Project image
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CHF 19,039
pledged of CHF 20,000pledged of CHF 20,000 goal
559
backers
9days to go

All or nothing. This project will only be funded if it reaches its goal by Wed, August 28 2019 8:59 AM UTC +00:00.

CHF 19,039
pledged of CHF 20,000pledged of CHF 20,000 goal
559
backers
9days to go

All or nothing. This project will only be funded if it reaches its goal by Wed, August 28 2019 8:59 AM UTC +00:00.

About

Helvetii is a 2D Character-Action game set in ancient Gaul more than 2100 years ago. Incarnate a trio of fighters marked by the Rot, a deadly curse spreading through what is now the Swiss plateau. Use a variety of deadly combos, powerups and ancient divine power to fight your way through an everchanging landscape. 

Helvetii is set to release for PC (Steam) and Switch. Planned release is for Q4 2020.

(Supported languages: English, French, German, Swiss german and Japanese)

Instructions:

  • This demo may only run on Windows PC
  • It is recommended to use a controller (XBOX and DS4 work) but keyboards are compatible as well (We also recommend shutting off DS4windows before playing if you're using it)
  • Just unpack the demo in a folder of your choice and double click the .exe to run.
  • You may change the language of the game inside the options menu, or during a run

This demo is an early alpha build. It is a showcase of our combat engine as well as the art and feel of the game. Most of the balancing/difficulty and feature list is far from final, but we hope you enjoy this first taste of the game!

  • 3 playable characters, each with a distinct style and developed moveset
  • A great variety of enemies and bosses based on various mythologies from Celtic to Germanic, putting your skills to the test
  • Runs are short, but vicious and never the same: Each level will offer a different set of rooms and encounters each time you play through
  • Summon powerful primal deities to help change the tide of battle, and collect a variety of artifacts to either boost your stats or give you access to new moves and powers
  • Gorgeous hand-crafted illustration 2D art
  • Beautiful soundtrack by Dale North, and the incredible voice of Emi Evans (Nier: Automata)

DOUBLE KEY ADD ON

We've had a few requests from people if it was possible to get an additional key for the game, outside of the 15 CHF pledge. 

So we are now announcing you can place an "add on"of 5CHF (about 5$) on your existing pledge to receive an additional key

This concerns only the tiers from 20 CHF to 80 CHF. People who got the Limited Box edition do not need to do that as they will already receive two keys (one from the box + the base one) so no need to pledge extra if you want two keys ! (however any extra pledge for the sake of it is, of course, very appreciated. Thank you very much ❤ )

Here is how an add-on works (this info will be also more fledged up on the main page in a bit)

  • Click the "manage your pledge" button on the top of this page.  
  • Increase your pledge by the amount needed to claim the add-on(in this case, 5 CHF). 
  • Save your pledge. Don't change the tier that you originally pledged at.  
  • After the campaign we will send out a survey asking to confirm. 

 You can check out the details of our stretch goals in our latest update !


Helvetii is a character-action game first and foremost. Its biggest inspirations are titles from Vanillaware like Muramasa and Odin Sphere, but we also take a lot of cues from the genre as a whole (Devil May Cry, God of War, many many Platinum games titles and even smaller indie games like Icey or Dust: Elysian Tale).

Hoot: "As I've played a lot of roguelites in recent years, one point of frustration is that the fun of some characters is directly dependant of the items you would get in a run, so much so that you'd rather restart. The goal of Helvetii is that instead of making the game dependant on roguelite mechanics, the mechanics instead are here to supplement an existing rich moveset that remains fun with whatever the game throws at you and involved enemy encounters. In a sense, we're treating it more like a traditional short arcade game with a big replayability potential."

Combat

Based on an "easy to learn; hard to master" moveset for every character and enemies that make use of their own patterns to trick you as the game goes on, the main thing we want to make sure is that it feels satisfying every step of the way. Let us showcase a sample of moves available for Divico, the playable character in the demo!

