Enklave is a game that takes you away from the big screens of your console or desktop and encourages you to walk around your physical surroundings. Your mobile device becomes a window into a post-apocalyptic alternate reality. You participate in extending the Enklave world by scouting out real life buildings which function as shelters (enklaves) for the remaining survivors within the game. In a departure from similar games which make gameplay tedious, Enklave is designed to automate the trivial tasks and let you focus on the important tasks without staring at the screen all the time.
Several years ago, while playing hardcore MMO games, we became gradually bored and dissatisfied with the endless stream of MMO RPGs that only focused on slightly different game mechanics and ever improving graphics. Without fail such games would start with a big bang and then peter out as players became bored after leveling out, trying out all the game mechanics and visiting all the places in the game.
We wanted something more; we longed for a meta-game, a game that put emphasis not on mechanics and cool graphics but on the interaction between players. Only when players become deeply involved with the in-game economy--building guilds, alliances, competing for scarce resources, getting involved in complex games of politics and espionage--does a game become truly sensational. Only when gamers start writing their own stories does a game become truly memorable. Only when casual gamers get the feeling of being a part of something greater does a game provide them with an enjoyable experience that can last for years.
Now, years later, the time is right to successfully build our dream. Advances in technology also mean that developing and hosting a MMO game doesn’t cost an arm and a leg anymore (well, only an arm). The advance in mobile technologies also makes it possible to now build a new breed of game. Mobile phones have become powerful enough to support the complex user interface we envision for our game. Also, because we are now older and have less time to play games, we want to build a game that only requires as much time as you are willing to dedicate to it, and does not necessarily chain you to a desktop or game console for hours. So overall a mobile MMO RPG game is now both possible and more appealing to us than a desktop one. We are developing a game that we want to play.
You are a survivor of a nuclear holocaust in possession of an advanced combat suit and an energy weapon, provided to you by a secretive organization just before the bombs fell. You are now one of the Guardians.
As a Guardian, you have to protect other survivors by guiding them to pre-scouted (player submitted) locations, knows as enklaves. Once you come across an enklave, you have to capture it, build it up, and specialize it. Defend this enklave from raiders, thugs and enemy players, and reap the benefits and resources provided by the territory around it. You devise strategies on how to capture and better specialize certain enklaves to withstand attacks and become viable production hubs in the heart of your territory. The territory is controlled through a web of adjacent enklaves that you and your neighbors have to strategically defend against computer or player-controlled enemies.
With Enklave, your real-world neighborhood becomes your playing field. The game world is superimposed on the physical world around you. Enklaves are represented by real buildings. When you capture, fortify, and specialize enklaves, you gain control over the territory around them. The goal of the game is to take control of all territory, in essence to conquer the world. This requires you to explore the physical world around you and team up with others in order to extend your reach beyond the area you are in.
Not everyone has the same vision on how civilization should be reborn. There are three separate factions that fight over control of the enklaves and the territory around them. Three distinct ideologies are born from the nuclear ashes. Each faction trying to impose the right vision of the future.
- The Architechs aim to create a complex A.I. to deal with the chores of government, while preserving their individuality in their daily lives.
- The Edenites want to make use of neural interfacing and genetic manipulation to transform the whole biosphere in a single organism of supreme balance and harmony
- The Prometheans would have no one and nothing dictate their future, fighting to preserve their humanity and rebuild the old world.
Attacking an enemy enklave becomes an intense combination of PVE (player-versus-enklave) and PVP (player-versus-player) combat. When attacking, you must carefully decide which part of the enklave to attack, while also defending yourself from enemies. Strategy is important.
The defenders may choose to either build automated turrets, set up deployable defenses or simply be on the lookout at all times against computer controlled raiders or enemy players trying to stake out their own turf.
You live in a world of scarce resources so you will be forced to establish trade with other players from remote locations either through in-game caravans or by meeting in real life.
In the game, as it is in real life, there is strength in numbers. Form a clan and play together with your friends under the same banner. Gain advantages by investing resources and time in the development of your clan.
Each faction not only fights for control of the territory but also for the scarcest of resources--information. Wisely investing in research at a local or global level gives factions and clans big advantages over their enemies.
Read more about the lore and about the game world on our website!
New Game Mechanics
I want to thank our incredible community for all the feedback we received! It helped us improve our presentation and as a result, here is a detailed description of how we want various features of the game to look and work. This is how Enklave will look like with a successful funding of this campaign.
At the beginning of 2014 we started talking in earnest how we could possibly build this game. While we had considerable experience running online businesses and many years of programming ourselves, we didn’t have much experience in writing mobile games. So we decided to first build a prototype, something that would show us (and hopefully everybody else) that we can actually build this mammoth of a game.
