About this project
Welcome to Treachery in Beatdown City, a beat ‘em up like no other.
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Pre-alpha Demo for all backers $10+! - NEW! - Going offline by May 12th!
Concept 2 - NEW!
Digging Deeper - Story/Characters/Symbols
part1 - Barak Orama/Mike Moneybags
part 2 - NinjaDragon Terrorists
Developer Diary - hear from the devs!
Marriage and game development!
Treachery in Beatdown City is a tactical brawler - a mix of side scrolling beat-em-up action with snappy menu based COMBO attacks releasing on PC/Mac.
So Treachery in Beatdown City is turn based? Why is that good?
Treachery in Beatdown City is a tough game to describe, but once people get their hands on it, they are hooked. The game is every much a hybrid of action based brawlers, like Double Dragon, and action RPGs, like Fallout III.
Our primary goal has always been to make a great beat-em-up with some depth to the combat, and when people play it they generally agree that we've been successful. They also have suggestions, which we have used to make the game better!
Instead of spending time memorizing inputs, you just pick moves from a quick to use menu, and make cool combos made up of strikes, preset combo strings and grapples/throws to take on a your enemies.
Players can also use Quick Strikes which are great for breaking open objects and can also be used to fight enemies.
There are also over the top super moves that do high amounts of damage to any enemies they hit.
The game really feels like a combination brawler & tactics game, never veering too far to one side.
3 heroes, 3 ways to play!
Bruce Maxwell is the lightweight fighter mixing in dance with acrobatic strikes that have a little bit of "magic" to his moves.
By day Bruce is a wealthy stockbroker with an affinity for Asian languages and culture, but also very proud of his Jamaican roots.
Lisa Santiago is the middleweight fighter focusing on mixed martial arts and boxing. She is currently enrolled in the police academy and has an eye for forensic science.
Brad Steele is the heavyweight fighter with high powered wrestling throws and heavy strikes that are prone to miss. Brad is a former professional wrestler, born in Texas from a Spanish-Mexican family.
Quick swapping on an overworld map
- The map makes exploration speedy, and gives players a chance to heal up in between fights.
- Switch characters with the tap of a button when moving on the overworld map!
- Choose your path through East Fulton, look for hidden items and encounter optional boss fights that teach your characters secret moves!
Uncut gameplay videos
Sean Baptiste from Firehose Games playing the game for the 1st time, with me on for commentary, to give you a feel of what it's like to first play the game.
And here is me playing the game with my own running commentary
The continuation of that video, featuring Brad Steele!
Over 26 unique enemies and growing! : Every enemy in the game has a unique look, way of walking, and attacking style.
There are no palette swaps here!
And don't forget
Treachery in Beatdown City features a story set in a near, alternate history where the US President Barak Orama is kidnapped in the city of East Fulton by Ninja Dragon Terrorists.
Brawl with bikers along the riverside of East Fulton. Knock them off their bikes, then prepare for a REAL FIGHT to come!
Check out a look at the survival mode!
The final soundtrack will feature more battle themes, stage themes, character themes and of course the ending music!
"Treachery in Beatdown City" title theme
Treachery in Beatdown City has gone from a concept back in 2009 while we were working in the AAA games industry to a full blown project in 2012. We have invested a lot of our time, money and resources into this project.
We have created the basis for the fighting system that we keep iterating on, and about a 5th of the game content wise.
We need your support in order to make Treachery in Beatdown City the breakthrough brawler that it needs to be.
The budget here is to cover our expenses through to March 2015 when we will have the game on sale.
The funds will go toward the living expenses of Manny and Shawn, the core dev team, while they complete the game. Shawn does all of the design and art/writing, and Manny does all of the coding. We will also be paying for more music from Inverse Phase.
That is after the 10% fees and 10% reward costs!
Everyone who funds the game at the BRAWLER tier + will have access to forums to vote on how the game will turn out! We will also give you an exclusive look at some of the behind the scenes stuff that it takes to make a game of this magnitude.
DELUXE FIGHTER ($30
These are just 6 of the 9 planned costumes, and 3 of the 6 planned bonus weapons. You will get to vote on the next set of each!
FINE ART FIGHTER ($50)
Love the art for Treachery in Beatdown City, and want it all at a super high resolution? Then get the artbook! At this level it's a PDF, but you can go for the printed version as well.