Basic Combo and Juggling
Basic Combo and Juggling

Your bread and butter: Each character has its own ground combo, as well as a launcher and air combo.  With enough attacks, you will also break the poise of enemies and keep them juggled in your attack pattern

Throw attacks
Throw attacks

Every character has its dedicated button for ranged attacks. Divico's own ranged attack is throwing axes that he can launch from the ground or in the air. He's not really good at sticking them in, but it works just as well as a blunt object. Particularly useful against pesky enemies with low poise.

Strong attacks
Strong attacks

Divico's speciality is the wielding of his Gladius to deliver incredibly strong blows. Use it to break the poise of enemies easily, break their guarding stance or interrupt an incoming enemy super attack. If you use it later in your regular combo string, you will also do a different Triple Stab strong attack. Either of these attacks can also have a follow up, if you feel particularly wrathful.

Divine icons
Divine icons

The joker to your arsenal. Each character can call in the assistance of ancient Gallic divinities to help them in combat. From damage to crowd control and status effects, use your Icons wisely to turn the tide of battle.

----

There are many other elements in combat, like charged attacks, slamdowns, dashing, dashjumping and certain other special abilities and "resets", but we want you to discover that for yourself in the game!

Roguelite and Style

Each run of the game comes with its own distribution of rooms, enemies, bosses and items. A full run can be short, but if you die, that's it! That's why building up your characters during a run is important. 

Items can give you stat boosts for your strength, your speed or even your luck. But they can also influence your movement options or improve your moveset.

An example with airdashes, triple axe throws or air gliding
An example with airdashes, triple axe throws or air gliding

But just fighting your way through isn't going to guarantee good rewards. What's important is doing it in ~ style ~. The game will rank you after each fight, and the more versatile and creative you are with your moveset, the higher your rank will be, and the more rewards you'll reap !

Concepts for enemies like the Fae or the Tschäggätäs, inspired by their Lötschental namesake
Concepts for enemies like the Fae or the Tschäggätäs, inspired by their Lötschental namesake

One of the goals for the art in Helvetii is an exploration and reimagining of old Celtic/Gallic culture and mythos, mixed in with more modern legends from Swiss, French and Germanic folklore. Thus, our enemies, bosses, characters and summons all have elements inspired by our research.  

Our biggest inspiration has come from a lot of Vanillaware titles. As a big fan of Mr. Kamitani's art and the various titles such as Muramasa or Odin Sphere, we wanted to emulate that same impression of lush details, lively animated backgrounds and colourful characters.

A concept for the luxuriant forests of northern Jura, with a towering giant
A concept for the luxuriant forests of northern Jura, with a towering giant
Concept for the second level, a small gallic town abandoned to cultists
Concept for the second level, a small gallic town abandoned to cultists
In-game character models
In-game character models
Basic combo animation
Basic combo animation

Music

Dale North and Emi Evans
Dale North and Emi Evans

We are incredibly lucky and proud to share our collaboration with the talented Dale North, the composer for the project. In addition, we have the participation of Emi Evans (Nier:Automata, Dark souls 2) for several songs in the game, both through our partnership with Scarlet Moon Productions!

Please enjoy a preview of the wonderful main theme they have made for us!

Around a hundred years BC, all of Gaul is far from Roman control. 

In the lands controlled by the Helvetii, a Roman legion was subjugated by young warchief Divico, blessed by a ancient boon brought to him after the apparition of a strange Yolk. However, this victory came at a great cost, as soon the result of the warchief's pact would turn into a curse; an ever spreading rot crawling through his land, and slowly corrupting his mind and heart.

 With the help of the trusted yet reclusive druid Nammeios and the curious half-beast Renart, Divico sets upon his journey to undo the source of the rot and restore what was lost inside him. Through his own martial prowess and powers conferred by the old gods, the fight ahead promises to be intense.

Divico's playstyle is beginner friendly, and relies on his enormous strength and balanced moveset. While his attacks are straightforward and somewhat brutish, he can use his massive gladius for power attacks,  breaking enemy guards as well as interrupting incoming critical attacks.

His swings and punches are so powerful that they can easily send enemies flying, hitting others along the way and clearing entire crowds

His ranged ability is an axe throw. While impressive, his brash nature makes him a poor marksman so the axes tend to not stick to their targets. But hey, it still hurts!

