Vibrant characters. A bizarre, dying world. Impossible choices. Unforgivable sacrifices. A JRPG being developed in Unity.
About this project
“[Omnis] looks like Final Fantasy, but walks and talks like an odd blend of fantasy and sci-fi.”
Connor Selinske, indiegamemag.com
“If Final Fantasy VII were a 2D game, this would be it.”
Azureguy, Kotaku (TAY)
“This gets all the little things right, and has restored my faith in commercial games.”
Red_Nova, RMN
“This is a fun new indie RPG with a dark scifi style and interesting gameplay and creativity.”
Resurrected Nostalgia, Youtuber
“Ambitious and Atmospheric!”
Vegnarus, RMN
“An Incredible Game with Artistic Flair!”
Flapbat, RMN
The universe is dead.
The stars have faded and vanished from the night sky.
But Erias, now drifting alone through the void, was saved. The Exclave Kings - de facto rulers of the world - were given the technology to construct the artificial sun that now precariously sustains the planet.
But that reprieve came at an unimaginable price, and to pay their debt, the Kings will soon be ordered to systematically destroy their own world or risk punishments far worse than mere death for the whole of humanity.
Join Orphan and Skyler as they arrive in Verdamm City, the world’s decaying capital, and are conscripted into the ‘Operatives’ - a network of desperate men and women forced to undertake violent missions for the city’s corrupt elite.
Their first assignment will cross their paths with a powerful and ruthlessly curious being; a scientist obsessed with finding and studying the limits of human suffering.
Defeating him will take more than force, and along with a motley band of allies, Orphan and Skyler must face a harrowing truth:
In order to save Verdamm, they must help that sinister entity bring the city to its knees.
Hi, I'm Stephen Elder, the project's creator and lead designer.
Omnis is a 2D, sprite-based game mixing the spirit and mechanics of a JRPG with the darker, grittier themes and settings of New-Weird fiction.
The game will be made in three parts and include at least twenty hours of gameplay (see 'Our Goal' below for more info).
So, why are we making Omnis?
We're RPG / JRPG fans and we want to make one of our own.
Our intention is not to try and reinvent the wheel or redefine the genre. There are a huge range of epic JRPG classics out there, ones we've taken inspiration from. Our ambition is to take the things we love about those classics and tell a new story that will be interesting and immersive to JRPG veterans and newcomers alike.
Omnis is not about a straight-up fight to defeat the villain:
Omnis is about beleaguered, put-upon heroes who find themselves struggling under the weight of the future, and facing the cold, hard necessities of saving the world from self-inflicted ruin.
With your support, Omnis can be become a reality and live up to every single one of the ambitions we have for it.
Omnis' depth and complexity is in its world and story. We've been careful to check ourselves at every step and ensure that we keep our goals, especially on the important technical side of development, realistic and manageable. The systems we have in mind are simple but effective. The majority of the workload comes from making this story as expansive and detailed as we know it can be, and therein lies our main challenge.
MECHANICS
The aim is simple, really: we want to provide you with as many ways to explore the game world and influence your experience as possible, while always maintaining strong narrative focus.
We'll be doing this with three simple core mechanics:
- As you proceed through the game, a huge range of your decisions influence how character relationships develop, how key events unfold and what paths and content open up. Rather than having a handful of decisions that majorly change events, the Dynamic Arc System lets you influence the story on a smaller scale but in a much bigger number and variety of ways.
- Throughout the game you can enter and explore each characters’ psyche, discovering more about them, uncovering their darkest secrets and influencing their past by interacting with their memories and thoughts. Their internal world is represented by a place or time important to each character, so each one is unique and adds something different.
-
The Formation Battle System adds a new level of strategy to the turn-based, active-time format. Each of the five ‘slots’ in the formation has its own advantages and disadvantages, and characters can switch positions during battle, allowing you to adapt your party to new threats as they arise.
Enemy groups will also utilise the formation system, so enemies will reorganise themselves as battles unfold and adapt their strategy to provide a dynamic challenge.
- We plan to develop Omnis in Unity, in 3 parts.
- Our main funding target will cover development of Part 1 (15 months development time). Part 1 will include a minimum 7 hours of gameplay.
- Parts 2 and 3 are covered in our stretch goals, but if we don't meet them, we plan to use revenue from advanced sales of Part 1 on Steam to support us through continued development.
