Prodigy is a turn-based tactical RPG featuring high quality figurines for PC.
The player manipulates magical objects to ﬁght epic multiplayer battles and follow a heroic solo campaign.
Prodigy's gameplay focuses on squad-based combat on a physical board for deep-thinking and fast paced 1v1 fights.
Prodigy is a new way to play without any keyboard, mouse or joypad.
Through our artistic direction, our figurines and our stories, you will set off on a journey to an original and surprising world - exploring a fantastic storyline and fighting online against many opponents.
You will play with a Company, a group of adventurers devoted to one of the Factions of the world, Thasys. Each character is represented by a figurine of exceptional quality that carries its own characteristics and story, and is dedicated to one Company.
Your choices, the characters of your Company, their evolution and your tactical thinking will win numerous battles, making you one of the heroes of your Faction.
Prodigy is currently being developed for PC (Windows) with the Unreal 4 engine. We have a prototype of the game that has proven its worth - it includes our first figurines, displays a wide range of NFC (Near Field Communication) interactions and demonstrates the basis of our combat system. It’s been tested multiple times, works really well and we have received lots of good feedback so far from those who have played the prototype.
Along the way, we received last year's National Contest for Creation and Development of Innovative Technologies award, a French prize awarded by the minister of higher education and research.
Fights are turn-based and between two opposing teams (PvP or PvE). The board is your side of the battlefield, where the figurines of your Company are placed. The opponent’s side is displayed onscreen. It creates a classic RPG situation, where the two opposing teams face each other.
During your turn, you can move your character freely on the board (no Action Points or any other system of that kind; we want it to be fluid and intuitive) and finish your turn by using Arcana cards to perform an action eg. attacking the enemy. The action is validated when you place the card(s) on the board.
Each character has its own special and unique skills.
You can trigger these special skills with a specific combination of Arcana cards. For example, if you make a combination with Focus and Attack cards, your character will make a piercing attack.
You need Mana to use your Special Skills. We are currently working on some very cool gameplay for the Mana (see here).
A Reactive Board
Your board contains a dynamic feedback system, based on colored lights which accompany your skills and indicate the actions of your opponent.
For example, when a character is targeted by your opponent the square under your character is highlighted in red. If the skill can cause damage to adjacent squares, they will also light up in red.
The opponent is now targeting Rota with his special attack.
Your characters’ positions on the board are critical to your strategy.
For example, when placed on the front line your fighters will get an attack bonus but will take more damage. As most attacks target the first opponent in line with your character, placing a character on the front line will protect the Company members behind it in the same column from direct physical attacks (some special attacks can still get through).
On this image above, Rota is both protecting Elae and threatening Orin.
You can use this front line in a very aggressive way, to increase the damage to your opponent; and you can also place a heavily armored character on this line to help protect the characters behind it. You can also move a wounded character behind another member of the Company on their turn (or to the rear defense line) to reduce damage from additional attacks.
You can reinforce your Company during a fight by placing new characters on the board. We will work to balance this reinforcement system so it does not penalize players with only a few figurines.
All stretch goals will be carried on for two additional months! They can be reached with our eShop until the end of June 2014 (we are not able to modify the Kickstarter page once the project ends - please check our website to see which stretch goals are currently unlocked).More on the Path of Survivors and Kingdom modes.
More on the Duota stretch goal.
We did a lot of updates to reveal more about our characters, our universe and our gameplay. Here is a quick overview of the updates posted during the Kickstarter. Find more about..
..our combat system and the evolution of characters
..our map, dialog and solo quests
..the gameplay of each Company
..our universe and our Lineage gameplay
..our main storyline and the gameplay of Creatures
..the race of the Gerlins and the gameplay
..the War Trophy figurines
..our future Mana system
..our future Dynamic turn-based system and our voiceover plans
..the Alpha, the Beta and our symbols of power
..our game modes
..the gameplay of Onosani
In the world of Thasys, most races rely on Mana to survive. This magical energy is now growing scarce, and wars for survival are devastating the land as magical beings fight over the last scraps of Mana.
Entire civilizations are destroying each other. The end draws nearer as the All-Mother of Darkness threatens to devour all worlds.
The Eris comet has flown through the sky, heralding the time for new champions to appear. A few chosen ones, children of the feeble and powerless humans, are rising to save Thasys.
These prodigies are our last hope.
When Mana was still abundant it transformed men, imbuing them with limitless power. Some of these men, hungry for more power, fought together in a frenzy of creation and destruction, attaining a mastery of magic that few ever achieved. They were the Sorcerer Kings, and their heirs lead the current wars for Mana at the head of the northern kingdoms.
