Monsters. Calamities. Fun.
Monsters. Calamities. Fun.
“Wolfman, The Mummy and a Ghost Walk Into A Bar. On The Titanic. And Start Killing Everyone.” - Kotaku
“Dreadline: a game about killing soon-to-be-dead people from ex-Irrational and Harmonix devs” - Joystiq
“I was just getting all cross about something entirely unrelated to games, and then games made everything better!” - Rock, Paper, Shotgun
“The concept sounds like it’s straddling the line between hilarious and horrible.” - Shacknews
“Who you gonna cull?” - The Indie Game Magazine
“I think we’ve got something to look forward to…” - Destructoid
“Imagine if Charles Schultz had made It’s the Great Pumpkin, Charlie Brown after a particularly nasty mescaline trip…” - 1up
In 10 seconds, the RMS Titanic will hit an iceberg, killing over 2/3rds of the passengers... AND THAT'S THE GOOD NEWS!
Dreadline is a high intensity, single player*, action role playing/real time strategy mashup. You control an unlikely and eclectic group of monsters killing the doomed during historically-inspired catastrophes.**
* If we can raise enough money, we would love to add multiplayer!
** Dreadline will be DRM-Free.
Dreadline is the kind of game you make when you don't have to convince anybody other than yourself that it's going to be awesome. A kid with a sheet over his head and a kitchen knife who thinks he's a ghost? What if he wore a backpack filled with a harvest of human hearts? His best friends consist of mummies, monsters, and a magical flying cube with incredible powers? Dreadline is mysterious, curious, cute, violent, and strange. We're following our instincts, not a spec developed by a team of marketing experts.
The game revolves around our main character, Ghost. He's an 8 year old boy with a bit of a troubled past. He was saved by a group of misfit monsters who were given a time machine by a highly educated alien from the future. What could go wrong?
We started out with one goal in mind... to take the RTS/RPG gameplay that you love, and make it way faster paced and frantic. You start each level by picking a team of 3 monsters to accompany Ghost as he "visits" calamities throughout time. (It would be far less civilized to kill people who weren't going to die anyway, no?) Each playable monster will have a unique and crazy skill set. We have a cool new interface for controlling your monsters (codenamed "dreadlines!"), an insanely competitive leaderboard system for keeping stats so you can compete with friends, and an awesome new game engine that makes the game look unlike anything else out there.
We are industry vets, but please don't hold that against us! We've worked on dozens of games over the years, from first person shooters, to ARPGs, to the biggest music games ever made. (Freedom Force, Bioshock, Titan Quest, Rock Band, etc.) What we haven't had the opportunity to do is make a game that is truly our own. Unfortunately, so many of the best ideas we ever heard were left on the cutting room floor of AAA developer's offices. Those flashes of inspiration should add up to more. We have both the expertise to build this game, and the vision and creativity to make sure we don't get lost along the way.
Dreadline is the kind of project that we've always dreamed of making.
We have been toiling in obscurity for the better part of a year, shaking off the residue from our old day jobs, finding the right project, and getting it ready to present to the world. Our hard work has paid off. The response to what tidbits of the game we've shown to people has been fantastic. We've laid the groundwork for building an incredible, one-of-a-kind game that we couldn't be more excited to build.
It took quite a bit longer for us to get to this point than we anticipated. As the project developed, our vision for what it could be grew and grew. What was originally going to be our quick-turnaround/low-risk/easy-breezy/genre game evolved into a completely original game that is far more exciting, but also far more challenging to build. Now that we're ready to really get down to building this thing, we're out of cash. We have enough of it up and running to know that it's going to be ridiculously fun, and we can't wait to finish it.
We're fortunate to have arrived here at the perfect time. Kickstarter has proven that there is an amazing audience of people ready to support projects like ours.
Dreadline is currently slated to be an English-language, single-player, PC release that will be completed around August of 2013. The plan is to have 9 playable monsters and 7 calamities. We have estimated that it will cost us $167,000 (minus the take of Kickstarter, Amazon, and our prizes) to get Dreadline out the door. It's quite a bit less than what other game projects of this size have asked for since we've been self funding for over a year now.
But we would love to offer more. We want more monsters, more calamities, multiplayer monster fights, Mac port, iOS port, more languages, or anything else YOU may want. We don't want to put up a table of new features that could be rolled out yet, because we would first like to hear from people like you.
People are clamoring for more Dreadline cartoons! We are planning on building animated cinematics very much like our teaser trailer for the game. Even a short and sloppy animation like that takes a serious amount of work. More money would mean that we can make more, better, and more ridiculous cartoons.
Eerie Canal is about creativity, independence, and innovation. We want to continue to make games that nobody else can.
We have built our entire game engine, entitled "shoe_gazer", from the ground up to make Dreadline. When we first started on the game, we weren't sure what we wanted it to look like. We just knew that we loved Steven's concept art, and after a while, decided that we should try to make our game look like his sketches. Having our own technology allows the game to look unlike anything else out there while also giving us the ability to add any of the ridiculous features we can dream up. Additionally, it supports all of the functionality you've come to love in other games (use of multiple cores, particle systems, cool physics, 2d/3d sounds, networking, etc.)
Risks and challenges
Video game development is a risky process fraught with peril. Just think of how many AAA titles with huge budgets end up getting canned. (Steven and Bryn should know, they worked on a project for a few years at Irrational Games that never saw the light of day.)
Dreadline has a number of things going for it that will keep it from becoming just another forgotten game.
1- All members of the team are game industry veterans. Bryn and Steven have been the lead programmer and lead artist on projects at Irrational Games, Harmonix, and Iron Lore Entertainment.
2- Dreadline has been under development for over a year. Although we have a lot of work left to do, the game engine is up and running, and the game is playable. (Just look at the footage from the video!)
Honestly, the main thing we are missing right now is funding. We have developed the title for as long as we could, and are now basically flat broke. Although we joked about it, we have actually put a very detailed plan/schedule into place and know exactly how much more money we need to finish Dreadline. That's what we're asking for.Learn about accountability on Kickstarter
- (28 days)