About this project
Temporus is a two-dimensional adventure game that spans a variety of genres. If you like platformers, side-scrolling shooters, and RPGs, you might find that it’s right up your alley.
The main premise of the game is time travel, but there are also lasers, missiles, and jellyfish. As you advance through the game, you’ll begin to peel back the layers of the rich history surrounding this digital universe. You’ll discover ancient artifacts, see flashbacks of forgotten battles, and learn about primitive technology that could help you save the universe from complete destruction.
There’s also a solid team of artists dedicated to making Temporus more than just another platformer. We want this project to showcase video games as the art form that we believe them to be, which is why it’s essential that we raise the funds to pay our talent. We’re planning to release the game on the PC, Mac, and Linux platforms, and we have high hopes that we’ll eventually publish to the PlayStation 4, PS Vita, and Xbox One.
The backstory for Temporus might remind you of some of the more popular space novellas out there. It’s inspired by television shows like Babylon 5 and Battlestar Galactica, without all the tangled love triangles and political diatribe.
The game takes place against various backdrops, like the planet Temporus and out in deep space. You play the protagonist, a pseudonymous worker who is on the job mining with a work crew for ore. Suddenly, the emergency lights begin blaring on your work ship. It’s an alert from the home planet warning your crew of an impending attack. No one is quite sure what it is that’s on the offense, but you and your crew board the ship and rush back to Temporus.
Once you get back to the home planet, it’s completely decimated and barren. You and your crew have no idea what could have happened. Your people have lived in peace for centuries; there were no known threats or hostility. You and the crew set out on a mission to figure out what happened.
GameplayTemporus is broken up into various levels, each with their own mission and different style of gameplay. Time travel is one essential part of the story, but the other is item collection. Each level will also require that you collect items that will help you on your mission. However, this not a tedious game based on collecting loot; it’s about tact and making every move count.
Okay, so why do you need money?
As mentioned, the goal of this fundraiser is to help contribute to the fund that pays the creative talent behind the game, including the artists, music composers, and quality assurance tester who ensures that this isn’t another game in an app store somewhere that’s crashing your system. This money will also help us continue to build more levels and create the unique environments that make the game. The more money we raise, the more of an enthralling, engaging title we can put forward.
Here is a simple estimate of where the funds are going.
Remix Stretch Goal Information
- REMIX Album: Huge list of amazing artists. See Update #7 for details!
- XBox/PS4/VITA Support: Builds for the Indie Markets of Microsoft and Sony. Download Codes provided.
- WiiU/3DS Support: Builds for the WiiU and 3DS (Experience may vary depending on testing for performance)
- New Game+: New difficulty modes, achievements, More Art, DLC ability.
Okay, now let’s talk about the goodies.
We figure since you’re helping us put together this incredible story, the goodies should be incredible too, right? Here’s what we’ve got for you: (Please note, ELITE packages are limited and not inherited into any other packages.)
- Miniature toy ships. A good friend of Frizz collaborated with us to make these little things. They’ll come in a couple of forms and sizes; some will be color printed, while others will be hand painted by an amazing miniatures artist. These were designed to be used in board games as well and they come with a metal stand so you can display it proudly among your own collection of miniatures. It also comes with a +5% chance to roll a 20 (that’s what we hear, anyway).
- A squee-worthy Plushy. This soft toy is modeled after the main character in the game, though it’s much cuter than Temporus’s protaganist. It makes a pretty decent cubical buddy or squeeze pal.
- Digital Art Pack. This is an archive of random art, including prototypes sketches from various team members. It also comes packed with music that may or may not make it in the game.
- Temporus OST Packs. The full soundtrack available as a digital download. It will also include some of the music that didn’t make it in the game and a bonus extended track.
- Bonus Epic 20-Minute long play Temporus track.
- Glossy poster. Need art for your office or bedroom? This will be designed by one of our awesome artists. We haven’t finalized a design just yet, but here’s a teaser of some of the runner-ups:
- Buttons and stickers. Okay, who doesn't like buttons and stickers?
Firebelly, @firebellys, Lead Dev and Doodle Monster.
Hello, I'm Firebelly, I have over a decade of experience in the fast-paced world of enterprise application development—sounds fun, right? I have worked with pretty much every desktop and mobile operating system you can imagine, including various Unix distros and even Apple’s iOS. Now I’m ready to tackle the game scene with the same level of enthusiasm and dedication. I have 10 years of experience programming C#, and over three years of experience with XNA and HTML5. I try to frequent GameJams as I can and feel pretty privileged to be part of the indie game scene.
Peter Queckenstedt, @scutanddestroy, Lead Artist and Cool Stuff Factory
Peter heralds from a land of maple syrup, government-subsidized healthcare and thinking toques. He has been in the Pixel art scene for over four years now. His work has been featured in the galleries of Pixel Joint and TIGSource. Below is some of his work from a secret project known as The Salvage. Check out some of his other work right here. Peter will be helping do mat paintings and pixel art for the project.
C-jeff, @cijeff, Composer and Synthaholic
C-jeff started making sounds with the ZX Spectrum and eventually became a musician. With a background classical piano, it was only natural to make music a real life goal. Obsessed with progressive rock mixed with electronica and chiptunes, C-jeff founded the Ubiktune music label. From there, the indie game scene caught his eye and he never looked back.
Here is a taste of the music:
Chazus, Gamer. Mountain Troll.
Born inside a TurboGraphx 16, doctors were not sure if he would ever be able to live a normal life. After a while, we just realized he was fine being half machine, half gamer. Chazus will be dealing with initial play testing and quality control as well as being a community manager of sorts. His main focus will be testing the ports for Mac OS X, Windows 8.1, Linux and any other platforms we settle on.
Frizz, Sage and Drop Ship Captain
After nearly turning into a pot of coffee in Seattle, Frizz decided to make something of himself and start a game studio. After developing a successful game for the browser known as http://www.drop-shock.com/, we thought it might be a good idea to tap his brain power for ideas on how to make a repayable game.
Supporting Roles (people I should thank!)
- Pastel letsaP will be helping out some level art and environmental art. Master of jellys. His game is going to be GREAT!
herror will be working on the main character design and animations. His blog is over here!
- Cedric Royer-Rivard will be creating some of the level art for platformer. Master of pixel things!
- Bannon helped design some great guns. He's kind of a rad dude. His game is going to be RIDICULOUS!
- Firebelly’s better-half, @ohthatflo When she’s not writing about Android for PCWorld and Greenbot, she’s copy editing my writing and figuring out how to put my scrawled out notes into words worth reading.
Risks and challenges
The main challenge ahead will be getting the game to look exactly as how we envisioned it and working as intended on any machine it ends up on. We will be testing mostly with the PC, but are committed to launching with multiple platforms if the funding supports it. Performance can vary greatly due to video card drivers, CPU speeds and GPU power, so we will be doing as much testing as we can to ensure it works. Chazus and the rest of the team are ready for a lot of play testing. We're hoping others want to join in on this process.Learn about accountability on Kickstarter
There will be DRM Free versions available with a key/download link. Versions for the console, handheld, or Steam will contain whatever DRM that comes with that platform.
Yup, depending on if we hit our stretch goals!
Yes! C-jeff will provide a bandcamp download key if you purchase an audio package.
Right now the game is targeted for Keyboard or Gamepad. This is mainly to make sure porting comes easy. Originally we had some point and click tech, but removed it in favor of more traditional controls.
Support this project
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