The prototype is now fully functional and even in its dev environment capable of supporting a population of several thousand players. All our Kickstarter backers will receive immediate access to our alpha prototype.
The interface may be basic but the game so far covers the following:
- automated resource gathering
- basic crafting
- enklave building
- real-time PVP combat
- home base for storage
Soon we will be adding deployable turrets and movable raider camps for more PVE fun.
Enklave features real time, player versus player (PvP) combat! There is no limit to how many players can participate in any given battle and, pending the successful financing of this project, we expect massive, fun battles involving lots of players!
In addition, players can conquer enemy enklaves by attacking them and defend friendly enklaves. Enklaves also occasionally come under attack by raiders (artificial intelligence NPCs--non-player characters) and must be defended. Caravans must be defended as well while they are in transit between enklaves.
Therefore we are considering the possibility of having several combat user interfaces in order to accommodate different situations. As you can see below, the interface we have now is suitable for a few players engaged in combat, but not so for hundreds. At the same time, in a player vs. enklave battle, the complexity and use of screen real estate is redundant. With funding, we can keep designing and developing a better game!
We have invested so far tens of thousands of dollars of our own money in this game. Continuing at the pace our own resources allow would mean too slow of a development path. Seeking your support on Kickstarter allows us to greatly increase the speed of development--in a way, amplifying our own efforts.
However a successful Kickstarter campaign means so much more to us:
it means building a tightly-knit community with vested interest in creating the best possible game. Hence we are providing early access to our alpha releases for all backers as soon as possible even if we will get negative comments due to the roughness of this early stage.
it means that we get to stay independent and that you as our only investors will have a much greater say into how the final game will look like.
it means that if and when we approach other investors we would do so with a much more mature project, with a proven demand and an existing player base. Hence obtaining additional funding would be much easier and faster.
last but not least, it gives us the confidence that we are building a truly innovative game, expected and desired by many players throughout the world.
All of these added benefits made a Kickstarter campaign a much more attractive way of raising funds than any other venue. Therefore, please join us in this venture and help us build a game that you will enjoy for years to come.
We hope to raise sufficient funds to build the mobile client both as a 3D and a 2D game. A simple setting would allow you to switch between them, making sure that older devices can run the game, while top-of-the line smartphones and tablets make use of their full potential for improved visuals!
Here are some examples of our 3D interface concepts:
... or a view at map/main interface level.
...by another designer.
YES! We have only scratched the surface of what we can and want to do with this game. We are at the ground level for now. The plan is to expand upon this and allow for ever more complex layers that would not directly change the core game play, yet add to it and allow more involved players to leave their mark.
Here is a glimpse of how we want to shape things. Some of these features are relatively simple and will be implemented early on while others are very complex and would require months or years of development. Keep in mind that the specifics might change.
- Regional Resources
The entire world map would be split into a 20x20 km (12x12 mi) grid. Each section would have a designated “rare” resource added to it that it specializes in. The three resources are Water, Food and Fuel. The grid would be setup in a such a way that two adjacent regions with the same resource, would be a rare occurrence. By controlling and specializing an enklave in that region, you gain access to the resource. The core game play would not require these resources. However, all three resources will be required for other advanced features, described below: crafting, the home base, clan base, and global research projects.
- Research Projects
Each faction wants to dominate the other two and impose their ideology in the rebirth of civilization. To achieve this, a Research Tree will be available at a global level. The leadership of each faction decides what items to research and combines resources from all over the world, in the form of Research Points. With enough Research Points, a new technology can be researched and developed. Once a technology is developed, it becomes available to all players of that faction. After a short while, with different choices, the three factions will be set apart by what technology they can deploy in the game. While Architects (one of the factions) might decide to go for powerful shielding for their enklaves, Prometheans (a different faction) can choose to have deployable turrets. Only time will tell.
- Caravans and long range commerce
With the introduction of regional resources, cooperation with players from nearby towns and cities will become a necessity. As you have an abundance of a certain resource in your area and a scarcity of others, you will want to trade this with other players from further away.
We expect rural and suburban players to gain a major role in Enklave, since their usual daily commute gives them access to large amounts of resources that they will want to trade with city dwellers for highly specialized crafted items.
There are two ways to do this. The most common and most rewarding one will be by creating a caravan, filling it with any items that you choose, and sending it to an enklave from another town/city. This caravan will follow the existing road grid, not unlike you would expect your average navigation software to follow a route to a destination. The caravan will be moving at a low speed with occasional stops (to clear “rubble” from the road). It is visible to all players and can be intercepted and attacked or defended by fellow players.
