- Genre: Asymmetrical Horror Multiplayer
- Multiplayer Player Count: Up to 16
- Launch: October 2018
- Perspective: First Person
- Retail Price: $29.99 USD
- Platforms: PC
Hide or Die is a large scale asymmetrical multiplayer horror game where all players start together in an underground bunker. After the doors slide open the survivors flood the area looking for items, supplies, objectives, and if they choose to; the darkness.
If a survivor gets too close to the darkness it consumes them and turns them into a crazed and corrupted killer. The remaining survivors will need to set up traps, use supplies, traverse the dangerous environment, and activate fuse boxes around the level to reroute power from the bunker to the light towers. When fully powered the tower illuminates the area and clears the darkness. The remaining survivors can choose to travel to the tower for temporary safety, store their collected items before moving onto the next section, or choose to escape. If they decide to bypass the tower, they risk their collected items, but will earn bonus rewards and xp for how long they can survive.
Ultimately survivors will need to continue to travel through the world, until they either become consumed and kill other survivors or until they are killed themselves. Each time a section is cleared the darkness leaves the consumed because of their poor performance and awaits to be found again in the next section starting the cycle over. The remaining survivors will die off until the inevitable scenario happens when the hunter is pitted against the final survivor. They will now have the opportunity to find an equalizer in the world, a weapon. The two will then enter a tense, final showdown where only one will be left standing.
Why Kickstarter - While we have a sizeable amount of the game done already, we are looking to raise funding to polish our characters & animations, build unique and fun to play hunters, and further expand the game from what it currently is. The game will release this fall regardless of the outcome of this campaign, but the reason we are here is because we are asking for your help to push the game to the next level of quality and content. That is why we are offering exclusives for those who believe in what we are building, want to be a part of creating it, and back us.
Procedural Worlds - Our procedural level system forces players to create & execute their survival strategy on the fly. The location of supplies, items, objectives, and the darkness are random ensuring that each time you try to survive or kill, it is different from the last. The most important part of the system is the procedural journey to survival through seamless, hand-crafted environments. From suburb neighborhood cul-de-sacs to backwood farm swamps you'll cross into unpredictable scenarios from all angles. This part of the procedural system allows matches to continue on as long as is required. There is no arbitrary end, only the most skilled will remain. These two distinct parts of our procedural system allow us to balance the importance of gameplay oriented level design with the replayability & always evolving strategy of procedural content. For our take on this genre we have a much larger player count that forces more thought out movements by survivors. Running around out in the open will surely get you noticed and killed, the hunter is powerful. The procedural nature of the level design does a fantastic job of population control by rewarding those who are methodical in their actions and punishing those who are reckless. This world is unforgiving.
The Darkness - This is essentially the item in the world that corrupts and changes a survivor into a killer if looked at for too long. This lets players dynamically control who becomes the hunter. It can appear anywhere throughout the world, but can be found by following the darkness trails wisping across the level. These trails always point to the corrupting source. The player consumed by it will be the killer for the current section as they try to kill all of the survivors. If they fail to prevent the survivors from rerouting the power to clear the darkness, then it leaves them which returns them back into who they were before the corruption; a survivor. The darkness then moves into the next section looking for the next survivor to corrupt.
Showdown - When the only players that remain are the hunter and one survivor, the game enters a "showdown" mode. The level fills with dense dark fog, limiting player visibility and forcing closer encounters. A few weapons the survivor can use to defend themselves spawn around the level. These weapons aren't shown on any mini-map or HUD, and players will need to search for the weapon to stand a chance against the much more powerful hunter.
All ammo for the weapons is very limited. If you miss your shot - you'll surely die. By this point the darkness has consumed most of the world and your only way out of it is by destroying the person consumed by it, quite possibly someone you had teamed up with to get to this point.
Loot - The items that the player can collect throughout the level are used to upgrade and unlock their clothes, survivor items, hunter weapons, skins, character traits/abilities, item effectiveness, and a lot more. It is integral to our progression and leveling up system. It certainly isn't required, as the main objectives result in the biggest rewards, but every little bit counts if you want to have the loadout and customization you desire.
Equipment - Items like stun guns, camouflage clothes, pepper sprays, noise makers, and traps are just some of things to be found in the world. items are important in helping you survive the darkness, wild animals, and the hunter. Equipment can be upgraded and skilled up just as your player can be, so it opens up a lot of possibilities for specialized play styles.
Progression - This is something essential to creating a sustainable player base that keeps people playing longer and more often. Players will collect supplies and gain experience points based on how well they play whether that is as hunter or as survivor. Completing the final fuse box for example would be worth more xp than the first due to the difficulty. If players survive longer and/or don't stash their supplies collected between sections, they will earn bonus multipliers for experience and rank up faster. Ranking as well as utilizing your supplies found can go towards new clothing items, various skins, item/weapon upgrades, and tools you use during gameplay such as traps.
