Posthuman: Sanctuary (Canceled)
Posthuman: Sanctuary (Canceled)
A post-apocalyptic game of survival & leadership that's part rogue-lite, part interactive fiction. What will you do to survive?
A post-apocalyptic game of survival & leadership that's part rogue-lite, part interactive fiction. What will you do to survive? Read more
About this project
Inside a figure in a brittle, wrinkled suit sits on a sofa, listening to a record deck. You haven’t seen another living thing in so very long.
Only when she turns slowly to face you do you notice that her head is much too large, grotesquely misshapen. Your hand tightens on the pipe.
You need to decide what to do. And the others are watching.
Posthuman: Sanctuary is a new digital game for Windows, OSX and Linux about surviving the end of the world -- and keeping your humanity. It’s part rogue-lite, with combat, team management and exploration elements, and part interactive fiction, where the choices you make will weigh on your chances and shape your experience.
It’s a digital take on last-year’s successful Posthuman board game - "one of my top 10 for the year!", according to those fine folks over at Boardgame Corner! We’ve worked diligently to adapt some of the things you love most about turn-based board gaming into an all-new single-player, narrative-led video game experience that anyone can enjoy. It’s designed to challenge you, scare you -- and even weigh on your conscience.
Since launching this campaign Posthuman: Sanctuary has been Greenlit on Steam all thanks to our lovely backers! We will make Sanctuary available through the Steam portal for those backers who wish to claim the game on their account.
You are a survivor in a near-future Europe that has collapsed under the weight of its own political errors, in the chilling wake of a bloody class war fueled by genetic modifications and radical technology. If you can only reach the sanctuary of the Fortress, you may learn more -- and ensure your own survival. But to forge across a crumbled land where resources are spare and mutants roam the ruined mansions and markets alike, you’ll need a team behind you.
You start Posthuman: Sanctuary with only one follower, and more join along the way. It’s up to you to keep them together and ensure their survival -- and get them to help you ensure yours. Each has their own complex blend of traits: Some are violent, others humane; some are adventurous, others fearful. Your choices in the situations you encounter will affect their morale, their loyalty and more.
Carefully balancing risk and reward, you and your team quest into the unknown, gradually unveiling a map of terrain and encounters that you shape to your liking every time you play. In classic turn-based encounters, aggressors who’ve lost their humanity to mutations -- or who’ve lost their good sense to the terror -- will challenge you to make the most of your group’s skills and to use your best judgment about their safety.
And you’re in danger, too -- some wounds might cause you to take on mutations of your own. If you mutate, your followers may begin to fear and distrust you, but the world of Posthuman: Sanctuary just might offer you paths and powers that just aren’t available to mere humans.
The key to Posthuman: Sanctuary is a world of interconnecting, data-driven systems and possibilities. In this first episode of what we hope will become a three-part series no single path through the game will ever be the same. With over one hundred narrative encounters and a rich network of weather, health, location and other conditions affecting them, Posthuman: Sanctuary exists to be discovered and rediscovered. And just when you think you know it all, more mysteries rustle in the shadows at the world’s edges.
High-quality art and music will help bring this immersive experience to life. We’re fortunate to have Italian comic book artist and illustrator Arjuna Susini (Mistry, P.I., Bullet Ballad) on board again as Senior Artist to create vivid, cool graphic novel-style panels of some of Posthuman: Sanctuary’s key narrative encounters. Arjuna was responsible for the incredible box art and principal character designs for the Posthuman board game -- now, with his style and Mark Casha's art direction, the digital game’s visuals will be key to an arresting, emotional experience.
On the music side, we're absolutely thrilled to be teaming up with Danish electronic music legend Trentemøller! The game will feature the music of Trentemøller in the form of in-game tracks you’ll discover on your journeys to the Fortress. The game’s own original soundtrack will be developed by our own in-house musician Thom Cuschieri.
