Launch your spider drone at walls, ceilings, and enemy heads in this pre-apocalyptic philosophical shooter. Explore a vast cyberpunk city. Shoot things in the face. Question your basic beliefs.
- Projected release: May 2019
- Five hour voice-acted story campaign
- Online multiplayer - up to twelve players
- Eight maps
- Three game modes
- Full controller support - up to four splitscreen players
The world is about to end. Those who can afford it already abandoned the planet for an off-world colony. Will you scrounge enough money to escape before disaster strikes? It's a zero-sum game between you and every other online player. Steal their resources and defend your own.
Explore the overworld and uncover the story using first-person parkour movement mechanics.
Meet strange characters along the way.
Unlock terminals to deploy spider drones and capture resources from other online players in third-person combat.
Experience true 3-dimensional combat. Launch your spider drone at any wall or ceiling...or through enemy heads.
Capture resources and use them to buy upgrades.
Play the objective-based Assault mode, the default during the story campaign. Or just have fun with classic CTF and Deathmatch modes.
The story of DECEIVER is about impending doom. How do people react to it? Do they give up? Fight it? Continue life as normal? Enjoy themselves as much as possible before the end? Or in the end, sacrifice themselves to save someone they love? Maybe all of the above.
I fondly remember Bioshock intriguing me years ago with its Objectivist audiologs, and more recently, Talos Principle with its smorgasbord of religious and philosophical references. I admit to some lofty aspirations here, but I want to avoid alienating anyone with pretentious language. The core of this story is so simple yet (hopefully) novel, that it's dangerously easy to spoil. I'm not aware of any game that attempts anything like what I'm trying to do.
I know it's hard to trust anyone on Kickstarter these days, but I've been researching and refining this story since before development began. I explained the core idea to 20 or so people. The response was overwhelmingly positive. Only one guy said it was "pretty stupid". I tacked a picture of him above my bed to keep me grounded.
DECEIVER started life as a 7-day prototype called "grepr" in 2014. The atmosphere and simple storytelling tools showed enough potential that I decided to turn it into a full game.
DECEIVER aims for that classic combination of linear story and non-linear gameplay. As much as possible, the story advances through environmental storytelling, player interaction, and limited NPC dialogue in the style of Half-Life, where the player retains control of the camera throughout.
For those interested, collectible audio logs explore the ideas behind the story with no grindy filler content. The game says what it needs to say (hopefully effectively!), then wraps everything up in a handful of hours.
Games are all about peaks and valleys. DECEIVER respects this principle at every level, from the story all the way down to the mechanics.
You start in a low-energy environment, exploring a new section of the city where you eventually find the drone control terminal, and when you're ready, plunge into drone combat. After a hard fight to earn enough spark, a relaxing tram ride transports you from the terminal to the next section.
The combat itself follows the same structure. You die and respawn, continually earning spark and unlocking new weapons and abilities as the match progresses. Some abilities, like the bolter, shotgun, sniper, and active armor, provide immediate tactical advantages. Others, like the turret, force field, grenade, rectifier, and minion spawner, offer strategic assets that in the long run may ultimately decide the match.
For years, I searched for the perfect mix of shooter action with just a hint of Real-Time Strategy, but never found it...so I invented it. Try the demo and see for yourself!
Remember community-run game servers? Back in the day, people would play on the same servers and bump into old friends all the time. DECEIVER brings that magic back with FREE virtual servers!
Create a server instantly right from the main menu! Select maps and custom game rules! Ban the haters! Bestow admin privileges on your friends! Watch your server rise in the global "top" list! All for free, thanks to The Power of The Cloud™®.
DECEIVER is part of the new Handmade movement. Everything in DECEIVER is hand-crafted, right down to the font - the game renders everything, even the UI, with vectors.
The game is built from the ground up on 70,000 lines of C++ for silky-smooth performance and instant load times. Its custom multi-threaded OpenGL engine provides flexibility to do things like this third-person camera culling effect:
And get this: the code is open source! Clone it on GitHub. If you're interested in game development, watch me code the game live on Twitch, follow the devlog, or read my "Poor Man" series of game development articles.
DECEIVER is all about craftsmanship. There will never be lootboxes.
Once these goals are met, everyone at the Scavenger tier and above will get one free extra Steam/itch key on release!
Jessica Osborne - voice acting
Jessica does it all. Graphic design! Art! Dungeon mastering! Twitch streaming! And of course, world class voice acting. She's played major roles in titles like Spellforce 3. Check out her work on Twitter and Twitch.
Logan Hayes - music and sound
Logan has that scary kind of Sherlock Holmes talent where he's locked in a room for days, and finally you get an email from him at four in the morning, and it turns out he wrote a symphony and invented a new kind of synthesizer based on the vocalizations of South American river turtles. Logan has worked on a ton of games and films, including the upcoming highly anticipated Kickstarter darling The Pedestrian. Check out more of his work on his website.
Will Handford - voice acting
Will is a modern renaissance man. Not only can you hear him in Space Pirates and Zombies 2 and dozens of Skyrim and Fallout mods (he does a killer Homestar Runner impression), but he's also a talented visual artist and animator. Follow him on Twitter and Twitch. He also has a ridiculously cute Corgi. I used to work with him! I KNOW HIM!
Evan Todd - everything else
I've been making games since 2002. I graduated from OSU in 2012, worked as technical lead on F2P mobile games, then went full-time indie in 2014. My first title Lemma released in 2015. I write my own engines because I hate myself. Hobbies include running and reading, but not at the same time.
Help make DECEIVER a reality! Pick a reward tier below and join the team.
I've dedicated almost three years of full-time work to DECEIVER. The biggest remaining task is to fill out the story content.
I think this story will surprise you, and I want you to become a part of it, rather than just read it. That's why I'm hiring professional voice actors to bring it to life. With enough resources, I could even hire an animator to help with the characters. The more money DECEIVER gets, the better the experience will be!
Risks and challenges
With solo projects, there's always the risk that I could get hit by a bus. However, I have a pretty good track record of not only avoiding buses, but also finishing projects. I ran a failed Kickstarter in 2014, yet still managed to release the game a year later to "Very Positive" reviews on Steam. I will do everything in my power to finish this game.Learn about accountability on Kickstarter
- (30 days)