Phone - Each survivor has a phone that allows them to text chat between each other. It also has apps on it such as a flashlight, and a map of the area. Admin messages show in the phone when players die and the group count is updated so you always know how close you are to being the last man standing. We're still expanding and exploring how we can make it more engaging and central to the gameplay.
Fuse Boxes - Each section will have a varying number of fuse boxes located in the world. These have switches that are randomly generated and have to all be turned on to enable that zone's power. The light bulb indicators show you how many total fuse boxes are needed/remaining as well as if the fuse box needs to be completed or already has been, denoted by the white light. The switches use the top two rows of your keyboard and the ordering of the switches as well as their on and off state is randomized each time. This ensures that survivors have to balance their focus of turning on switches as well as looking over their shoulder in case the hunter or nature has crept up on them.
Light Towers - These large towers are the destination of rerouted power from the safety bunker via the fuse boxes throughout the level. When illuminated they have enough light to clear the darkness from the area and rid the darkness from the corrupted survivor. These towers also provide a brief safe haven for survivors where they can store their items and supplies found. This secures their loot before proceeding into the next part of the world. They can skip this safe haven and risk their loot for bonus multipliers to their xp and progression.
The base game will launch with 3 different hunters each of which has different play styles, equipment, and abilities. These will be tied into the progression system detailed above and have weapon/ability stats and unlocks associated with them. Once a survivor gets too close to the darkness they will be consumed and transformed into whichever hunter class they have preselected. The player is only the hunter for the current section and is tasked with killing all of the remaining survivors. If a hunter is unable to prevent the survivors from rerouting power to the light tower they will have to rush to the light tower to rid themselves of the darkness so they can survive into the next section. The cycle continues until there only remains a single survivor and the hunter where they enter showdown mode.
Fisherman - This hunter uses a modified fish finder that can scan the area for sounds using a parabolic mic. The best way to combat against this hunter type is to use hideables across the world to muffle your sounds and be sure not to sprint for too long, he may not be able to see you running but he'll definitely be able to hear you. His weapon of choice is a harpoon gun which has the nice ability to kill from range, but if he misses you'll surely be able to escape.
Child - The thing about children is that they are unpredictable. Worse than that is their ability to climb into places you'd never expect them. The special ability of this hunter type is to hide in tall grasses out of sight or up above where you wouldn't expect them. He has the ability to ambush kill survivors and uses his toys as weapons. He is a more in your face melee kind of killer because of the speed and ability to leap around the environment.
Scientist - This hunter character utilizes technology in their weapons. One of their abilities is to place down electrified barriers that he can use to trap survivors into an area for a limited time. This allows them to essentially close off sections of the level and dynamically change how the survivors have to move around the world to complete fuse boxes. Their weapon of choice is an electrified baseball bat that is much more of a pummel type of weapon that gives you the nice feeling of beating survivors down until they die.
Emre Switzer - Technical Artist & Co Founder
Emre is currently a game developer and technical artist at Iris Worldwide. His expertise comes from his experience working on the look and feel of the vast universe in Star Citizen. His ability to nail down an environment's atmosphere is the skill we're exploiting for Hide or Die.
Brandon Bredda - Technical Designer/Programmer & Co Founder
Brandon is currently the principal technical designer at Iris Worldwide and has shipped over ten commercial Unreal Engine 4 applications. He brings that experience and release engineer mentality to the team to ensure that deadlines promised are deadlines met.
Sam Santillo - Programmer & Co Founder
Sam is currently attending university and is nearly finished with his bachelor degree in Computer Science. He has been programming as a hobbyist inside Unreal and Unity for over three years. He excels with quickly prototyping flexible gameplay systems and has extensive knowledge across the Unreal Engine platform.
At present we are employing a few freelancers to help us out on the project. We have an Animator, 3d Artist, UI/Graphic Designer, and a Composer. We're looking to bring on some additional freelancers, such as a Character Artist, to help us bring this game to a level of quality that you will be happy with.
Risks and challenges
Finishing games is hard. That is why we are doing this the right way. We have had a closed alpha in January 2018, a more public discord alpha in March 2018 with nearly 2,000 players, and have partnered with twitch streamers during that alpha. We have a beta planned & scheduled and we bring industry experience to ensure that this project gets completed.
Our discord has over 3,000 people so we are accustomed to the pressure from a community to do a good job and to meet deadlines. We have been consistent in meeting deadlines throughout development, but sometimes delays can happen. We'll be open and transparent with our backers just as we have been with our discord community throughout development so far.
Any concerns? Join our Discord community and ask away, all of our developers, even freelancers, are active and willing to help answer any questions you may have. We're really proud of what we are building and we'll be sure to see it through to completion with you.Learn about accountability on Kickstarter
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