About this project
A big thank you all our backers for an unforgettable experience!
With all your support, you have made Little Devil Inside truly happen. Soon, we will be renewing and opening up our website www.neostream.com and also accept PayPal payment for all those people who have missed out on this campaign.
Please check the updates section for more details.
Platform release news
We are pleased to announce that the game will be released(aside from PC, Mac & Linux as you all know) for PS4 and XboxOne as a Third Party which means we will be able to release it across these platforms concurrently.
We are also pleased to announce that with our recent achievement of our 1st stretch goal, Little Devil Inside will also be available on Wii U.
Facebook / Twitter Page Up!
Finally! We have an official Little Devil Inside Facebook and Twitter page up at:
New Reward Tier - US$21.33 (AU$27.00) Limited KS Shield
Little Devil Inside is a truly engaging 3D action adventure RPG game where you are thrown into a surreal but somewhat familiar setting with humans, creatures and monsters to interact with, learn and hunt - journey, survive and discover the world that exists beyond.
This game is not just about killing arch-demons and saving the world. Take in the atmosphere and live a realistic life in an unrealistic world. This is a game that tells stories about people with 'unusual' jobs such as hunting monsters and what happens in their everyday life doing so.
The key design concept behind Little Devil Inside is minimalism but not minimalism per se. We wanted to create and design a world with a surreal but familiar look & feel with all the elements such as characters, creatures, buildings, objects and the entire environment for that matter with a level of visual detail that is minimal but sufficient enough to create a vivid imagery in the players’ minds.
As opposed to developing fully life-like, high polygon characters and objects with intense level of textures, the intended design essence and aesthetics is to create a subtle but powerful sense of emptiness for each player to fill for themselves throughout the game experience.
Certainly having the influence of, but not limited to, some all-time favorites such as X-com series, Legend of Zelda, System Shock and Betrayal at Krondor, we believe Little Devil Inside’s unique art and design style deployed in a 3D environment will give yet a new kind of gaming experience for lovers and seekers of emotionally engaging and challenging action adventure RPGs.
Little Devil Inside is fundamentally an exploration focused survival action RPG game. Although it sounds elaborate, it all makes perfect sense to us.
Compared to some other games of this genre in the past, the game focuses more on ordinary everyday life. As in real life, where a hard week's work is rewarded by a relaxing or refreshing weekend, we wanted to create a world and provide elements within it where you can return back to town (or your home) after an adventurous mission to regather and reequip - a definite environmental contrast. Unlike some other survival games, there will be a home town or city to return to and rest and prepare for your next mission. The town itself will have its own set of events and elements to interact with.
Work to achieve your missions
The game will not be about entering dungeons, killing at a monster as quickly as you can and returning to town to obtain rewards.
The pace of the game will be like a long journey.
You will need to prepare for any unexpected encounters with the weather, have the necessary intel about the region, equip your gear as you see fit, get on a vehicle and react to unexpected events that arise during your journey. Depending on how you prepare for the mission and how you react and respond to events will determine how easily or hard you can achieve the missions.
Know your enemy
One of the most important things to do when preparing for your mission is of course, knowing as much as you can about the enemy that lie ahead. Each monster or creature or enemy will have different characteristics and stats hence different habits and behaviors so it will be advantageous to you to equip yourselves with the right weapons and protective gear before embarking.
The basic setting is this. You are hired by a Professor who is investigating and studying unusual, concerning activities in the outside world to develop new technologies. As a member of his faculty, you are hired to go on risky missions (he may tag along on some) to investigate and bring back bits of information and/or artifacts for further study and analysis.
More than that, you can manage your own team as part of the Faculty. You can interview and hire new team members and send them on missions that match their specialties.
Encounter events while travelling through the world map
There will be public transportation as well as vehicles you can control, maintain and upgrade yourself.
Using transportation doesn't necessarily mean taking a short cut to your missions. However, it'll be faster than legging it! Even on public transportation (such as a train) you will be within a scene (such as sitting and looking out the window) during the time to your destination and unexpected events may arise.
Events may be good or bad - you may run into another character that side spins off to a mini mission or offer help with your current mission, the train may come under attack and you may have to get out and fight etc.
We are planning to include as many unique events as possible to give you a more engaging and unique experience in your missions.
