This project's funding goal was not reached on May 15, 2014.
About this project
UPDATE #6 - Please join our forums:
For all the latest Salvaged news, first looks at screenshots and concept art, and to have discussion with other fans of the game, please head over and register on the official Salvaged forums: http://salvagedgame.com/forum/
"Salvaged is at an early stage of development, but its multi-platform play is something that we could get incredibly excited about." - Pocket Gamer
"One of the smartest tactical-action games we’ve seen since X-COM... the coolest tactical shooter in the galaxy" - Gamezone
"A cool multi-screen take on the tactical action genre" - Eurogamer
"Salvaged lets you be Gorman from Aliens. I bet you feel safer already" - Kotaku UK
"Salvaged is right out there towards the edge of the new" - Rock, Paper, Shotgun
Winner - IC Tomorrow Digital Innovation Contest - "Second-screen use in a game in Partnership with Sony Computer Entertainment Europe"
Built from the ground up with dual-screen play in mind, the game puts you right in the shoes of a deep space salvage commander. You control the team from your smartphone or tablet device and watch through their shoulder cams as the operation takes place in real-time.
The top-down tactical view is your complete control interface, giving the flexibility and immediacy of multi-touch and the additional display potential of a second-screen. We want you to feel like an integral part of the game, constantly connected to your team, constantly in control, and constantly reacting in the moment to what your team encounters.
The game will be playable on PC, Mac, and Linux and you will be able to use any iOS or Android tablet or smartphone as your controller* (*Subject to minimum OS requirements)
Due to popular demand, the game will now support dual-screen on a single PC, virtual dual-screen on a single monitor, AND Oculus Rift. See here for details.
All of this is included in the purchase price, and existing backers will get access to all versions of the game on release.
Backers at the $35 and $75 ($65 early bird) tiers will also receive these builds at closed beta and via development builds respectively.
Update: The game will now support Wii-U, and downloads will be made available via the Nintendo eShop. A new reward tier has been created at $25, which includes an eShop code for the Wii-U version of the game, character naming and access to the design forums. Any new or existing backer at the $30 tier or above will receive a Wii-U code IN addition to a PC/Mac/Linux Build.
Note: Wii-U versions cannot be supplied for Beta or Development Build access
Assuming the role of commander for a Remote Interstellar Salvage Crew (RISC), you direct the action from your touch screen, and your squad of up to four combines your tactical decisions with their own deep and flexible AI to carry out your orders.
Built around a constantly changing, randomly generated, and infinite universe, the game experience is new with every play – the player adapting to the different crew, enemies, wrecks, equipment and loot they discover along the way. The world is terrifying and deadly, death is permanent, and each and every decision the player makes is crucial.
You play as one of many licensed salvage operators working in the region, tasked with boarding these wrecks and retrieving the ships’ black box recorders, giving the corporation the answers they need. The official pay barely covers expenses, but a salvage crew’s bounty can be greatly increased by collecting the salvage it finds along the way.
Salvaged is frantic, squad-based tactical-action. Keeping your team alive means paying attention to both screens; issuing commands and managing tactics on your device at the same time assessing threats, readying your team for combat, and looking out for loot through the eyes of your crew.
Your team can defend themselves, but the tactical overview and additional information at your disposal gives you the insight and the ability to operate the crew and protect them in a way they couldn’t do on their own.
The enemies they will face will be many and numerous: the single-minded savagery of the Cutters, the Crawlers with their terrifying strength of numbers, the mysterious crystalline Plaguebearers, the long-range threat of space pirates and looters, and the precision and tactics of a rival RISC team.
As well as tactical control over the team, you will need to manage other direct interactions with the target wreck, hacking into the ships’ computer systems will give you the ability to open and close doors, restore power and lighting, and download valuable data – all via your tactical interface.
And when things get too frantic, you’ll have access to a limited amount of “focus-time”, where the action appears to slow to a near-standstill, allowing you to plan and execute more strategic manoeuvres and gain a little breathing room.
