Kriophobia: Bringing Back Survival Horror
Kriophobia: Bringing Back Survival Horror
A new take on Survival Horror inspired by the core concepts of the genre with new tricks up its sleeve.
A new take on Survival Horror inspired by the core concepts of the genre with new tricks up its sleeve. Read more
Update 09: Shout outs to other projects & future plans.
Update 08: Happy Holidays!
Update 07: We talk about the possible Stretch Goals of our KS campaign!
Update 06: Long live the Controller! + OST!
Update 05: Greenlit! We got greenlit in less than two weeks! That's Amazing! And it's all thanks to you guys! THANK YOU!
Update 04: Swag! We have more information (and pictures!) about our swag, what you can expect.
Update 03: Feedback Roundup. We've had so much feedback we'd like to take a moment and tell you about it.
Update 02: Demo Available! Yep, you can test the game! Links below.
Update 01: How it all began.
Kriophobia is a new take on Survival Horror that follows Anna, a geologist stuck in Zhokhov Island, in northern Russia. Traumatized by past events, Anna avoids human interaction by studying seismic activities in remote areas. Her work left her and her team stranded in a seemingly deserted island to fix and monitor local conditions. They did not, however, prepare her for what she would have to do next. After falling into a sealed military complex, Anna has to find a way out and, hopefully, help her colleagues.
First impressions may not be always right and you’ll have to be cunning if you want to escape. The further you go, the darker and colder it will be. You must guide Anna through the darkness. Be brave to endure the horror. The game’s approach to the genre embraces an old trick, namely fixed camera angles, while mixing well-known gameplay themes with a new and unique art style. Rendered scenarios are based on graphic novels, designed to create an immersive and dynamic narrative.
An innovative rendering technique was developed for the game, allowing for comic book style drawings to be rendered on highly optimized 3D environments. This mix of 2D and 3D art enables high quality scenarios with dynamic lightning even on mobile graphic cards.
Kriophobia is a very ambitious project and we plan on adding a lot of content to the game, but we also want to keep the scope of the project simple so the game will focus around a simple core game-mechanic and a well designed set of features. Some of the Core Game Features are:
- Single Player Episodic Campaign;
- Fully illustrated 3D Game World (with Static Cameras);
- In-game Cutscenes & Motion Comics;
- Mature content, featuring a cold and dark storyline;
- Story Driven Puzzles;
- Accessible and intuitive control schemes: Mouse+Keyboard & Gamepad Support;
- Stunning 16:9 - 1080p HD resolution illustrated scenarios;
- Vast Soundtrack;
- Immersive Stereophonic Audio;
- DRM-Free copy and Steam Key!.
What are stretch goals? Stretch goals are the kinds of content we can add to the game if our project goes way over our initial planning. If we are fortunate enough to exceed our expectations, every extra bit will go into expanding the game. We plan to include new features, audio tracks and maybe even releasing the game to more platforms. For now, our plan is this:
Don't worry, if you don't want to be mentioned in the credits, we will keep your privacy protected. After the kickstarter is complete there will be a question/checkbox confirming your interest and the name you want to have in our credits.
Here is what you can expect if you pledge any tier that contains a T-shirt:
And here what you will get if you pledge any tier with a digital or physical copy of the soundtrack:
Our artists are amazing, and we guarantee that everything you get, from T-shirts, to posters and printed media will be gorgeous and produced with care.
* The DRM-Free Copy of Chapter 01 will be made available separately (before) from the complete game and will feature the list of backers that pledged the minimum pledge level.
** To add your voice to Kriophobia, We'll meet you via hangouts/skype and ask you to record audio samples of your voice whispering sentences (we will coach you on how to do it, don't worry. All you need is a working microphone).
*** To design the boss encounter, We'll meet you via hangout/skype (or you can come to the office if you prefer) to design a room / boss encounter in the game.
**** Regarding the visit to our studio, the ticket is not included if you wish to visit us. However we will pay for the ticket if our Game Designer meets you at your desired location. Words from the C.D.: "You like hot dogs? I like hot dogs... Let's get something to eat and talk about the game and stuff."
Designing and implementing an innovative rendering technique requires time and a lot of effort. In the past year, we've worked to fine-tune our pipelines and make it possible to design, model and illustrate the environments in the game beautifully and efficiently. Check out some of our screenshots below.
The visual design behind the game is based on graphic novels with influences from the greatest (Frank Miller, Tony Moore and Dave Gibbon to name a few). The style is meant to evoke a multitude of feelings, guiding players and setting the general tone of the game.We are extremely confident that the visual design will create an atmosphere of impending terror.
Designing and illustrating dozens of cameras is a time consuming task and requires many iterations.This task will require the most man hours and is both one of the most important component of the game and the most time consuming one. That is why we've spent months training and perfecting our pipeline. The end result will be a gorgeous collection of full HD 1080p designs. The story behind the designs and how some of them evolved during game development will be part of the art book that many of our backers will get.
Sound and Music are very important to any game. To achieve player immersion in a horror game, a lot has to be studied, composed and tested to see if a score matches the tone of the scenario it is paired with. So, our in-house composer/sound designer Herman says that the process of creation is hard, but at the same time very gratifying, based on the reactions shown by our players and the constant praise for his success.
