This project's funding goal was not reached on July 18, 2013.
This project's funding goal was not reached on July 18, 2013.
Move in the shadows, because light angers the new masters of your ship. Creep along abandoned corridors and explore infested hallways, uncovering the secrets of the past, and hoarding resources for your future. Harvest weak enemies. Corner their powerful brethren with overwhelming firepower. Whatever you do, however you do it, when you hear a Seeker hiss behind you, just run.
Dark Matter is at its core a modern descendant of Metroid. It is a game driven by the same progressively unlockable level mechanics, but with a supercharged atmosphere where light and darkness play a vital role in enemy AI, and the player's survival.
Dark Matter is a tough side scrolling action game where sometimes the best action is to know when to not attack, or when to lure an enemy into a mag-lock door, rather than rush into a room guns blazing.
The Endeavour was a deep space exploration vessel, tasked with exploring an anomaly at the edge of our galaxy. A year into its mission, after a confusing burst of static about ‘light’ and ‘angels’, the Endeavour was never heard from again.
You play as the Ensign. She emerges from cryosleep almost seventy years after that final transmission. The Endeavour is a dying wreck, wedged in the ring of alien machinery that orbits the anomaly.
The Endeavour's hallways are infested with dangerous deep-space parasites. Most of the ship’s functions are either offline or dead. You are physically, literally in the dark. Your only guide (the Companion) speaks through the ship’s intercom, and he doesn't sound too sane, even for an AI.
Explore the Endeavour. Arm yourself to survive the parasite onslaught. Uncover the secrets of the Angels. Unravel the mysteries of Dark Matter.
Dark Matter is about lights and shadow. Every light in the game is dynamic and your enemies, content in the pitch black of space, are disturbed by lights. Keep your lights low to avoid angering every parasite in sight, but be careful where you tread - they don't take kindly to being stepped on, either.
Through the course of the game you’ll explore several locations, not all of which are accessible from the very start, and find your way through a maze of corridors, rooms and traps. You will have to understand how light (and sometimes explosions) affects the environments in order to prevail.
One of our design goals was to remove all jumping puzzles. In Dark Matter, your life will never depend on the timing of a jump, or on landing on the right pixel at the end of one. This is not that kind of platformer.
On the other hand, you’ll actually have to aim your weapon, and sometimes even sight down your enemies if you want to hit fast-moving critters.
Most of your weapons can be customized with upgrade modules to make them fire faster, hold more ammo, reload in less time, deliver more damage, or give less recoil.
Defeated enemies won't magically disgorge health packs and ammunition. It's up to the you to create them at crafting stations, using the resources you collected along the way.
Play poorly, and all your resources will go into keeping you alive, barely scraping by one painful death after the other.
Master your weapons, and especially the unique properties of nano-enhanced ammo to gain the upper hand, waste fewer resources healing yourself, and power your arsenal up completely. The choice is yours, and we only provide the creatures that will make you regret the wrong decisions.
Dark Matter has been in development at InterWave Studios for just over a year now. Our last commercial release was Nuclear Dawn, a critically acclaimed FPS/RTS hybrid that won the 2012 DGA Best Original Game Design award.
The Dark Matter team includes members who have previously worked on Nuclear Dawn, Star Gate:TLS, Insurgency, Fear 3, The Chronicles of Spellborn, The Specialists and Hoopworld, amongst others.
For more information on the team, feel free to head over to our profile page right here.
We have taken Dark Matter as far as we could on our own. This is not an arbitrary limit set by greedy management: it simply is the time when we run out of funds, and are forced to release prematurely, or shut down.
Dark Matter deserves better than that. It is a fresh take on a beloved genre. It brings exciting new gameplay elements such as customizable weapons and spectacular elemental ammo types, not to mention intricate enemy behavior patterns and the all-important role of light and shadow in gameplay. It’s a grand romp through varied, suspenseful environments that can be crossed and re-crossed at will, to unlock all its secrets.
It’s a scary, tense game in a unique setting that touches on various hard sci-fi themes, far removed from the “bugs on a plane” scenarios of too many games.
We’d like your help in getting the best out of Dark Matter. We’d like you to fund continued development so that we can take the game to the heights we feel it deserves.
The funding goal buys us additional time to finish the existing story arcs and environments in the the existing version. All the money will go straight into development, and keeping the studio running so that we can work full time on making Dark Matter the epic it was always intended to be.
Dark Matter is in the advanced stages of development. The game just requires more time so that we can iterate gameplay, finish levels, and bring you the smoothest, most refined experience of nerve-wracking terror that we can craft. On a spaceship. With aliens, and worse. And ice ammo. And fire. And acid.
The game is being actively developed, and you will receive the beta builds as soon as we reach our first funding goal. We’re not looking to make a profit now, or recuperate dev costs. We’re simply asking your help to finish this awesome game.
In a somewhat ironic twist, the biggest delay to Dark Matter's development could come from the success of this Kickstarter. The projected completion and delivery dates are based on the basic funding goal only. Should we meet all our secondary goals, with a successful enough campaign, we will have more content to deliver, and that would mean a slightly longer development cycle.Learn about accountability on Kickstarter
We'd like to see Dark Matter run on any device that can support it. That includes current (PS3, Xbox 360), weird (Wii U) and next generation (PS4, XBOne) consoles.
Console development, however, is expensive. Dev kits, licenses, and development time all add up to quite the bundle, and they're per console. Porting a game to each machine takes a lot of effort, and we are not big enough to have multiple departments crunch through the lot at once.
If this Kickstarter does well enough to give us manoeuvering room, 'going console' definitely is somewhere on our roadmap. If it doesn't, then we're probably not going to be able to make the magic happen on the fun boxes.
- (30 days)