We’re Mighty Box, a small team based in Malta. It’s a small island, but we have a thriving independent game scene here, and we’re honored to have this chance to share some of our work and spirit with the wider world. We started out as five friends working together in our spare time -- that’s how we developed Will Love Tear Us Apart? a non-commercial adaptation of Joy Division’s song “Love Will Tear Us Apart”. It earned three international nominations (including a SXSW Interactive Award!), and got a shout-out in Rolling Stone!
We knew we liked to make games about difficult human experiences and choices in time of stress, and the success of Will Love Tear Us Apart gave us the morale boost to found our own studio together. We’re avid board gamers, and we teamed up with Mr. B Games to fund and create the Posthuman universe for the tabletop world. Thanks to our backers, the board game has been a huge success -- and has even expanded into something larger than we could have dreamed. Now, we want to bring a digital adaptation to life.
The game design and the bulk of the writing is being handled by Gordon Calleja, who is both a game designer and game researcher and divides his time between Mighty Box and the Institute of Digital Games at the University of Malta.
The lead developer and project manager is Marvin Zammit, managing director of Mighty Box and our in-house physicist and Rush fan. Coding duties are divided between him and Gary Hili, a battle-scarred code guru and recent graduate of an MA in Digital Games.
Arjuna Susini is Lead Artist on the project (more about him above), working under the watchful eye of Mark Casha, Mighty Box's art director and lead graphic designer, with additional graphic design by Ramon Fiott. All 3D work, animation and additional art is being handled by Fabrizio Calì, our very own Blender master and resident technical artist.
The game soundscapes and SFX are being developed by Thom Cuschieri, in-house tune & pun peddler. Additional in-game tracks are being provided by Danish electronic music legend Trentemøller.
Special thanks to Mr. B. Games for consulting help on this campaign. All questions, concerns, comments and requests regarding Posthuman: Sanctuary should be sent to email@example.com. Mr. B. Games is not involved in the development, production or delivery of Posthuman: Sanctuary, and is not liable for any issues arising as a consequence of this campaign.
We're thrilled to be able to offer an exclusive collector's pair of Posthuman Miniatures as add-ons during this campaign!
Modelled by the miniature experts at Titan Forge, these add-ons are available for every pledge level except for the $1 one.
Instructions on how to add the miniatures to your pledge are below:
1. Click on 'Manage your pledge'. If you have not pledged yet, you will be asked to select a pledge tier.
2. Add the appropriate cost to the base pledge amount. For example, if you're pledging at the $35 tier, and wish to add 2 miniatures at $15 per miniature, then your total pledge should be $35 + $15 + $15 = $65. Note that postage & packing will be added at the end of the campaign and is not included in the cost.
3. At the end of the campaign we will contact you to organise the delivery of your add-ons.
Posthuman: Sanctuary has now been Greenlit on Steam. Hence all the rewards listed below offering a copy of the game may be made available through a Steam account.
It’s always been our dream to create a single-player, digital game based on our Posthuman IP. Thanks to the success of the Posthuman board game, we know there’s a big appetite for the world and style of gameplay we’ve designed, but as a small studio that lives on an island, securing the budget for high-quality, full-scale game development isn’t something we can do on our own.
Now that we’ve established through the board game campaign that we can create something fans love and deliver it to their expectations, reaching our Kickstarter goal will allow us the chance to prove we can do this with digital games, too. Successfully funding this first episode of Posthuman: Sanctuary brings us closer to our goal of releasing further stories in this universe.
Risks and challenges
We are aware that this is an ambitious endeavour. The initial stage of this development has been funded by the Malta Digital Games Fund (MDGF), and has enabled us to have the base game system in place before launching this campaign.
Our track record on Will Love Tear Us Apart? and the Posthuman board game make us confident that we will deliver a polished, exciting game within the time allotted. That said, the game design is such that certain elements can be pared down should the development run into timing difficulties.Learn about accountability on Kickstarter
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