Here's a breakdown of our main target and how the funding will be used:
- DEVELOPMENT - The bulk of the funds (66%) will be devoted to the game’s writing, design, animation, coding and general production for 15 months.
- KICKSTARTER FEE - The 5% claimed by our host and fees for card payments have been factored into our target.
- SUNDRIES - 14% of our target is devoted to ensuring delivery of pledge rewards and as a ‘buffer fund’ to cover any emergency expenses or minor, unforeseen costs. If any of the sundries budget isn't needed, it will be redirected into commissioning additional artwork.
- ARTWORK - This portion of the budget will be used to cover our team artist’s commissions. As a minimum, this will involve creation of facial avatars and full-body poses for each main character and supporting character.
- SOUNDTRACK - This portion of the budget will be used to cover our team composer’s commissions.This will cover a minimum of 30 unique tracks.
PLATFORMS
Omnis will be released on these platforms:
If we meet our stretch goals (see below) we'll be looking to bring Omnis onto these platforms too:
STRETCH GOALS
The current demo has a bit of an unusual history, beginning more than three years ago as some aimless flirting with RPG Maker and growing over time in unexpected leaps and bounds of ambition. The idea of making a full game with Omnis' scope actually came later as new team members brought new talents and skill sets to the project.
The current demo stands as a prototype/proof of concept. Although it uses placeholder graphics and a basic interface, it's a strong representation of the direction we want to go in. We're really proud of what we've got so far, but the most exciting idea for us is that there's so much more we want to work into the mix as the project moves forwards.
You can try the demo by clicking one of the image-links below. At the moment, it's only available to play in Windows.
(It works happily in Wine, too, but we're unable to provide support - sorry folks.)
(Here's a quick demonstration of the upgrades we'll be making to the game's sprites and animations in the full version:)
Here you can find a complete list of all the rewards available.
NOTE
Most of the rewards available to you include a copy of the finished game (digital or physical).
Our plan is to develop Omnis in three parts. If we don't meet the stretch goals for parts 2 and 3, we plan to continue funding the project via advanced sales of the game.
Regardless of which stretch goals we hit, if a reward includes a copy (digital or physical) of the completed game, the completed game is what you will get (once it's finished). The same applies to the 3-CD album version of the game's soundtrack.
Digital versions of rewards will be delivered as they are completed, but physical versions will only be delivered once the entire game is developed.
If there's any information that you can't find or want to ask about regarding your pledge reward, please don't hesitate to leave a comment and we'll get back to you ASAP.
+ ALL previous rewards!
+ ALL previous rewards!
+ ALL previous rewards!
+ ALL previous rewards!
[limited to 100 backers]
+ ALL previous rewards!
[limited to 50 backers]
+ ALL previous rewards!
[limited to 30 backers] [shipping included]
+ ALL previous rewards
[limited to 20 backers] [shipping included]
+ ALL rewards in the "PRIVATE COLLECTOR" TIER!
[limited to 5 backers] [shipping included]
+ Exclusive Omnis t-shirt
+ ALL rewards in the "PRIVATE COLLECTOR" TIER!
[limited to 3 backers] [shipping included]
+ Exclusive Omnis t-shirt
+ ALL rewards in the "PRIVATE COLLECTOR" TIER.
[limited to 1 backer] [shipping included]
Also, here's a simple chart showing which rewards you can get at which tiers:
NOTE
[In the list of pledge rewards on the right of the page, I've listed the equivalent value of each tier in Euros. I used the exchange rate given on Google, and rounded each figure up to the nearest whole Euro. If you're in the US, Kickstarter should automatically display the tier levels in dollars for you.]
Skyler is joint main character of Omnis. Levelheaded and pragmatic, Skyler often buries her own feelings to make herself strong for the sake of others. Her and Orphan have come a long way from the refugee city of Ercica to reach Verdamm, seeking a place to settle and end their lives as wanderers. But Skyler has a secret, and a peaceful life is not the only thing she is searching for.
Tough and heavily armoured, Skyler favours defensive or decoying techniques while her allies deal damage.
Orphan is joint main character of Omnis, and Skyler's adopted brother. Sardonic and emotive, he was shaped and named on the streets of Ercica, where he survived day to day by stealing and scamming.
Orphan is prone to outbursts of anger and can act rashly, especially when Skyler is threatened. He defines himself by his role as her brother, and sees it as his purpose in life to keep her safe. He draws strength and pride from his relationship with his sister, but his emotional dependence on her makes him vulnerable.