All non-combat animations whether controlled or not will also be smooth and dynamic with all the usual movements - walk, run, sneak, climb, slide, jump, dive, sit etc. There will be natural motion blending between character animation sets.
This all blends in and becomes pretty much a part of the overall art and design concept.
Slash and blast through enemies with swords, guns and steampunky gears in a responsive combat system that will be easy to learn and difficult to master.
Hybrid targeting system
Players will able to toggle between auto target and single target. The auto target will be useful when confronting a group or a hoard of enemies.
When confronted with an elite enemy or monster for a 1 vs 1 duel. the single target will enable a more focused combat position.
Graft science & technolgy with supernatural powers and artifacts gained from killing demons, monsters and creatures to upgrade your steampunky weapons and armor. You can also upgrade your vehicles for better performance and durability.
Immersive UI Design
Consistent with the game's design concept (being minimalism), the game's UI will also be kept minimal. This means minimizing the number of keys the player has to remember and rather, blending much of the UI into the game environment itself. In doing so, we hope that the user stays more immersed in the game. We wish to build a UI that is very much a part of the game play and not be a separate "tool".
The focus of what we are trying to achieve is not the mission itself but all the minor details during the journey that accumulate to give that immersive experience that remain as reminiscences in the player's minds.
To try and achieve the challenge we have, the UI can design we wish to achieve has two purposes:
1. Emotional Purpose
If you've played action adventure games before then all the basic direct actions such as movements, attack, duck, roll, climb block etc. will mapped on standard key settings.
The HUD (heads-up display) that normally displays character status however, we hope to keep minimal and remove from the screen as much as possible. We wish to create an environment that draws the user in emotionally closer to the protagonist he is controlling. For example, if the character is hungry, sick, cold or scared, the user will notice this through actual animation visuals and/or simple icons that appear above the character as if the character is actually wanting to communicate. Of course, the user will always have the freedom to check the character's status at any time.
A universal Interaction Key will be assigned that triggers a common menu to appear that shows the available interactive actions specific to the object.
For example, clicking on a character will trigger a menu to appear that shows the status, items etc and clicking on objects such as a chair will show a menu listing actions the character can perform (sit, lie, kick etc.). On occasions, the menu may include unexpected things that you can do. This element of uncertainly we hope, will add to the immersive experience and create the need for awareness and to explore the character's immediate surroundings - "Hmm... I wonder if there is anything I can do with that rock".
With such a design, much of the objects that are found within the game are not just for looks and although they may not directly affect game play, each have a purpose. Collectively, we are certain they will assist in achieving to create the world we set out to create - providing players with the necessary environment and letting players themselves fill and make their own recollections of their journey and adventure.
All keys with the exception of a few preset keys, will be made customizable for you to map to your preferences (PC & Mac only).
- Friend invite (like Borderland)
- Co-op mission with friends
- Random encounter with other players within the game.
You the main character is not a super hero or supernaturally gifted with powers in any way. Through the game he will develop and become strong but within human limitations. The character will be vulnerable and can be sick, be hurt, diseased etc.
Such a character will need to study its enemies and rely on technology to confront them and gain experience and strength. The hardship, pain and emotions will be visually expressed as-is within the game.
Other characters will each have their own set of specialties and areas of strength/weakness and have a role in the main storylline.
Media & Concept
here's some examples of various concept arts to stimulate your minds and hopefully give you better insight into the creation of the world of little devil inside.
Whilst riding on a vehicle, you will be able to select and target your enemies. Each time you browse through, a % will appear around the selected enemy that shows the probability of a hit. The system is somewhat similar to the turn-based combat system in Fallout but in real-time. The size of the target area will change dynamically depending on how close the target is as well as your skill stats so a larger target area will have a low hit probability where as a small area will have a much higher hit probability but harder to hit. Being real-time and when confronted with a hoard of enemies, you will be required to make quick and bold decisions.
Looting & Using Items:
As with many other games, you can loot dead bodies. If you get close enough, a search icon will appear and you can simply click on it to bring up a menu that is relevant to that particular item. However, we don't want any visual UI to interfere with the game or bring a sense of pause to the experience but be part of or rather add to the emotional depth. Eventually, we'll be building more on this so that the UI system ties in more closely with the character's particular abilities. For example, your particular character may have an advanced sense of smell and can sense that food on a dead body within a large proximity and so a search icon on such a body will appear even if it's fairly far away saving you the trouble of going around to all the bodies to find food.