The soundtrack combines aspects of the Russian musical culture with horror games. Obscure and cold ambience, waltz and Russian march, growls and ... well, anything that will be present in it. This is one of the greatest challenges that our composer/sound designer will meet in his journey through the game audio industry.
Creating one of the scariest and most terrifying game soundtracks in the world is as challenging as it its rewarding. The facing the challenge is our motto, a constant motivation to create something closer to the horror experience that we want to pass to the player in Kriophobia.
Because we have been working on Kriophobia for a while, we have a lot of material ready, and some of it is available on SoundCloud. All the songs and themes were composed in-house and can be listened to along with others works made by our team.
The main objective in Kriophobia is to escape Zhokhov, while solving the mysteries that surround the island. Anna arrives in Zhokhov as part of a three member team tasked with fixing and monitoring seismic equipment. Her team members are Mikhail, Anna's superior and Natasha, the trekking and survival specialist tasked with assisting them.
Anna and her colleagues were dropped of in Zhokhov by a ship headed elsewhere and will have to stay in the island for seven days before they can return to land. While they had all the supplies they needed to stay in the island, there was nothing they could bring that could prepare them for what happened next.
The game is currently in playable demo stage, which means that we have a small part of the first chapter implemented. We are making the final touches and the demo will be available for download by December 6th for PC, Mac and Linux. Certain elements of the content available in the current build may be altered before the official release. The current preview is available for public testing. If you’re interested in testing our current build, feel free to grab a copy and contact us with your suggestions (Our designers love it! No really, they ACTUALLY like when people make suggestions).
We first presented Kriophobia to the general public on October at BGS. It hasn't been long but the game has been mentioned all over the place. Here is what the internet has been saying:
"... Kriophobia, even as a demo, already creates an immersive feeling of tension." - Kotaku BR - Brazil [translated]
"… the game uses heavy shading and claustrophobic camera angles to do this [create a terrifying atmosphere]." - Siliconera - US
"... Kriophobia looks to please the old school survival horror fan in you, with fixed camera angles and other classic designs." - Rely on Horror - US
"What really caught our eye about Kriophobia is it graphic novel art style." - Pocket Gamer - UK
"For the first time a game uses a combination of cel-shading and dynamic lighting technology." - Horror GM - Japan [translated]
"Kriophobia is one of the games that shows how much the brazilian game development community has improved." - Baixaki Jogos - Brazil [translated]
"An independent game with an interesting graphic-novel-like visual style." - LevelUp - Mexico/US [translated]
"Kriophobia boasts a notable comic style design, and includes novel techniques like dynamic lighting on pre-rendered backgrounds." - Play4Test - Spain [translated]
"Although it is a first reading, it has amazing sounds, and the atmosphere of fear seems to be well captured." - IGN TR - Turkey [translated]
Now that's when you come in: Being on kickstarter provides us a unique opportunity to interface directly with our fans and to make a game where fun and quality are top priorities. As a backer, you will become a member of the Kriophobia community, a place where we'll discuss everything from game updates to polls, where we'll be actively asking you for your opinion on certain aspects of the game. It's almost like you're a member of the team. We'll be asking for feedback in a bunch of different ways such as:
- Closed Alpha/Beta Tests: At every milestone in our project (e.g.:completed chapters) we will invite members of our community to test parts of the game. We'll make sure everyone gets invited to test the game at least once before final release. We will also release the game to backers before the general public, meaning you will have early access to the released build;
- Polls & Surveys: During game development, we'll send out a series of polls/surveys to get your opinion in certain matters or to create psychological profiles for the game. We will also be asking everyone that takes part in our closed alpha/beta tests to give feedback on their experience;
- Design Hangouts: We will broadcast (on a private video channel available only to kickstarter backers) design meetings live from our studio.
We are indie developers and that means that making games is our living. Mostly that means coke and pizza, but we have to cover other costs as well as taxes. While we are not asking for much, we are asking for the minimum we'll need to get the game released. Here is a graph of how the money will be spent.
While our share of the money is not huge, it will cover what we need. Don't worry, we are not n it for the money. Kriophobia is our dream and with your help we can make it real. Needless to say, the more money we get, the more stuff we can put into our game. We've even considered a few stretch goals... you can check them above!
Risks and challenges
There are always risks involved when working on a digital game project. But we've done everything we could to reduce the risks and make sure that Kriophobia will be completed.:
We've been working with game development for several years and are aware of the costs involved with development, both time and money. We've put all the money we made from our other projects into Kriophobia and so we know how to value where our efforts and time. This means that the one thing that can potentially delay the game (in a good way) is if we surpass our goal by a large amount. With more funding, we will be able to add more features and content, which may take additional time. Every single penny we have will put into the game, as well as some of our blood and guts.
This way, the biggest risk the project faces is that it could be delayed. However, regardless of inconveniences we may face, we WILL ship this game with all features in a timely manner and within a reasonable time frame.
We've been working on Kriophobia for a while now and we waited this long to start our campaign to make sure that we had a well rounded machine where processes were predictable and efficient. The game is our love letter to survival horror so, we hope for your support.Learn about accountability on Kickstarter
- (31 days)