Project image
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DKK 1,835
pledged of DKK 20,000pledged of DKK 20,000 goal
16
backers
Funding Canceled
Funding for this project was canceled by the project creator on Mar 17 2015
DKK 1,835
pledged of DKK 20,000pledged of DKK 20,000 goal
16
backers
Funding Canceled
Funding for this project was canceled by the project creator on Mar 17 2015

About

GENERAL

The game will be a Survival-RPG with isometric third-person point of view set in a modern post-apocalyptic world with fantasy elements. Although scavenging will be an important element, the focus will be on the storyline and general survival such as food and sickness.

The game will be made for Windows, OS X and Linux.

TWO STRONG GENRES

The game is going to be a survival-RPG. It is a tough genre to work in, due to the fact that it's hard to find a balance between intense storyline and searching for resources.
We have taken elements from both genres like a leveling-system with character-development, game choices and story building as well as recource gathering.

The main setting will be a world with limited resources one year after it was overrun by zombies.
Creatures before unkown to man have  begun to leave the shadows, attacking the survivors left in the world after the event known as Earthfall, where the world's governments stopped sending messages out to the public and anarchy became the governance system.

COMBAT AND ACTION

This game will use real-time combat in style similar to Diablo or Path to Exile. Beside the two mouse buttons, the keys to the action bar will be Q, W, E, R, 1, 2, 3, and 4. This means we work with 10 customizable buttons, where 8 is on the keyboard.
The decision of making QWER and 1234 into action keys is based on our own experience with gameplay.

The character will be able to craft items to help her/him in and out of combat. To name a few of the common items:

  • Bandages: Heals you when wounded and can stop bleeding effects.
  • Dims: One of the most common items. Dims is used for pretty much anything. We will make a video about this, when item designing is engaged.
  • Nail 'n Bat: This is pretty self-explanatory. Created by a bat and a nail, this familiar weapon will be excelent to crush the heads of any undead horde!

The gamer should also think about who he engages in combat with; everyone can be killed. Even quest givers. We will make sure that you are not going to be stuck, though. But they may be strong. The may be in a town. They may have bigger weapons than you. You may be killed, and then hated forever by everyone you know. 

STORY AND LORE

Any good RPG has a enthralling stroyline and lore to explore throughout the game. With notes, quests and people the player will be able to discover the tragic end of the modern world, but also the rise of new societies as the world moves on from devastation. 

For that same reason, we will not go into too much detail about the storyline, but here are some of the overarching lines: 

  • The game will be set in a modern, post-apocalyptic world.
  • An undead-outbreak destroyed the city today known as GZ - Ground Zero.
  • The Government broke down a few years after, just as the number of undeads rose.
  • Just as the game starts dark creatures have begun to emerge among the shadows, leaving the survivors with many questions as to how the outbreak started in the first place. 

By dark creatures we of course mean demons. There will be demons.

CHARACTER BUILDING

The player's character is of course the main focus. We are designing the build up around the character to reflect a journey for the player; the character shows the player's story.
The game will not have any classes, but instead talent trees and choices that make each character unique. The playable characters available from the beginning of the game, will have individual attribute bonusses and a starting item as well.

We are also focusing on different aspects to make the game more fun and strategic to play. Here are a few of our aspects to survival:

  • Hunger: You need food to survive. It's logic. We will not make a food-hoarding game though. The player can train his stomach through skill and strength, making him more durable. Because we are setting the game in a post-apocalyptic world, food is a strong currency, giving the player the choice of either keeping the food for herself/himself, or trading it for other goods. 
  • Senses: This attribute-aspect has been quite fun designing. As you have better senses, you will be warned about dangerous smelly beasts, but are also better at hearing the cry of survivors who need your help. 
  • Sickness: Another classic from the survival-genre. As night falls you need warm clothes to keep you warm and you need to stay away from infected monsters. Nearly all monsters with physical attacks leaves the player with sickness, so another important resource in this broken world is medicine. 

As our concept for a character sheet shows, we have a lot of stats to make it fun specializing a character. Would you like to hit hard or accuracte? Will you be quick, sneaky-sneaky or a magical death trap?