Later in the game, as a result of a global research project, you will gain the ability to create long range communication channels between two enklaves. Once communication networks are in place, and after the completion of yet another research project, will provide you with the ability to “teleport” items, at slow speed, to players that are at either end of the connection.
In the harsh world of Enklave it is best to ensure your survival and evolution by joining forces with old and new friends alike. You do this by creating clans. Get 5 of your friends together, form a clan and establish your clan base. Once all 6 of you are under the same banner, your clan name will be visible to the world. While there are no distance restrictions for clan members, it is advised for them to play in the same physical area, in order to have easy access to the clan base.
Your clan base and your home base will be similar.. You will have various features ranging from shared storage to advanced crafting stations and different bonus-providing installations.
While the home base is only visible on the map to the owner, for privacy reasons, we expect these clan bases to be at public locations, such as pubs and cafes. The clan base will be visible to everyone and the enemy will have the ability to attack it. They can not destroy the base (and all your hard work along with it), but they can disable the clan base, removing all benefits until it is repaired.
- RTT/RTS Blend
The ultimate aim is to use all of the above features (and some that we did not disclose yet) to turn Enklave into a strategy game, for the leaders among you.
Clan members will have the option to see each other on the map, in real time. Clan leaders or tactical officers will have the possibility to direct these players to targets, or focus fire in combats, with mechanics not unlike your usual RTS (real time strategy) game.
Regional Commanders will have the option to view the clans as combat units and issue strategic orders for invading enemy territory or defending their own.
Global, simultaneous battles can take place with the faction leaders asking for the relocation of resources from country to country or state to state, when complex operations take place.
We want to keep the game free, yet have no support from any large corporation to pay for servers and developers. To cover those costs we will offer "Premium Accounts." By signing up for a premium account at a modest cost of 2-3$/month you will gain small benefits such as larger inventory capacity and home base storage or higher growth rates in non-combat skills. In addition we want to sell packages that improve the looks of the game. For example, you will be able to unlock a larger variety of avatars to choose from, or several graphics options for your clan base and customization of your clan logo.
No premium player will ever have a direct benefit against a "free" player and all game features and mechanics are equally available for free and premium players!
The founders of Enklave
Game Designer - Tudor Rosca
With 10 years of experience in running customer care and logistics for large corporations, Tudor has a 50+ employee company, managing a significant yearly budget.
Project Manager - Alexandru Anitei
Alex manages his own web development company for over 15 years. With a strong programming background he has been involved in over 300 online projects ranging from enterprise solutions to hopeful startups on a string shoe budget. He is experienced in leading IT teams both large and small and as our MMO grows it will require ever increasing resources and competent management of those resources.
Software Architect - Andrew Rosca
Andrew is an experienced system architect who works for one of the world’s largest hedge funds. He was involved with numerous startups and is the author or co-author of several patents in areas ranging from finance to cryptography to hydraulics.
Right now, we are funding the game development ourselves. We currently have two full time programmers and two designers working on the game. With proper funding, we can expand the core team and also deploy powerful hosting infrastructure.
A short while ago, we signed a partnership with a great rock band, Aeon Blank, that will delight us with an epic soundtrack!
The upcoming Intro Video has a song composed by The Fallout Marching Band, entitled Four Minutes to Midnight. This was modified a bit by us and it is now played and sung by Iulia Dimcea and Emil Luca. You will love it!
Last but not least, the community that supported us early on is and has been an active part of the development process! There are many that helped us with coding, image and animation design, and feature testing!
Special thanks have to go here to Roby65 for helping us in more ways than we can mention, to tille for the Enklave Sender app, and to matspa and burned disco for the great work on the 3D logo animation and sound!
We are proud to be part of Kicking It Forward!
The rewards for supporting us are split into 4 distinct tiers. The first "supporter" tier will grant backers access to digital content.
Starting with the 2nd tier, backers have in-game titles corresponding to their tier, and achievements in addition to being known as "Founders"!
All "Early Bird" rewards will be restocked if they get sold out, but at higher prices!
Risks and challenges
The primary challenge was to find the right tech that allows this game to function as we envision it. After many months of testing and dead ends, we now know what combination of server and client technologies to leverage in order to make Enklave happen!
The main risk comes from the mechanics of the game. We need to have sufficient players in order to create engaging game play at a local level, anywhere in the world. To achieve this, the game needs to be developed far enough to be fun for a wide variety of players. We believe that the initial funding we are hoping to raise through this campaign will allow us to deliver a complex, entertaining and engaging game.
The second risk comes in the form of having sufficient ongoing income to support the operating costs and further development, while making sure that we do not fall into a Pay-2-Win trap. We are confident that we can avoid this by working with the community, as we did from day one, to make the right calls.Learn about accountability on Kickstarter
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