About this project
What is Project Nimbus
Project Nimbus is a high speed mech action game set in a post apocalyptic world. Players control 'BattleFrames' - humanoid battles suits armed with an arsenal of weapons.
This is a mech game that lets you fly freely in the sky, dodge and intercept incoming missiles with machine guns, fight armies of hostiles with every kind of modern weapon you can imagine, Battle against numerous powerful colossal opponents with the power to annihilate armies, engage with many ace BattleFrame pilots, each has unique fighting styles and stories.
"Mother Earth used to be a caring, loving mother. We know she loved all of us. What do you think went through her mind when she bear witness of her child murdering each other and burning down their own houses?
The pain, the grief…. the insanity. The latter of which I think, is what finally happened to her. "
- Anonymous, AD 2048
The game is set in the late 21st century; decades after a great war devastated the Earth’s surface, making it unable to support human life. Mankind has escaped to the sky.
The world is divided into 3 factions; each possesses its own orbital elevator that feed energy to keep flying cities afloat.
We found ourselves trapped on our own planet. A handful of gigantic space elevators became our refuge. Great pillars hanging in a delicate balance from the heaven. We reform, rebuild, and re-purpose. We carved nations out of thin air.
Thus arrived; the age of sky. We thrive, even on the planet that no longer welcomes us.
High Speed, intense Robot Action
These giant robots have machine guns… and cannons… and A LOT of missiles… and laser… and rail guns… and drones. And you’re going to pilot one and fight armies of others. Is this explanation enough?
Total Flying Freedom
Meet the flying experience that no other aircraft can offer, total freedom in 3 dimensions. Change flying directions in a split second with boosters. With a BattleFrame's unmatched power and speed, it's even possible to climb from the planet’s surface to low orbit altitude within minutes.
Fly in vivid, beautiful skies at different times of the day, with various weather and above unique settings on the over-grown post apocalyptic planet.
High replayability, Many types of BattleFrames to choose and pilot
You can replay the cleared story missions with any BattleFrames you have encountered in your campaign. From allied BattleFrames to various kinds of enemy grunts, even ‘boss’ BattleFrames; the enemy ace pilot’s personal machine can be yours.
Engage with colossal ‘superweapon’ enemies, duel with renowned ace pilots
The sky of Project Nimbus is not a welcoming place for rookie BattleFrame pilots, or even for veterans. It's filled with many famous, very highly skilled ace pilots, gigantic fleets of capitol ships and several doomsday colossal 'super weapons' like a Mega 500m. tall giant flying robots, giant weapon satellites filled with nuclear weapons or flying space fortresses.
We will honor your name in the game’s end credit as the project’s supporter. And you’ll get Project Nimbus’s KickStarter exclusive wallpaper set for your PC and mobile device, desktop theme, ringtone for your mobile. Plus, 2 tracks from the game's OST in MP3.
£6 (limited for only 300 copies) First to fight - Early Bird
You’ll get Project Nimbus on Steam when it has come out. This is much cheaper than regular price. Plus, you’ll get everything that £1 get.
£9 Battle Frame Pilot - Full Game on Steam
You’ll get Project Nimbus on Steam when it’s ready, plus original soundtrack album (in MP3 and FLAC). And you’ll get everything that £6 get.
£15 Prototype Battle Frame Test Pilot - Early Access (limited for only 100 copies)
Get early access to the game, plus everything that £9 tier get. Please understand that the early version will be far from complete. The game will keep getting better while it progress to completion. The early alpha access will be accessible at least 3 month before the full game’s release on Steam.
£6000 - Initial Goal
There are some reasons why the initial goal is very low. One of them is: this is the lowest amount of money required just to make this game see the day’s light. And the cost of living in Thailand is very low. This is the minimal money that we need to sustain life until the game reach the first launchable state.
The distance between the first extended goal and the initial goal is quite far since all of the money we received under the stretched goal will be used in game polishing. We really want this game to shine and there will be a lot to do to get there.
At this time, let’s pray… Just that we can reach this goal.
£7000 Mac Version
£7500 Game’s level will be completed with machinima cutscenes
To make our game come to life and breathing, we would like to make cinematic animation of various event in the game. Many Battle Frames and capital ship will be seen close up in actions. We’ll make sure that the cutscenes will not interrupt the game’s playing experience. It will be rendered using the game engine itself. With Unreal Technology, this can be done conveniently. We really want to do this.
£8700 Sandbox Mode
In sandbox mode, players create missions as desired, experiment with as many things as you want. The possibility in playing is unlimited. Want to see massive fleet battles? You got it. Want to see a showdown of super weapons? Sure, here it is! Want to play as grunt armies and swarm a hero mech? Here you go. The possibilities are endless.
£9400 - Oculus Rift Support + First Person HUD View
£13,000 - Survival mode, fight against alien swarm.