It will be up to you as a player! 

CHARACTER DEVELOPMENT

What is a RPG-game without the ability to advance in talents and abilities?
We have designed four uniqe talent trees, where three will be available from the beginning of the game and a fourth will be unlockable. Each of the first three main trees are designed to support the different aspects of the game. As there is no classes in the game, the fourth tree will  set the difference between two player's characters: is he sneaky, bold, mage or psionic?

Battle: With this tree the character focuses on his strength and weaponry, learning how to be creative when it comes to killing. This could be the fearless fighter who is slashing his way through the hordes of undeads and demons or the agile sniper, shooting his foes from a safe distance.

Example of skills:

  • Bull's Eye: Higher accuracy with ranged weapons.
  • Creative Constructer: Can craft special weapons.
  • Weapon Master: Higher skill with each weapon.

Survival: When wandering the streets, the surviver knows what he is looking for: food, weapons and survivors. With this tree, the character is focusing on his senses, knowing the woodlands and how to survive without food.

Example of skills:

  • Less Food: Your sustenance will fall more slowly. 
  • Field Doctor: When using bandages you heal more.
  • Track: Intelligence gives sense-bonus.

Skills: Skills as a talent is for the street-wise and the crafter. They know how to get inside a house, how to make useful tools. With this tree, the character is focusing on his knowledge and creativity.

Example of skills:

  • Advanced Crafting: You can craft more items.
  • Alchemy: You can create drugs.
  • Lock Picking: You can pick locks.

Inspired from Beyond Earth, the talent-trees will have a synergy-system making it rewarding both focusing on one tree or mixing your points between two or more.

Unlockables: In the first Act of the game, the character must decide if they want to unlock a new talent tree. If they don't, they will earn a bonus for another tree. If they do, they must choose between two trees:

  • Magic: After having found the source of the dark power, the character chooses to learn how to bend it. Magic is a power of offense focusing on damage and change of reality.
  • Psionic: After having found the source of the dark power, the character chooses to learn how to avoid it. Psionic is the power of defense focusing on protection and healing.

ENEMIES

There will be four types of enemies, each with more than a handfull of subtypes. This way, the player will still meet challenges in any way he is building his character up. We believe it is the challenge that makes a game fun.

We want a game with emotion. A game that awakens memories. This is of course a diffcult task, so how would we achieve this?

First of all, beside inspiration from a lot of classic games, the game will be top-down isometric. Everything will be made in pixel-art (although the music will not be 8-bit nor 16-bit) in reminiscence of the games that we started out with playing. 

Our goal is to make a game players would love to play for hours, creating stories and finding loot like in the ol' classic RPGs.

Casual Owl is a game making duo. Therefore we are only two designers on the team. This can be a problem, because our game can not be better than our decisions and ideas. 

We have a small group of talented people to help us evaluate the game. Based on their feedback we present to you the game as you read it here, but it is still important to note this is not a game for us or the evaluating group alone, it's a game for you: the gamers.

It's important for us to hear your ideas and input for the game. We want to build up a community around it where you can be in digital dialog with us and thus help in the development of the game.

This is also the reason why there is no "pay for realease, pay higher for beta". We want to engage our pledgers in the development, and we have tried to find different rewards that give you that opportunity.  

The making of this game is not just a creative process; it's a social process where we will keep in contact with you, telling how the production is growing, getting feedback on game changing design choices and much more.

We believe everybody who backs it is interested in playing it and in shaping it into a memorable RPG-game.

For the highest backers, we would like to give the opportunity to be a part of the game. Litterally.
As you can read in the rewards, we have three kinds of "Be a-" rewards:

  • BE A NPC
  • BE A BOSS
  • BE A PLAYABLE CHARACTER
  • BE A LEGEND

Although you can only get one of these reward tiers, we will be more than pleased to put your face into the game. We as a minimum need a photo of your face, but you can always dress up to make it more interesting, like this:

 If you don't want to dress up, but still want a doctor coat, don't worry. We will follow up through mail, skype, google hangouts etc. to make sure the character is as close to your wishes as possible!