Once on-board a wreck, your target is the Black Box, but in order to earn more than just your running costs, you’ll need to start salvaging. Everything has value, but your team and your ship can only carry so much. You’ll need to discern what you need, what you can afford to leave behind, and what you’re willing to risk to increase your prize.
At every turn the choices will be your own: you will pick the recruits that make your team, you will assign them their class, the weapons, and their equipment – you will pick the individuals that enter the wrecks and you will be responsible for who comes home.
The game owes a debt to the rogue-like genre. Your crew, the environments, the enemies you encounter, and the salvage you have access to are all procedurally generated – and no two games will be the same. When one of your crew dies, they will be gone forever – if they all die and you can’t afford to recruit any more, then you will lose your salvage license and your game will be over. There is no quick save and reload here.
But Salvaged is designed around replayability, you will gain new experiences, access new content, and learn more about the game every time you play. And even if by some stroke of luck or genius you make it to the end - retirement as a successful RISC commander - there will always be reasons to go back and try again with the strategies and items you have discovered along the way.
After each incursion, you will be able to sell any salvage you have acquired – arming the team with any weapons and equipment collected along the way, and using any money earned to recruit additional team members, enhance your existing team or ship, and buy further equipment for the incursions ahead.
When a RISC member is killed in action, they will need replacing – by hiring between missions or, if you are lucky, from a stasis pod collected from a wreck. The longer each member of your crew survives, the more useful they will become – picking up new skills and traits, and improving their abilities for every successful mission they take part in. Injured crew can be healed between missions, or they may prove a liability.
Maintaining and upgrading your ship is just as important as equipping your crew. You might want to upgrade your engine, allowing you to reach wrecks further afield. Upgrading your scanners will give you more information about the salvage value and biological threats aboard, better incursion systems give you a greater choice of entry points. Or perhaps you want more space for crew, or improved medical facilities to get them back into the action quicker. Once again the choice is always yours.
The inspirations behind the game are many and varied. But the most immediate points of comparison are classic games like Captive, Space Hulk (the 1993 version), and Hired Guns – with their single-player team controls which have yet to be really replicated for the modern era.
We love the tactical strategy of the early Rainbow Six games and the amazing versatility of control and visuals offered by Frozen Synapse; similarly the immediacy of control of games like Syndicate plays directly into the real-time nature of Salvaged.
Structurally FTL: Faster Than Light and Spelunky show how it’s possible to give players new experiences with every playthrough. And it wouldn’t be an inspirations section if we didn’t mention X-Com (both the original and Enemy Unknown) - the daddy of tactical sci-fi games, which we all adore.
Kickstarter is naturally the home to new ideas and concepts that have yet to prove an audience, to concepts for whom traditional funding would not be possible. As individuals and gamers, publishers who have played Salvaged all love it, but as businesses none of them are able to take the risk on a game that tries to do something genuinely new.
We believe that you, our potential backers are different, and that you have that vision and that desire to try out something new and unique like Salvaged. And because you have that belief, we want you to be part of the thing that we’re creating.
Kickstarter provides a direct link from us as developers to you as funders. Free from being guided by the financial motivations of a publisher, Kickstarting Salvaged means our backers can be part of fully exploring the limits of what can be done with a dual-screen game. Backing at $20 or more grants backers’ forum access, and we’re committed to listening to your ideas and giving you access to ours.
If you back at $65 or higher you’ll have access to our development builds, usually weekly, meaning you can comment on and play with new features as they’re implemented and take part in discussions on our forums we’ll use for feedback.
In summary, Kickstarter allows us to create not only the game that we want to make, but the game that you want to play.
This Kickstarter campaign is part of a larger process of development, but is crucial to getting the game completed.
The game has been funded to its current stage primarily from the company’s own funds, with much of the game’s second-screen technology and design developed from funding awarded in the IC Tomorrow “second-screen” competition.
Should we fail to reach our Kickstarter goal, Salvaged will have to return to the back burner until an alternative source of funding can be found, which considering the work that has gone into the game thus far, and the potential that we believe that the game holds would be a grave shame.
