In this mini-game we show you the last moments of the Warlock in this world; his trial for crimes against livestock and the final moments before he is executed by the frienzied crowd...
High quality glossy paper and printing, this 36 page hardcover measures 11,7" x 8,3" A4 and collects all the 3D art, Background artwork. The best art from the finished game, plus never before seen early sketches and concept art.
+£25 (+£32 if current tier does not include physical rewards)
The Weird Story of Waldemar The Warlock is a classic point and click adventure game which combines vintage horror with dark humour. Mostly 2d, with very detailed and artistically painted backgrounds. It is our contribution to a genre that we believe in and enjoy.
Our adventure is set in the fictitious realm of Groldavia. Once upon a time ruled by a fiendish feudal lord (Starosta) called Waldemar Gorobec, this is a country steeped in legends.
One of the myths surrounding Waldemar is that he was a warlock of unimaginable power and cruelty, until finally he was betrayed by his closest apprentices and burned at the pyre by a frenzied populace…
Centuries later, his life and work form the subject of devoted study for Alistair Ainsworth, an english lord obsessed with the occult. He is so immersed in his research that he has set up his living quarters at the old castle that used to belong to the fabled necromancer, with the sole company of Nigel, his loyal, if somewhat rascally, butler.
Both of them will soon be up to their noses in the mysteries hidden within the ancient walls of the castle which seem to emanate from the imposing and compelling portrait of the warlock himself. This painting appears to be the depositary of Waldemar´s errant soul, a soul that is still yearning to carry out its grisly vengeance and that will present Lord Alistair with an offer he will not be able to resist.. or will he?
Lord Alistair Ainsworth: writer, historian, occultist… the epitome of an idle victorian gentleman.. behind his rigid and proper poise, behind the intellectual preening, hides a personality mostly preoccupied with appearances and with obtaining the recognition he feels society has unfairly withheld from him. The truth is, his passions and obsessions spring mostly from the boredom of effortless wealth…
Nigel: Lord Alistair´s faithful servant, a manservant who also does everything else around the house, although everything he does ends up having unforeseen consequences. He knows the best strategy for keeping his job is to assent to everything his fastidious master asks of him, and later manage to wing it somehow making use of his main skill: improvisation.
Lady Florence, eight baroness of Alturia and Groldavia. A perfect wife, and an even better widow. As befits her lineage, she is the proud owner of a strong character, and is adorned by that entertaining virtue, the wandering whim. Also, she possesses the ability to fall madly and intensely in love with much older, dull and, coincidentally, rich men. Ever since the departure from this world of her last unfortunate husband, her life has been a string of tea parties attended by the minuscule and diminished elite of Groldavia. But her deep, desolate sighs and her yawning fits are about to come to an end, with the arrival of an interesting and fetching gentleman from England...
Groldavia is a region full of superstition and obscurantism. Its landscapes are rough and uneven, and steeped in cold winds and melancholic fog. The storms are dramatic and terrifying, and, they provide the perfect ambience to tell tales such as ours…
But among all the dismal places in Groldavia, surely the castle where our story takes place is the very epicentre of all curses and fear. All those who have dared to rent the huge edifice have either left in a great hurry or disappeared in mysterious circumstances. It is thanks to this that Lord Alistair has been able to pick it up for a modest price, and for him the place is ideal!
His study is spacious, the kitchen is huge and well equipped, as are the stables… and, he can finally walk the same rooms as his admired Waldemar! Breathe the same air! Speak to the same stones! Soak up his essence and finally complete his grand essay on the most notorious necromancer of all times!
We want to offer you a gratifying experience, where you can solve complex and original puzzles, slip into the skin of the protagonists and laugh at the bizarre situations they find themselves in.
If you still enjoy a good classic horror movie, if you celebrate Halloween 5 times a year, if you have ever yearned to experience the feeling of being a tormented soul trapped in a haunted castle riddled with cobwebs, possibly you will enjoy playing an adventure game like “The Weird Story..” ( Why don't you try the little demo game we have prepared exclusively for this campaign and see for yourself ! )
In this game, we have attempted to capture some of the essence of these classics and give them a lacquer of classy dark humour..
Imagine a blender. You take a dark and truculent story, for example something written by Lovecraft… you stick it in the blender. Then you pour in a fun adventure, filled with gags, something a bit like Monkey Island. You add a sprinkling of references to movies and tales, a little lemon to sour it up, a little tomato sauce for colour, and you press the button. Add a generous helping of lovingly painted and sculpted artwork, and voilá! it is ready to serve and enjoy.
For a more detailed description of our influences, see our development blog!
We have designed The Weird Story.. in such a way that it can be played
more than once. Many adventure games are truly finished when you reach
their conclusion, but here you have the possibility of playing it all
over again, as it has two completely different plot lines that result in
two different gaming experiences:
Lord Alistair follows the beckoning of evil and becomes the new dark lord of Groldavia. He searches for the traitors and visits the warlock´s retribution upon them, killing them with his own hands and without leaving a trace.