Renart is for players who enjoy taking risks for big rewards. Of a meeker build, Renart deals less damage and has less health, but their faster speed and multiple hits can quickly overwhelm single targets.  And while they cannot guard break, the sickle provided for them by Nammeios can still get around pesky shields.

Their biggest attribute is their parry ability. With correct timing, Renart can ignore enemy attacks and deal enormous amount of damage. However, a single slip up can mean devastating consequences. Baiting enemy attacks and keeping them in a whirlwind of combos is the key to victory.

Their ranged attacks consist of throwing knives, allowing them great coverage and a perfect defense against peskier enemies.

The taciturn druid comes with a great amount of power born from nature magic, but that does not mean he can use it carelessly. Hence, his playstyle is the most complex of the three, focusing on the proper execution of attacks and controlling the battlefield from a distance.

Nammeios is a poor fighter, however each of his attacks comes with a version enhanced by his latent abilities. Calling upon them at different spots in your combos will bring in extraordinary powers and inflict both damage and various status effects on your enemies. Discovering which enhanced version of what attack does what will be key to your success. But be careful of your energy management.

Nammeios can also call upon a raven ally to help him  clear enemies who would threaten him, allowing him even more control of the battlefield.

 "Howdy, Bob here! Let's see what we got in the shop for you all"

(Note: 1 Swiss Franc is currently sitting at a value of 1.02 USD as time of writing)

🎮 Starting at the first tier, you shall receive a digital copy/game key of Helvetii on its release on either PC (Steam) or Switch. If you pledge for the 15 CHF/~15$ dollar tier, you receive two copies of the game!

DOUBLE KEY ADD ON

We've had a few requests from people if it was possible to get an additional key for the game, outside of the 15 CHF pledge. 

So we are now announcing you can place an "add on"of 5CHF (about 5$) on your existing pledge to receive an additional key

This concerns only the tiers from 20 CHF to 80 CHF. People who got the Limited Box edition do not need to do that as they will already receive two keys (one from the box + the base one) so no need to pledge extra if you want two keys ! (however any extra pledge for the sake of it is, of course, very appreciated. Thank you very much ❤ )

Here is how an add-on works (this info will be also more fledged up on the main page in a bit)

  • Click the "manage your pledge" button on the top of this page.  
  • Increase your pledge by the amount needed to claim the add-on(in this case, 5 CHF). 
  • Save your pledge. Don't change the tier that you originally pledged at.  
  • After the campaign we will send out a survey asking to confirm. 

🖼 Also starting on the first tier, you receive 3 original wallpapers drawn for backers by Hoot, the game artist

✏ Lastly, again from first tier and up, your name or nickname will be featured in the credits of the game as a personal thank you for supporting the game!

🎶 From the second tier and onwards, you will receive the full Digital soundtrack (in .wav form) , composed by the talented Dale North and with the voice of Emi Evans, and the partnership of Scarlet Moon Productions

📃For the 35 CHF tier and ownwards, A special manual for the game, with details on characters, enemies, combos etc, and little bit of extra lore! 

This reward also comes in physical in the box set.

🎨 Starting at the 35 CHF tier, A full digital art book showcasing concept art of the games, in game renders, sketches alongside behind-the-scene commentary from the developers, and real life references.

💪 Starting at 50 CHF, get exclusive skins to select as backers, to play your characters with that little bit of unique flair.

👀 At 60 CHF and onwards, You will get exclusive access to a private beta build 1-2 months before release via the Dangen Game Testing discord. Participate in the fine tuning of the game and engage with the dev team!

📖 In addition to the beta access, you get a physical version of the artbook starting at 80 CHF and onwards, with exclusive pages and more dev commentary.

Art not final
Art not final

PS: You will still receive the digital versions of the rewards as well !

🎁 A special all-out art blowout! Get a limited physical box of the game that won't be available for sale after this KS! Including both the physical artbook and the manual, as well as extra collectable cards, stickers and the physical soundtrack !

Art not final
Art not final

PS: You will still receive the digital versions of the rewards as well !

💀 If you're a big supporter, you will get to design your unique enemy in the game and work alongside the devs! You'll get to present its general appearance, and talk about its moveset on how they can be the biggest nuisance.