BE A NPC

Those who pledges at least 1000 DKK (around 152 $ or 100 £) will be
drawned into the game as an NPC you will become a vendor, quest person or a third. We will work together to create the look, name and standard behavior to make sure the NPC fits your wishes!

Please note: If everybody wants to be a vendor, somebody must give up business, 'else nobody's gonna make money.

BE BOSS

Those who pledges 1500 DKK (around 228 $ or 150 £) can choose to be designed and drawn as a boss-creature we redesign the picture with you as an undead, demon or a human depending on your whishes. We will work together to create a creative and challenging strategy to defeat her/him as well as which kind of special items he should drop.

BE A PLAYABLE CHARACTER

Those who pledges 2000 DKK (around 304 $ or 200 £) can choose to become a playable character in the game.
Be the man or woman people are clicking their way through the game with! We will work together with you in creating this playable character, background story, abilities and start item.

BE A LEGEND

Those who pledges 3280 DKK (Around 500 $ or 325 £) can choose to become a legend in the game. Choose? THEY WILL BE A LEGEND IN OUR HEARTS!
For our highest pledgers, we would like to give a little package; design a character with us. Wether it's going to be a NPC, a boss or a unlockable character, we will work together to script her/his story into the universe.
Let's design items, he/she has been using, if he/she is a boss, the strategy and lore behind him/her.
As a Legend, you have directly influence not only on a character, but a chapter in the game.

WHO WE ARE

Casual Owl is a game duo, started in February 2014 and currently we have the app "Over the Moon" on Google Play. We are both involved in the design of the games we make, but split the practical tasks into programming and graphics.

Mathias Nysom Flohr: Is the programmer. In middle school he learned how to program and have since been making small games as a hobby. He's a roleplayer who mainly plays D&D 3.5, but have also created small systems as well as campaign on his own.

Nana Sandberg: In charge of the graphics. Since she made her first drawing, she hasn't put pencil down. She started out with traditional arts, but has later moved onto digital drawing and painting. You can see some of her work on Tapastic, where she runs a small web comic. 

We are both students at Aalborg University. Mathias studies Computer Science and Nana studies Psychology.

CONTACT US

If you have any questions feel free to contact us. If you just want to know more, beside our twitter, tumblr, facebook-page and instagram, we will make a newsletter for this game.
You can join our newsletter by writing an email to newsletter[at]casual-owl[dot]com with the message "join". Anyone who plegdes will be offered a sign-up to the newsletter without sending an email.

Any questions about the project can be send to contact[at]casual-owl[dot]com or use our contact form on our web site.

We will stay in touch on this Kickstarter-page of course, so feel free to comment here!

FOLLOW US

Our goal has been set from the minimum requirement for making a great game. We are as said students, so most of our private bills will be paid by our Student's Support (oh it's lovely to live in Denmark). Although most of the money will go to salaries and hiring help such as an external musician, a lot will also be used to buy-in equiptment. If we stretch the goal with a higher amount than expected, we will put more stuff and gameplay into the game - and it won't change the date of beta-release, as we first focus on finishing the promised game - then adding the stretched goals.

20000 DKK: Around 3058 $ or 1989 £.Our goal has been reached! We will make you a game precisely as we have promised!

30000 DKK: Around 4587 $ or 2983 £. We will add another chapter to to the game, giving you more time to develop your character and more puzzles with bigger variety.

35000 DKK: Around 5352$ or 3480 £. We will double the number of items, making crafting and scavenging a more fun part of the game.

50000 DKK: Around 7645 $ or 4972 £. We will add a multiplayer function, so you can play with friends! Whether it will be a dedicated mod-able server or a built-in server is still undecided.

100000 DKK: Around 15289 $ or 9943 £. This is far more than we asked for. Not because that is a bad thing. If we reach this goal, we will be looking into hiring an assistant to help us reach the estimated dates before time. We will also sit down an consider how we can improve the game in many aspects.

Risks and challenges

We are only two on the development team, so the project can seem a bit optimistic. Luckily; we have a big team of helpers and advisers that assist us when we are planning and making decisions.