After Kickstarter fees, payment processing, and taxes, and the fulfilment of your rewards – all of the rest of the money goes directly into funding development of the game. We are a fully equipped and pre-existing studio so the vast majority of our fixed costs in terms of hardware and software are already paid for, so your pledges will be spent making Salvaged the best possible game that it can be.
Salvaged is built in Unity. As a team we have delivered a wide range of client projects in a range of genres using Unity and the existing version of the game is testament to the quality of the engine and toolset that have made it possible to build a high-quality vertical slice of gameplay in such a short period of time. It also means that delivering the game across a variety of platforms is relatively straightforward.
Making a dual-screen game requires investment in technology to make those devices connect seamlessly. But this work has already been done - we’ve developed a framework called OneTouchConnect, which allows you to connect Mac, PC, iOS and Android devices at the touch of a button and will provide the core of device connection and discoverability for Salvaged.
Provided both devices are on the same local wifi network, they will connect immediately and robustly and you will then be able to control every interaction in the game from your touch screen device.
As part of the IC Tomorrow contest and to inform our dual-screen design decisions we have also been able to develop a special version of the game for internal user testing, which makes use of face-tracking software to determine where player is looking at any one time. By doing this we will be able to user test different gameplay scenarios to ensure that players are not focussing on one screen at the cost of another.
Update: The team has been developing for the Oculus Rift for over a year, and are familiar with the unique opportunities and challenges that virtual reality provides. The virtual commander's station makes use of existing technologies to ensure the game remains true to its original vision whilst embracing the incredible immersion of an HMD.
We’re a 12-strong indie company born out of the game jam scene. Amongst our number we have veteran console game developers, people with vast experience in mobile development and user experience design, and some of the very best new creative talent available. We hope to maximise all of those skills to bring Salvaged to life.
We’re also normal people and we’d love to hear from you. Drop us a line on Twitter with whatever questions you have and we’ll do our best to let you know what we’re thinking.
We've done our best to create a fair reward structure allowing contributions from people at all levels. Our rewards structure features three levels of access to the game, the most expensive of which will get you playing the game within a few months. We also have a bunch of exclusive physical rewards. Right the way through the structure we want to include you in the development process, from having your name featured as a potential RISC member, contributing the design of content, and visiting the studio.
Yay! Anything you can give is amazing, and you can help us make the game possible. And you’ll be forever immortalised alongside all the other backers in the game’s credits.
On release you will receive a digital copy of the game for the platform of your choice (PC, Mac, or Linux), plus our thanks in the credits.
Pre-release access to the game’s design forums, get the first heads up on new features and help shape the game in development. Plus all the above rewards.
Your last name will appear as one of the possible surnames for a randomly generated RISC member in the game. Plus all the above rewards.
On release of the game, receive a download code for the Wii-U version of the game on the eShop. Plus all the above rewards.
On top of the game, you will also get a free digital copy of the game’s full soundtrack, mixed specifically for listening outside of the game. Plus everything from tiers 1-4.
Get access to the game when it hits Closed Beta. In conjunction with your forum access, you will be able to contribute to the game in its final stages of development and see the game before almost anyone else. Plus everything above.
Unique high-quality RISC branded dog tags specially for Kickstarter backers. Plus everything above.
The game will feature a large number of randomly generated ship wrecks and they all need names. Have your idea for a ship name* immortalised forever for every player to see. Plus all the above tiers.
(*we reserve the right to reject any ship name likely to cause issues with ratings and classification or widespread offense)
The big one. Receive early access to regular in-development builds of the game and see features before anyone else. Gain access to dev build only section of the design forums to discuss ongoing development of the game.
For the first hundred backers, get development access at a special reduced early-bird price.
Plus all the above rewards.
An exclusive poster (with a choice of images) featuring concept art or imagery from the game, sent direct to your door. Plus all the other rewards above.
Feel like part of the team with this RISC-branded t-shirt, available in men’s and women’s sizes and styles. Plus all the above rewards.
A choice of 3D printed game character – only available to Kickstarter backers (and the development team!). Plus all the above rewards.