👿 Big money means big boss ! Get to design one of the more frightening encounters of the game with team, from its looks to its devastating moves.

Kevin Péclet (Lead Designer and Artist) and Isa Roesch (Programmer)
Kevin Péclet (Lead Designer and Artist) and Isa Roesch (Programmer)

Work on Helvetii began back in early 2017 as Kevin (who previously worked as an artist on projects like Starfallen or Splash Blast Panic) wanted to create his own love letter to a genre he greatly loves: character-action, alongside his passion of illustration and animation. Inspired greatly by Vanillaware titles at the time, he wanted to challenge himself by doing a highly detailed and colourful painted world that was also richly animated, based on a culture and mythology that has been mostly discarded even in his own country and mix it with his current passions. But above all, he wanted the project to feel fresh and entertaining to play, knowing how much gameplay is finely tuned for the genre. 

Enter Isa Roesch who joined the project last year (previously worked by herself on her own open source RPG Cendric) and has since provided her skills to make the game what it deserves to be. Since then, the team has mostly been making sure that the core gameplay loop as well as its presentation was of the calibre fans of the genre would expect before proceeding onward with more content. The game has since been shown at events like Tokyo Game Show and BitSummit in 2018 and 2019, as well as smaller events in Switzerland to constantly gather feedback. 

So what's next ? With core combat mechanics now mostly out of the way, most of the energy is gonna be spent on doing more enemies, bosses, items, levels and modes for the game. The goal is to now deliver a game that, while short, will offer consistent quality over its runtime and that can be built upon easily in the future.

Enemies and bosses of course will represent a big bulk of the game's main focus. With varied movesets and gimmicks, they will define how enjoyable the game is, and how meaningful the combat can become. We want players to keep learning new tricks for quite some time even after the initial encounters. 

With all that will also come continuous refinements over the art and mechanics. We want to make sure to take in feedback from our testers and our fans long the line for how the game looks and feels, including in the finer details.

While the game has been progressing at a steady pace, we are both working on the project on our own time, and our own dime. This can of course become a real problem not only to hire external workers, paying rent for our office, as well as business travels or simply affording ourselves extra time on the development.  

Thankfully, DANGEN (our publisher) does help with a lot of elements: namely localisation for Japanese, QA and marketing. But for anything that's strictly development related, we must do that on our own. To make the game as fully realised as we intend, we need the help of Kickstarter.

In addition to funding to secure that development goes smoothly, it will also help us build a community around the game and create excitement for both it and the dev team. 

Budget

You can see below a simple breakdown of the budget. Most of the money will go towards development (developing art assets, animations, programming as well as music). A chunk will be spent on simply keeping the light in our office, as well as mandatory fees and rewards. Lastly, we will also be able to hire a sound designer on a more regular basis.

We want to be transparent out of the gate on how the money collected through our campaign will be spent. The base kickstarter amount for the goal will be spent to secure our immediate development and work environment, as well as get us additional grants from our government. 

In addition to the stretch goal specifics, extra funding in general will be put towards:

  • More refining time spent on art assets (development), including animations and music
  • Hiring external help for extra mode and network functions (leaderboards, streaming etc)
  • Better work environment and being able to work full time on the project

Risks and challenges

We are a very small team working on a pretty ambitious game, so the challenges are pretty obvious. Good scheduling, smart budgeting and knowing where are our limits in general in regards to new features are all things that teams of our size must deal with.

However, this is also why we have first been working on providing a good demo with a complete combat system first before moving onward to pure content. With this, we can ensure that our bases are solid and have the confidence to tackle the scope of the rest of the game. We also want to make sure that our initial content is quality over quantity.

We understand that trusting a small team out of nowhere is a lot, and it's why we wanted to have as much upfront content for all of you as possible. We sincerely appreciate the support of anyone who wants to see more projects like this one, and without your help and appreciation, we couldn't push this game to the state it deserves.

We will make sure to communicate every step of the way, and look forward to sharing our trials and tribulations !

- Kevin "Hoot" P.

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    The Fae Court

    A digital copy of Helvetii on the platform of your choice, with your name in the credits and exclusive wallpapers drawn by Hoot.

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