This footage shows the basic combat mechanics and we're just posting it for those who haven't seen it yet from Greenlight and several Youtube channels. Can't believe we didn't put it up in the first place! The camera setting is not final and some of you may notice that the camera angle is purposely adjusted to show effects and depth of field so you need not to be concerned about this. These are just some of the examples for you to gain a better understanding of the level of engagement we are designing into the game. It's a combination and accumulation of these minor elements and subtle features that make up Little Devil Inside to offer a unique level of emotional game experience.
In this scene, we are testing mainly, lighting and creation of atmospheric mood with weather - in this case, a wet/rainy environment. The character needs to be clearly distinguished but at the same time, keeping within the overall environmental identity. Also testing lens effects on surface within a wet environment. Basically our objective is to sustain sufficient visibility in a wet & gloomy environment (relatively dark). All the details you may spot are all still WIP especially any UI scenario you see.
Interior light test and volumetric lighting test as well as testing shader effects on a glass surface. Trying to resolve slight conflict issue between shader and renderer (e.g. on glass bottles - wish to make it realistic but due to optimization issues, we decided not to use reflection and further experimentation and tweaks with shader is required). Currently , no particles are present in the air (such as dust) and needs to be added for volumetric light effects. Tests with raindrops on glass surface (window) - currently, no rain is actually hitting the windows and rain just trickles down (this also needs to be less exaggerated) so needs to be added. Again, the intention is to stay within the required overall mood (this time in an interior setting which is more challenging than an open environment) - to give enough of a dark & gloomy mood but sustain enough visibility.
Every tier has it's own unique Little Devil Inside goodies! We have also decided to add one more tiers - the AU$8,000 tier that gives a Kickstarter exclusive copy of the game's design docs.
Making great games is very costly. We've come this far on our own and there's much more to go. Hence we still need your help to fund the development of the game.
Of our goal of AU$250,000, and after paying out Kickstarter fees, most of the funds raised will go into development. This means a heap of art assets (more scenes, monsters, characters, objects etc.), coding and getting them built in to the engine, days/weeks/months of testing, adjusting, refining as well as other crucial content such as music and sound design, UI development, mission designs, writing narrative text and of course adding in the co-op multiplayer feature.
We will rely much in the future on partnerships with publishers and platforms for porting, marketing and distribution.
We believe in this game because we believe in ourselves. However, we do know that sufficient funding will be a key variable in delivery the game on time and in the best quality we can provide. Last thing we want to do is cut down on content, lose detail and depth, take shortcuts or temporary stitch-ups. Actually we don't even want to think about that line of thought.
We really hope our Kickstarter campaign works out but regardless of the result, we will find a way to finish what we have started.
Minimum Requirements - TBD
Recommended Requirements (Please note that these specs may change towards final build. )
- OS: Windows 7 or newer
- Processor: Intel Core 2 Quad Q9550 @ 2.8 GHz or AMD Phenom II X4 955 @ 3.2 GHz
- Memory: 4 GB RAM
- Graphics: GeForce GTX 650 Ti or Radeon HD 7790
- DirectX: Version 9.0c
- Hard Drive: 3 GB available space
We have been very careful about giving out any release dates basically for two reasons.
Firstly, this is very much influenced by the amount of funding and collaboration we can gather and secondly, we do not wish to be one of those that end up posting news that the game release has been postponed for whatever reason.
To give you a rough idea, we are aiming for a Fall 2016 release.
- Game Screen Option - Available in full screen with/without letterbox.
- Depth of Field - Toggle on/off option.
- Camera Option - Default 3rd person (like Zelda) with adjustable options. Free camera option will also be provided for screenshots.
- Control Option - Game control pad supported.
Risks and challenges
We have been planning for this project over the past 2 years. Our main challenge was always bringing more talent and dedication to the project.
So far, we have met a lot of talented friends through various multimedia and game projects and we finally have a plan and vision to give them the assurance they need and bring them on board.
What we need now is a little kick. We have confidence in this project. If KickStarter viewers can share the same vision in Little Devil Inside along with us, it will be a a big support and encouragement.Learn about accountability on Kickstarter
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