£16,000 - Extended story campaign, more side characters' missions and more Spetnaz’s side story. (Currently, most of the missions in the story campaign are Mithril’s.) If you’d like to play as Russian guys longer, let us reach this point. To make the game more complete.
£20,000 - Full Cockpit view (with Oculus Rift Support)
Each BattleFrame will have different cockpit. The game will support Oculus Rift and you’ll be able to turn your head and look around like you’re really piloting that flying giant mech.
£22,000 - Strike Packs
Each BattleFrame will be given a variety of strike packs with different armaments to choose from.
GameCrafterTeam is a very small, self-funded and humble independent game developer team from Thailand. We start making games commercially in 2012. We love to put lot of action,explosive,dramatic story and missiles in our games. Our current main game development tool right now is Unreal Development Kit.
Pawee Pakamekanon - Team Leader
Pawee makes games as hobby since middle school years. Right now he's 23. This guy does the game's coding,some of the art and design, writing the script, co-ordinate the game's production, create game levels for ProjectNimbus. He love giant robot, airplanes and missiles.
Srichumporn Kongwisawamitr (Skydash)- Multirole Artist
Srichumporn works in some of the designing, modeling, texture painting, rigging and animating some of our games's characters, weapons and game's asset. His art style is mostly influenced by Japanese games ,animation and manga. He has played many games since his childhood, especially action games. So he usually give valuable opinion what he think players want from our game.
Rattapoom Kotchapong (BlindShooter) - Main Mechanical Designer
Rattapoom K has a background with armoured vehicle, selling medicine for erectile dysfunction and teaching TESOL course. He is our regular mechanical designer when not doing any of the above and is a self proclaimed mech nut.
Rattapoom is the main mechanical designer of Project Nimbus. We will have a developer diaries video focus on what's behind his design soon. One thing that we're sure is: this guy love real robot so much.
Nattawat Singneow - Technical Artist
Nattawat join GCT in 2008 and help us since then. For Project Nimbus, he does many of game's modeling, rigging and animating game's weapon and characters.
Narupai Asksornmee - Main composer
Narupai Asksornmee is the main composer of the game. He put so much effort into composing the game's original soundtrack to give the game unique atmosphere and soul. His work in this game is techo-orchestra combined.
We'll have a developer diaries video focus on what's the idea behind Project Nimbus OST.
Ethan Jeffrey - Support Composer
21 year old composer, Ethan Jeffrey, brings an energetic sound to Project Nimbus. With a background ranging from Orchestras and Brass Bands, to Metal and Electronic Dance Music, he brings elements from each to his compositions. Ethan’s work for the project is heavily influenced by anime series such as “Gundam Unicorn” as well as 16-bit era video games, making it well suited to the genre.
ProjectNimbus is published by KISS-ltd ( a United Kingdom based indie game publisher). Staff at KISS help us so much. We here, at GCT do this KickStarter through our publisher account. Without their help, this KickStarter is not possible. We really feel grateful for this.
English Voice Actors
- Amber Lee Connors
- Amanda Lee
- Miguel Moran
- Josefine Göbel
- Sheila M. Gagne
- Pete Renton
- Ben Britton
- River Kanoff
- Christopher Esclaante
- DJ Dixon
- Nattapat Chimchome
- Owen Morris
- Nattapat Chimchome
- Timothy Kohler
Thai Voice Actors
- Nuttachaya Intasow
- Natthakun Suksri
- Apinporn Sereechan
- Noppawan Chotchuang
- Nattapat Chimchome
- Yuwadee Paokantarakorn
- Chalermphon Phatkhadee
- Srichumporn Kongwitsawamir
- Pawee Pakamekanon
Social Media Links
Risks and challenges
This game has a lot of assets and work that needs to be done. And it's the biggest project we've ever gotten our hands on. There will be a lot of polishing, tweaking, tuning and optimizing. That needs time, a lot of time. Time is the most precious resource we need. We are an independent game studio, and right now we cannot afford that. We need your help.
We have only about 4 people working on the main development team. But still, we want to deliver this game in quality. The scope of this project is very ambitious... may be way too overambitious for us. For many of our neighbor teams, this project is a mission impossible. I was told by many friends that I'm totally out of my mind doing this with our current man and financial power.
We really want to deliver a good game play experience that players will really enjoy. We want to tell the story we've always wanted to tell with the game. We want players to have fun, get angry, imagine, dreaming, crying, and think about the message we leave in this game. We want to make changes to this world by our game.
Even very ambitious and risky, it's the challenge that's worth taking on. Taking on such an ambitious challenge makes our being on this planet have meaning, it makes our lives worth being born, dreaming, living and dying.Learn about accountability on Kickstarter
Right now we are focusing on creating the best Single Player experience we possibly can. So, at this time, Project Nimbus will not have a multiplayer mode. However, developing multiplayer is still possible. It is just not in the project scope right now.
Initially we are planning a PC release unless we reach the Mac stretch goal of £7,000.
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