost. Many of these games are played for only a month or less. Torn Valley will retail for around $30 USD when released (and $16–20 USD if obtained through backing)! With a monthly subscription cost of $15 to play all content at release, as well as access to future location expansions, you can play more (and continuously growing) content for about a year and still not pay more than you would for a “deluxe edition” of most major released games!
We've carefully chosen our stretch goals with the core concepts in mind, as to not detract from the things that will make this game great. All features in the stretch goals are already in the development plan and timeline but are specifically planned in phases after initial launch to ensure we can meet our launch plans in full. Further funding will simply allow us to expand the team and the game sooner and move those timelines up.
Risks and challenges
1. Taking on too much at once.
We will adhere quite strictly to the project plan. However, things do happen and can slow down the project. While we fully intend to deliver all promised features at some point, we will enlist the help of the backers to prioritize the most important ones for launch, in preparation for any potential delays. Everyone on this team will be dedicated and full-time, with a clear list of goals.
2. Network and server load
This is something that plagues even the largest of studios when launching an online game. Luckily our team has an extensive networking background to help minimize this risk. We will also be working hard to have a beta testing up and running well in advance, not only to test for bugs and balance, but also for network stability and load.
3. That’s a big world to create in a small amount of time!
Indeed it is. Sticking to the project plan is going to be extremely important. Will, the head of Donkey Kwon Games, will personally be overseeing all aspects of the game, so it’s important to keep the team lean and efficient. We have several focused strategies planned out to ensure that content gets created in such a way that building out the world is partially procedural and also fluid. Regardless, we will definitely build out the world with future expansion in mind. This will allow us to launch with as little as 70% of the world completed and still offer a massive place to explore initially. Hopefully that won’t be necessary, but it’s best to plan ahead.
4. You’re not asking for enough money to make this kind of open-world game!
Yes and no. Our team is going to remain lean (figuratively and literally) and efficient. But yes, to make and maintain this kind of world, it takes a lot of upfront time and money. We realize our Kickstarter funding goal is on the lower side; however, we are hoping that as the pledges for this game grow, so do the excitement and awareness, thereby helping us exceed the goal. We’ll also be securing alternative funding as well. As mentioned, the game will be designed in such a way that allows for earlier release and constant expansion over time. The greater we exceed our goal from the start, the more likely it is that we will not only deliver the game sooner, but also include significantly more content at the initial release. As with the game itself, it’s within your power to decide how big and awesome this game will be.
- (49 days)