With the decline of the magical spark, powerful dictators and leaders suddenly lost their magic, left powerless before the people they had once oppressed. Uprisings spread everywhere, taking down those who were once omnipotent. Freed from their tyrants, the former slaves and deserting soldiers named themselves the Free People and took the southern territories as their own.
The prodigies are chosen ones infused with the power of almighty dragons and bear a heritage that was forced upon them. Feared and shunned by their own people, they possess a will free from the shackles of destiny - the unique ability to bend fate and create reality out of thin air.
These Watchers share a harmonious bond with Guardians, magical creatures whose powers have no earthly equivalent. The Guardians are the mirror of the prodigies’ souls; raw power and will made flesh.
These creatures are the only ones still able to create Mana and are the chosen saviors of the world.
Each Watcher and his Guardian attract Companions to them: these fighters are enticed by loyalty or sheer bloodlust. The groups they form are called Companies.
Learn more about the gameplay of the Companies in this update.
Pledged to the Sorcerer Kings, Orin the Watcher and his Guardian Toboro lead a Company of fearsome wanderers brought together by their bloodlust. Orin’s Companions have strong and solitary personalities, but he skillfully drives them as a coordinated and dreadful ensemble: the Company of Thorns.
Orin Aki is a Watcher, the leader of the Company of Thorns and the heir of a noble line of Sorcerer Kings. Pragmatic, threatening, and sure of himself, he was raised among the military and political conflicts of the city of Dis and his thirst for power nourishes a latent and boiling anger.
Toboro, the Guardian of Thorns, is a beast of tremendous powers in service to Orin Aki. He does not have a past, for his existence is linked to Orin’s awakening to his powers as a Watcher. He is an unsettling creature, whose constant agitation and brutal anger is the incarnation of the dark thoughts Orin tries to repress.
Siren is a hypnotic and beautiful witch with a cruel and cold heart. She will not hesitate to use her victims' blood to feed her dark and inhuman magic. She has no consideration for human life, but cultivates a secret love for her master Orin.
See more about Siren's making of on our devblog!
Nobody knows who Karan Kar really is. He was once a skilled and respected soldier but his past and memories have been erased by the mighty Sorcerer King Kazim. He became a merciless, brutal, and dreadful fighter.
Maelis is a descendant of a family of Sorcerer Kings that recently fell into dishonor. She put her name aside in order to clear it, sold herself to the power of Thorns, and gained a terrible power in exchange for her physical integrity.
Former woman cursed by her betrayed lover, Zotra is a mighty manticore, wearing the parody of a human's face and known for devouring its victims in a single bite. Smart and vicious, she communicates through mental impulses directly put into one's mind.
Henchmen are characters who can go in any Company of the Sorcerer Kings. Soha can be in the Company of Thorns as well as any future Companies of the Sorcerer Kings.
Soha was raised by the Sisters of Sorrow, a group of female mercenary assassins. She is deadly, extremely efficient, and will never run before her enemies. Seeing the mask she wears to battle is the promise of a certain death.
The young Elon and his Guardian Rota swore loyalty to the Free People. Elon is a spirited leader whose charisma naturally attracts companions. His Company of the Storm is a group of rather young fighters, hot-headed champions driven by the immortality of youth and their yearning for a grand destiny.
Elon is an undisciplined captain of the Salath Guard, yet he appears to be a born leader. His talent at fighting and leading troops is undeniable and his Watcher gifts give him even more self-confidence. He shaped the Company of the Storm carefully, creating an impressive group of fighters dedicated to bravery and quick action.
Rota is the Guardian linked to Elon, a vision of what the young man could be if he disciplined his fiery temper. He is the eternal swashbuckler, a storm of metal made flesh. He moves like the wind, too fast to be perceived by the human eye. Each of his blows is deadly and destructive.
Illis is a skilled fencer, able to weave motifs of Mana out of thin air. With cold eyes, Illis perceives reality in a peculiar way: the threads of life fold into links and tie knots between the living, while destinies fray and break.
Isaelle is a winged woman of the Clouds People. She was born during a storm when lightning hit her pregnant mother. She became a strong warrior, a bard whose songs accompany the melodious whistle of her weapon and cast thunder on her enemies.
Amoa is of the Felys race, a fighter armed with claws and a short spear. She is skilled in the art of ambush, surprise and multiple attacks. Her agility, celerity and acrobatic feats create a storm of lethal blows on her opponents.
Son of the Wind and a wolf, Onosani is a fabulous and ancient beast. Long ago, he lost a battle to a Sorcerer King and still bears the price of his defeat - the soul of his enemy lurks within him and can seize his mind at any given moment.