FINE ART OF FIGHTING
Diana will make a one off drawing of any character from Treachery in Beatdown City in an action pose.
VAIN FIGHTER ($500)
Diana will make a one off drawing for you, of you, in Beatdown City style!
Console ports, and a better game are our stretch goals! Anything on top will go towards that! We do NOT want to bloat the game out of control.
Also we will now definitely include a mode where you can play as ORAMA!
In order to add-on to your pledge, you can go and manage your pledge and just add the amount for any extras you want to pick up.
For an extra copy of the game, add $10 -> this is a kickstarter only discount
To add on the PDF manual, add $5
To add on the PDF Artbook, add $20
To add the physical soundtrack CD, add $13
To add on the shirt to any tier, add $25
To add on a physical art book, add $30
Shawn Alexander Allen (@anuchallenger) is the game designer, animator, visual artist, writer and founder of Nuchallenger. Before creating Treachery in Beatdown City Shawn worked for 4.5 years at Rockstar games where he worked on GTA IV Complete, Red Dead Redemption, LA Noire, Max Payne 3 & GTA V.
Shawn began doing in depth analysis of fighting in games years ago both for work and on his own time, and it became more and more evident that the only thing to satiate that would be to build his own unique brawler.
Shawn was also featured on the Grio 100
Manny A. Marcano (@cavaliergames) is the coder and co-designer on Treachery in Beatdown City, having initially built a prototype with Shawn in Gamemaker to make sure they both weren't out of their minds creating a turn based beat 'em up.
Manny grew up playing all manner of RPGs, beating complex games at the age of 4. He takes pride in building the stats that drive Treachery in Beatdown Cities unique battles.
Previously Manny worked at Take Two/Rockstar Games on The Darkness, Bioshock & Max Payne 3.
Diana Santiago (@deeluxdi) is a fine artist and designed Lisa, the female protagonist, and makes all of the beautiful non-digital art assets for the game. She also created those lenticular business cards that Shawn carries around, in case you've ever seen them.
Diana works a full time job to keep the family afloat during development.
Inverse Phase (@inversephase) is the composer for all of the music. He has had music on a number of soundtracks including the Super Meatboy OST. Inverse also ran a successful kickstarter to launch a Trent Reznor approved Nine Inch Nails cover CD called Pretty Eight Machine.
Treachery In Beatdown City Will Rearrange The Face Of Modern Brawlers - idigitaltimes
Treachery in Beatdown City, $5 and being uncomfortable for your dream - Polygon
"Treachery in Beatdown City looks like a fascinating hybrid of well-worn gameplay mechanics made fresh as a result of their fusion." - Polygon
TREACHERY IN BEATDOWN CITY RECREATES AN NYC CHILDHOOD IN 16 BITS - Killscreen
How About A 2D Brawler With a More RPG-Like Combat System? - Q & A on Kotaku comments
Write What You Know, Learn What You Don't - Giantbomb
Nostalgia and Treachery in Beatdown City: A Developer Q&A with NuChallenger - Games Abyss
Huge thanks in advance!
We can only do this with your help, and we greatly appreciate all of your support.
On behalf of the team, thank you.
Risks and challenges
Game development is an in depth practice filled with technical difficulties, playtesting, bug testing, and numerous other things that can drive a project off rails and delay it substantially.
Shawn has shipped numerous projects on the AAA game level that were on time, or delayed at the last minute and out of his control. The experience with shipping video games, both large and small, is nothing new.
Shawn and Manny both have in depth QA backgrounds helping on AAA & smaller indie games.
At the same time Shawn, Diana and Manny have their own money in the project already, and have spent a lot of time on preproduction to make sure that game development can go as smoothly as possible.Learn about accountability on Kickstarter
YES! One way or another. And everyone from Early Bird Tier + will get a code for the game when they are made available.
We have a Vs. mode planned where players can fight using the player characters and enemies in a unique counter-op sort of mode.
That is a goal. We will actively try to make it come out as soon as possible along with the Windows/Mac version.
That is the plan!
Console development is trickier than Win/Mac development in that Sony/Microsoft/Nintendo all have their own requirements for getting the game onto their platform.
We are committed to getting the core game done first, but we are of course already in talks with Sony, Nintendo and Microsoft.
If you back the project, and then some time between now and launch we announce a console that we will be releasing on, you can opt to hold out for that code.
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