Lord Alistair decides to oppose Waldemar´s ghost and engages in a struggle to rid the world of him forever.
Each of these options will lead you to a separate full length game, with new puzzles and characters. And both will be great fun to play, for why would we bother otherwise?
Carlos Martin, on composing the original soundtrack for the demo game:
"While composing the music for WTW, my intention was to create tunes and harmonies that would immerse the player in several moods at once. On the one hand, I was looking for tones suggesting magic, but on the other hand, some insidious darkness. And on yet another hand, a little touch of whimsical high spirits. Listening to my earliest influences singing inside me, I decided to achieve this juggling feat using versatile orchestra sounds. I hope you will enjoy the game as much as I have enjoyed creating the music for it. With your support, I am sure we will be able to hatch something truly magical!"
The Castle Murmurs
Among video games, the adventure genre is the most narrative one, where the story and the plot are what matters most, and an important aim of the game is to tell the tale. It is the closest a game can get to the idea of an interactive novel, the characters are well rounded and three dimensional, the dialogues are powerful, the ambience is an integral part of the immersive experience and of the staging… but without forgetting the game aspect of it ; the enigmas, the puzzles, the challenges to the player that activate his/her lateral thinking and ingeniousness, the clues incorporated in the dialogue… narration, deduction, ingeniousness and ambience are what define the genre´s identity.
We invoke the magic of Kickstarter because we have a cherished project and we want to carry it out and finish it the way it has been conceived. We want to be able to dedicate all our time to this endeavour, and this is only viable financially if it is funded!
We believe there is a community out there who want to play a game like this and who will want to give us a friendly kick in the right direction so we can make it happen!
The Weird Story of.. becomes a reality (£40.000)
Attaining this first goal will enable us to finish the game, giving it all of our time and energy, and bestowing on it the love and attention to detail it deserves. We need that sum to buy software licences , generate oodles of art and then knit everythign together through programming.
We also want to give the game a nice dark and playful feel by adding good music created especially for the purpose.
Groldavia enriched and an orchestra (£50.000)
Reaching this second goal will mean we can give the soundtrack a more nuanced and human touch by hiring real life musicians to record the tracks.
Also, we will be able to create interactive books as add - ons to the game. Groldavia is riddled with myths and legends and we have some great ideas for tellling them in novel and entertaining ways, with drawings and narratives that will enrich the universe of Waldemar The Warlock.
WTW to take over the world (£70.000)
Achieving this third goal would put it in our power to properly localize the adventure. The texts and dialogues will be translated into at least 3 languages anyway, but we would love to add more languages, and to have professional actors speaking the dialogues in each language. That way, we can offer a more approachable and ecumenical experience to more people.
Now it gets really serious (£100.000)
Would the funding goal amount to, or even exceed, this powerful sum, we would rub our hands and get really ambitious. Our experience in film has made us initiates to the dark arts of 3d animation. We would love to add many high end cutscenes to the game and for that, we would need a larger team of sorcerers willing to conjure the 24 frames per second that make the magic possible.
We are a small team who have made the gratifying and terrifying
choice to do what they have always dreamt of doing: to gestate their own
project from scratch.
We have learned a lot working in animation movies, advertising and video games, and now we want to put all of our experience, learning and enthusiasm to work for this project and reach a result that will make us feel fulfilled, satisfied and proud.
As you can see we are an eclectic family composed of experienced visual and musical artists and adorable script writers.
We are also indebted to a few people for their collaboration, such as
Rigardo Vasquez, who rigged out character, and Nico Griffo, who
kindly put some of his render nodes at our disposal.
It has been a great and ongoing adventure, to develop everything ourselves from the beginning: the story, the puzzles, the style, the artwork, the animation… it has been a rocky and exciting path and we are still in the middle of it, but every day we find within ourselves new resources and ideas and we realize it is worth the effort.
Risks and challenges
We have the game all thought out and quite a few characters and scenes designed and partially done already. We have detailed scripts of all the puzzles and the plot.
By making the demo version we have already become utterly familiar with the software, and we have settled into our roles in the team, and we have proven that we will be able to make the adventure a reality.
So, failing natural disasters or utter technological breakdown or something of the sort, we will deliver the game and rewards on time. Of course the unforeseen always happens and delays will creep into any project, but we have a schedule and are confident we will stick to it.
Wine must be build with OpenAL support unfortunately this is
often not the case. The solution is to install ibopenal-dev and
libopenal1 and afterwards build wine yourself from source. Now open
winecfg and set the openal32.dll override to "builtin then native".
The Artloving Enchanter
DIGITAL ARTBOOK + THE GAME (DRM free or Steam Key if greenlighted) + EARLY ACCESS + YOUR NAME IN THE CREDITS + DIGITAL SOUNDTRACK + VINTAGE POSTER PACK + HINT BOOK (All digital)