Another problem is of course that we don't deliver at our estimated dates. We can promise that it is a priority to keep the dates, but sometimes the unforeseen things happen. In such cases communication is important; we will inform all involved of what has happened, and if relevant how it could happen, and lastly what we are going to do about it.

Fincancially our current design is based on the minimum requirements for makin the game. We have made many calculations and talked to experienced people in the process of making a budget for our project, but as with estimating dates and deadlines, a lot can happen that we simply can't predict beforehand. Therefore we have made a backup-plan, so if everything fails, we will still make a game. People who have pledged to become NPCs or playable characters will still have their rewards fulfilled of course, as this will be one of our first priorities.

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Support

  1. Select this reward

    Pledge DKK 10 or more About US$ 1

    (Around 2 $ or 1 £)

    OFFICIAL BACKER <3

    Anyone who pledges will be listed on our web-site as official backers.

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    Pledge DKK 65 or more About US$ 10

    (Around 10 $ or 6,5 £)

    DIGITAL COPY

    Pledge this level and get a digital copy of the game as soon as it enters open beta-stage.

    This is a special price for kickstarter backers for making our dream come true, of course <3

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    Pledge DKK 100 or more About US$ 15

    (Around 16 $ or 10 £)

    HIGH-PLEDGER - Welcome to the credits

    As a high-plegder, your name will be put into the credits. We appriciate you want to give us so much for our game, and we want to show our appreciation by putting your name in the end product.

    THANK YOU!

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    Pledge DKK 200 or more About US$ 30

    (Around 31 $ or 20 £)

    ENLARGED DIGITAL GAME MANUAL

    We will make a digital manual to introduce the game. But those who plege this level or higher will recieve an extraordinary special super edition exclusively for these people.
    Beside gameplay, world and character description, the ESS-Edition will contain artwork and development stories. As the biggest feature of the book, you will find secrets of the game - how should you speak with key NPCs properly? What would be the best strategy against the boss and which has the best loot?

    These are just some of the few things we will put into the ESS-edition of the game manual. Note the ESS-edition will be ready one month before the game's beta-release, so you have time to prepare!

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    Pledge DKK 300 or more About US$ 45

    (Around 46 $ or 30 £)

    GET BEHIND THE GAME

    From the day we press "start" on this Kickstarter till we have our beta up, we will record our thoughts and major production steps, making a digital behind-the-game.
    Everything in this documentary will be made by us for you.

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    Pledge DKK 800 or more About US$ 119

    (Around 122 $ or 80 £)

    BECOME LORE

    Get your name inside the game! As a character wihtin the lore, telling his story of how the world ended.

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    Pledge DKK 1,000 or more About US$ 149

    (Around 152 $ or 100 £)

    BECOME A NPC

    We will make a picture of you into an NPC in the game! Yes the NPC will be named after you or given a name of your choice.

    Please note you can only be in the game once.

    Read the project-description for more information.

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    Pledge DKK 1,500 or more About US$ 223

    (Around 228 $ or 150 £)

    BECOME A BOSS

    We will make a picture of you into a nasty boss in the game! It will be named after you or a name of your choice! We will work together with you to create a fun strategy as well as deciding the type and abilties of the evil being!

    Please note you can only be in the game once.

    Read the project-description for more information.

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    Pledge DKK 2,000 or more About US$ 298

    (Around 304 $ or 200 £)

    BECOME A PLAYABLE CHARACTER

    Be the pixel-hero you always dreamed of! We will make a picture of you into a playable character available for everybody! It will be named after you or given a name of your choice!

    Please note you can only be in the game once.

    Read the project-description for more information.

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    Pledge DKK 3,280 or more About US$ 488

    (Around 500 $ or 325 £)

    BECOME A LEGEND

    To the top plegder, we would like to write you into the world as a LEGEND.
    Wether this is an unlockable character, a legendary NPC or a person of the past is up to YOU.
    We will work together to create the background story, create awesome items you have left around (ex.: Mister Awesome's Torch of Total Destruction) and a quest line based around your character.

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Funding period

- (30 days)