Allies are characters who can go in any Company of the Free People. Elae can be in the Company of the Storm as well as any future Company of the Free People.
Elae is a young woman of the People of the Lantern. She doesn’t know her age and cannot remember companions she might have known. She wanders around the world, driven by the feeling that she has retribution to seek against the Sorcerer Kings.
Legends are a level above Allies and Henchmen; they have no affiliation
to a Faction and can be a member of any Company. They are mercenaries
who will sell their services to anyone - and you won't
regret hiring them.
Bosses, on the other hand, are huge entities that allow their owner to fight them but also to put them in their Company.
Crag is a tiny Gerlin mounted on a huge warbeast. He was banished by his people for the prideful murder of his master, thus becoming the enemy of every Gerlin. His size disguises an impressive ability to fight, and he has a strict honor code despite his deep lust for killing.
Pistil is a notorious Gerlin King. He reigns over several tribes, rules a huge Gerlin army and hopes to create a vast empire. He recently discovered an ancient and mysterious artifact which gives him a worrying power.
The Hydra is an enormous creature that causes fear with the very evocation of its name. It is always found roaming near a strong power node filled with ancient treasures. Each of its six heads can cast an archaic – and mortal – spell. To fight the Hydra is to face Death itself.
Choosing the artists to build the universe of Prodigy was no easy task, for we have great expectations for its quality and originality.
We reached out in particular to Keun Ju Kim, Sung Jae Lee and Minseob Jung. They have created crazy cool artworks, and their work is clearly up to the legendary universe of Prodigy.
Prodigy's figurines are designed and sculpted by talented artists, led by industry veteran Jean Bey.
We chose a 60mm scale in order to offer you pieces of unparalleled quality and great detail. Our figurines are already assembled and painted so you can start playing straight from the box.
We are considering also offering them unpainted, but we are waiting to see if there is demand before offering this as an option.
The objects used to play Prodigy use NFC (Near Field Communication) technology to create a link between real and virtual. We have developed a proprietary firmware which allows our board to work with any given platform through a USB connection.
The figurines, cards and the symbol of power contain NFC tags that are instantly recognized by the board: the combination of these inputs allows you to play the whole game without using any keyboard, mouse or joypad.
Furthermore, the technology allows us to store and modify data within the figurines themselves, creating unique objects that will evolve with time. Your characters are each unique depending on how you play them and the choices you make in the game.
Nicolas Neidhardt will compose the original soundtrack of the game. Nicolas will call upon prestigious musicians such as Martin Tillman (the Batman trilogy, Pirates of the Caribbean) and Satnam Ramgotra (Man of Steel, Inception), and a selection of rock bands are currently being considered to work on our project. We aim for epicness.
Here are the different items you can get as a backer:
Here are the options you can add to your initial pledge for extra content. Simply increase your pledge according to the value of the items you wish to get - the end of project survey will allow you to select your rewards.
We aren't just creating a game. We're inventing a new way to play - a paradigm shift in the world of video games and tactical RPGs.
We know that we can make a better game with your help, by directly involving you in the development process as soon as our alpha is available.
By supporting our Kickstarter, you have the opportunity to become a member of the alpha team and help us improve the game as one of its first players. We want to include you on this adventure. It's with your help that we'll turn Prodigy into a perfectly tailored game.
Hanakai Studio is an independent French developer founded in 2012 by Rackham and Confrontation creator and figurine modeler Jean Bey. We are based in Paris and have been actively working on Prodigy, our first game, for more than 2 years now. With Prodigy we seek to change the way you play, bridging the worlds of video games and high quality figurines.
Risks and challenges
We know that we are facing a huge challenge: delivering all of the figurines, hardware and video game is an ambitious task.
Regarding the production of figurines, Jean Bey has vast experience in manufacturing them and has sold more than 30 millions units worldwide with his previous game Confrontation. He has taken great care in streamlining Prodigy's production chain. We are confident in our ability to provide you with the figurines requested at the same, if not higher, level of finish we present today.
For hardware and engineering, we have three years of research and development behind us and our technology is solid and patented. We have fully working prototypes and continue working on strengthening them. The further we can go with the board, figurines and cards, the more intense and intuitive our gameplay will be.
The game we are currently developing should be available by the end of 2015. We will try our best to meet this deadline, but we won’t make any compromise on the quality of our product and will take the time needed to enhance it. The core fighting system is done and works well - we know our biggest challenge lies within the creation of the terrific universe we have imagined.
We wish to provide you with Prodigy as soon as possible, and will not hold the delivery of an alpha version with its natural flaws. We hope you will join us in this effort to polish the game and make it incredible.Learn about accountability on Kickstarter
- (30 days)