Omno tells the story of a journey of discovery through an ancient world of wonders.
I started work on Omno over 2 years ago, I’d love to show you more about the game and invite you to come on the final leg of this journey with me!
Omno is a single player adventure that will take you through lush forests, across a sun blasted desert, over a frigid tundra, and where the power of a lost civilisation will even carry you to the clouds. On the way you will meet strange creatures, encounter many surprises and maybe make a friend.
Besides offering an interactive world, Omno challenges you with puzzles, hidden secrets and obstacles to overcome in 3D puzzle platformer style.
If you want to see Omno in action, here is some gameplay footage of the game:
The world of Omno is teeming with creatures great and small for you to observe and interact with. Shy crab-like rocks, helpful turtles, maybe even a friendly dinosaur to ride?
You must unlock the hero’s true potential and master unique skills to continue their journey.
Your magic staff is the key to powering forgotten relics, and will allow you to dash lighting fast across platforms, glide over land, sail above the clouds and more!
The game covers a wide variety of landscapes and is built with state-of-the-art development tools and tricks (I sometimes show behind the scene stuff in my newsletter if you are interested) to create vast areas while ensuring a stable framerate.
The audio of Omno features a melancholic, mysterious and at times epic soundtrack. For the music of the trailer I worked with the versatile and experienced composer Benedict Nichols and I hope I can keep up this great collaboration with the help of the backers.
I have been working on Omno for over 2 years (the last 8 months fulltime) and now I would say Omno is about 60% complete. I took a lot of time to nail down the tech behind the game which is pretty much done already! Also all the core mechanics are finished and all worlds are in a playable stage.
The main thing missing is putting all pieces together, replacing placeholders with actual assets and adding way more animals, a lot of secrets to discover and overall more love to the game, which takes time of course.
Omno is developed by myself (Jonas Manke), a solo indie dev from Germany. Before Omno I gained production experience as a freelance animator for 10 years on many movies and games (lately 'State of Decay' series - check my personal website or IMDB for more). Working for myself in this competitive environment not only helped me gain a lot of experience in game development but also in planning projects, setting realistic deadlines and budgets. I met great people and inspiring artists along my way who I talk to on a daily basis to receive the hardest and highly qualified feedback.
Omno is currently planned to release on Steam (Windows) in the second half of 2019, though I would love to port the game to other platforms (Switch, PS4, XBOX) if there is enough funding for it.
The game will support gamepad and keyboard input at launch and will release in English, though I might add further languages down the line.
While running a Kickstarter campaign comes with a lot of risk and requires a great deal of work, there are several reasons why I think a crowdfunding campaign makes a lot of sense for Omno:
Developing the game together: Since the beginning of Omno I have always listened to feedback and enjoyed talking with fans of the game, and a Kickstarter campaign means I would be able to get even more direct feedback from backers.
Creative freedom: While there is a good amount of interest from publishers for Omno I would love to stay independent and finish the game with complete creative freedom.
Money (of course): The money raised by the Kickstarter would mostly be used to cover my living costs for the end of development and to pay some additional collaborators for music and sound. If the campaign is overfunded I have lots of ideas for stretch goals (did someone say consoles? ;) ).
Risks and challenges
I’m probably not the first one to tell you that game development always bears certain risks. There is always a chance of unexpected problems that could occur and potentially delay the game.
That being said I have already been working on Omno for over two years and the core technology and gameplay as well as the rough levels are all there, so I’m confident with the timeline I have laid out.
As for the Kickstarter rewards, I have purposely kept the number of physical rewards low and realistic to ensure that backers will get their rewards on time.
- (33 days)