Based on supplied photos, your face will appear as a potential RISC team member in game for the whole world to see. Plus everything in tiers 1-11
An invite to the UK or US launch party for the game (date and locations to be determined, does not include travel or accommodation expenses), meet the development team and celebrate as the game is launched. Plus everything in tiers 1-11.
A unique opportunity to have your choices and play style assessed and critiqued by the development team – after release of the game (or earlier on a development build of your choice), the team will watch your stream of the game and offer advice, comments, and criticism (or if you prefer, just hang out). Plus everything from tiers 1-11 and a launch party invite (as tier 14).
Help us design a weapon. Directly contribute to the game by designing and naming a weapon that will feature in the finished product to your very own specification – work directly with the team on the visual and gameplay design of the weapon and watch as it is implemented. Plus everything from tiers 1-11 and a launch party invite (as tier 14).
An incredible RISC and Salvaged branded and laser engraved iPad, all ready to play the game in style. Plus everything from tiers 1-11 and a launch party invite (as tier 14).
You and a friend can come to the Opposable Games studio and see how we work, watch as the game is made and probably be taken to lunch. Get an insight into the team, the development process, and meet Opposachimp himself (hanging out takes place in Bristol, UK, and reward does not include travel or accommodation expenses). Plus everything from tiers 1-11 and a launch party invite (as tier 14).
The above table shows you exactly what you'll get and how much you'll pay with each reward tier.
The existing goal represents the fully playable version of the Salvaged game as described. Should the community rally around us to push beyond that point, the game design allows a huge amount of options to stretch the game further. We already have a number of ideas for stretch goals, which we will roll out during this Kickstarter process.
- Development build access (Tier 9) – late May 2014
- Early Access (Tier 6) - Late summer 2014
- Full Release (Tier 2+) – Early 2015
(Dates subject to change and all dependent on reaching the Kickstarter goal)
I hope we've convinced you to back Salvaged, we're genuinely excited about working on it. Whether or not you back, if you're interested in hearing more including all the latest updates then....
Thanks for reading.
Risks and challenges
The greatest risk of any Kickstarter project is that the product will not be released. We have already invested large amounts of time and money ensuring that Salvaged sees the light of day. And we want it as much as you do.
Opposable Games has been in business for two years; collectively the team has over thirty years games development experience; we have a string of satisfied customers and continue to thrive as a team and as an organisation.
As a larger team we have additional resilience against the unforeseen and as part of the Bristol Games Hub, we have access to additional staff and resources at short notice should one of the team be taken ill or leave the project.
Should the Kickstarter succeed, Salvaged becomes the team’s number one priority. Salvaged will be released, and we will stay in touch all the way with our progress.
On the technical front, we have already solved the issues of connecting cross-device as our One Touch Connect technology and the existing working version of the game proves, which means there are no barriers to creating the game as designed.
As One Touch Connect is built around common protocols, it means that it is highly unlikely that changes in mobile operating systems will undermine that work, but we have alternative connection technologies in place in the unlikely event that problems are created in the future.
We have robust testing and bug fixing processes in place and have delivered multiple projects on time and on budget in the past. We will also commit to delivering post-release support should additional issues be discovered by the wider player base and patch bugs as soon as
All our physical rewards are being sourced from reputable vendors, and the logistics of dispatching them out is being handled by professionals and digital rewards will be distributed by familiar channels.
If something doesn’t work out, our intrepid community manager is on-hand to make sure that you get the very best service we can give you.Learn about accountability on Kickstarter
No, the controller app will always be free on both Google Play and iOS, regardless of how you buy the main game.
If there is sufficient demand (let us know in the comments) for a Windows Phone implementation we will investigate the possibilities.
You're right, a game built with dual-screen play at its heart on a console designed with dual-screen play in mind does seem like a great combination. The Wii-U is a lovely bit of kit, and we'd love to get Salvaged on there in some form.
We had no idea there would be this much demand, but we're going to work really had to establish if a Wii-U version is possible, and if it is, then we will let you know as soon as possible.
- (31 days)