In battle, Orphan utilises his speed and agility to deal multiple strikes to enemies. His vagrant youth has also made him a skilled thief and pickpocket.
Dillon is a child of Verdamm. She once dreamt of joining the city's prestigious 'Research Institute', but hard times forced her to abandon her studies to take care of her family. She is strong willed and resourceful, though a painful life has made her guarded and distrusting.
Dillon applies her self-taught scientific knowledge to the creation of grenades and other explosives, dealing elemental damage to whole groups of enemies at a time.
Once a promising field researcher, Regan is now a popular and respected figure in the city's seditionist underworld, on the front line of the struggle to establish rights and freedoms for the ordinary citizen. Though not officially an outlaw, her skepticism and suspicion have made her a person of interest to more sinister elements of the city's authorities, who are wary of what she might uncover.
In battle, Regan puts her training as a field-medic to use as the team's healer, but her axe makes her a useful damage dealer too.
Affable and charismatic, Nadime comes from the far-off island-continent of Berghis, where he was once lead prospector of the Onida tribe. With the island's oil drying up, Nadime was unable to find new wells to drill and his tribe ousted him in anger and frustration. He has come to Verdamm on a mission to redeem himself, but the price he will have to pay weighs heavily on his shoulders.
Nadime is an expert hunter, and a showman with his shortbow. He deals ranged damage, and his strong frame makes him resilient to damage too.
Music is a vital part of building Omnis' atmosphere and giving its locations a sense of identity, so we're really lucky to have James on board as our composer to produce the soundtrack.
You can check out a few samples of his work on Omnis (so far) below:
*These tracks are all from the game's current demo - the soundtrack that accompanies the completed game will feature at least 30+ extra tracks.
We've got Oksana Kharitonova on-board as our team artist now, and she's raring to go, but for the meantime the majority of the current character art was done by me. I also did the locations concept artwork, which is a touch better, but unfortunately artwork is one pretty important area where we're a little short at the moment.
That's something we'll be changing with your support!
We are a mix of school friends, like-minded folks, RPG enthusiasts and creative types, fused over time into 'Elyn Studio' by our shared passion for the Omnis project.
Pleasure to meet you. Here's a bit about me and the rest of the team:
I hope you'll join us and make yourself part of bringing "Omnis - The Erias Line" to life. You're just a click away!
Stephen
Risks and challenges
THE PROJECT
We have high and exciting ambitions for Omnis, but we’ve been careful to check ourselves at every step, ensuring that we keep these ambitions realistic and manageable. Delays are possible along the way, but we’re in love with the project and totally committed to overcoming any minor issues we might encounter.
We’re also a close team and have built on long-existing friendships to create a very strong working relationship. This offers us a sturdy framework to fall back on if any disputes between team members come up.
REWARDS
Delivery of rewards will be impacted by any delays to completion of the project, since copies of the finished game (digital and physical) are the backbone of our pledge rewards. Our long-term funding strategy has some risk involved, since (if we don't meet our stretch goals) continued development will depend on the advanced sales of Part 1. We're confident in the quality of what we're making here, but we don't adopt this strategy lightly and want to be open about the chance that development could take longer than planned.
All physical rewards are subject to possible delivery delays on the shipping side of things, but we’re committed absolutely to honouring backers’ rewards and are willing to work through any such issues to ensure that you get the thanks you deserve.
Otherwise, each reward on offer (at each tier) has been carefully budgeted for based on researched prices and quotes acquired from various printing firms, CD/DVD manufacturers and other online services.
With the exception of potential administrative hiccups, our digital rewards (MP3s, PDFs) don’t pose any obvious risks of delay.
DISTRIBUTION
Our ultimate goal is to distribute the finished game on Steam. We haven’t begun the Greenlight process yet because we want to wait until the next demo (made in Unity) is ready. A Unity demo will represent the game much more strongly and with much bigger impact than the current one.
FINAL PLEDGE
Whatever bumps in the road we may face, as a backer you can always expect regular and transparent updates.
FAQ
-
We're a close-knit team. We all know each other and we have all heartily agreed that making Omnis is the highest priority. We also know that this is your money we're asking for, so the target has been worked and reworked down to the lowest amount we could make it.
We need your support to make Omnis, but nobody on the team wants this Kickstarter to be a payday and we don't mind living frugally if that's what it takes to get it done.
We aren't asking you to invest in our studio, we're asking you to support us as people while we bring this project to life.
Rewards
Funding period
- (30 days)