A 2D action-adventure game, inspired by Iron-Age Europe, including single player and couch co-op
A 2D action-adventure game, inspired by Iron-Age Europe, including single player and couch co-op
Unsung Warriors is a 2D action-adventure game
The world of Unsung Warriors is set in Iron-Age inspired Europe, among various Celtic tribes. It mixes fantasy elements with European folk tales and mythology.
The game can be played solo or in couch co-op mode. Enjoy beautiful handcrafted levels. Fight against ferocious enemies and discover the many secrets of this ancient world.
Our demo has a story of its own, hence we call it a Prologue.
What to expect?
- Single player & couch co-op mode
- Explore a vast world with interesting locations
- Battle against ferocious enemies and bosses
- Immersive main story and engaging side quests
- Meet interesting characters. Some of them can even become your friend
- Equip a wide variety of weapons, spells and other items
- Buy or sell equipment at a shop (no in-app purchases)
- Learn powerful new abilities
- An adventure filled with small jokes and surprises
- Set in a universe inspired by barbarian tribes in Europe
- Multiple endings depending on the choices you make
- Keyboard, touchscreen & controller support (rumble included)
- A team dedicated to giving you a great gaming experience!
A secret cavern hidden deep within the crypt of our demo is dedicated to our supporters. If you decide to back our campaign, you can have your name chiseled into the wall of the cavern by the stone mason. It will appear in all publicly released builds to date, even those already downloaded.
The demo has a story of it's own, which leads up to the main events in the full game:
Darkness has fallen in Europe. People have inexplicably disappeared, greed and corruption reign the highest ranks and monsters roam about more than ever before. Most people have lost faith. However, in a shrine on a high mountain, a hermit preaches a prophecy that bears a striking resemblance to what has been happening to date. The prophecy predicts the coming of dark days, death and destruction, but also new hope.
The hermit's shrine is an embodiment of the prophecy and celebrates the forces at play. It's a sacred place in nature dedicated to set the prophecy in motion. In the middle of the shrine stands an ancient tree. Its roots are connected to the progress of our Kickstarter campaign. You can help to make it grow by becoming a backer. Visit the shrine in the game to behold its progress in real-time.
Throughout the game you can acquire a vast array of weapons. Ranging from close-range weapons such as swords, axes, knives and clubs; mid-range weapons such as halberts, spears and scythes; and long-range weapons such as bows, bombs or various magical attacks.
Magic attacks can be great against enemies from a distance or to replenish health when you are running low.
Shields can be very helpful when you are in a tight spot, fighting many enemies at once. A shield can also be used for offense, you can inflict shield damage to enemies by dashing. Some shields also have special abilities, like freezing an enemy or redirecting projectiles.
Weapons are carefully designed around certain strengths and weaknesses, which give you the opportunity to try out different tactics against different types of enemies and situations. Playing aggressively is certainly a viable approach, but there are lots of other ways to defeat opponents. You can sneak up behind your victim and deliver a killing blow, or you can outsmart them by using the environment to your advantage. There are a lot of possibilities. Choose the fighting style that you prefer.
Firing your bow or casting spells deplete the (blue) energy bar. When you run out of energy, you'll have to wait until the bar fills up again, leaving you vulnerable for a short period of time. Selecting the right equipment in a certain situation can give you a great advantage in battle!
We’ve used our combined 50 years of love for platforming, to create a feeling of 100% control. Our character has the ability to dash and perform a double jump. The dash can be combined with a double jump to reach even further places.
The further you progress, the more difficult challenges will become. Deaths will be frequent, but we’re generous with save points, so that it won't get repetitive. The rewarding feeling of beating a tough challenge is what stands out.
Additionally, walking off track will bring you challenging mini-platform sections, which include a small reward.
Every bit of this game is designed to be played in both single player and couch co-op. You can switch between game modes any time you want. The game will adjust the number of enemies and difficulty level accordingly.
When your partner falls in battle, you have a limited time to lend a hand and restore the fallen player to full health. If the fallen player is not revived in time, they can rejoin after a certain timeout, with limited health restored. It's game over when both players have no health left.
Some magical spells can also affect your partner. You can use healing spells to heal another player in range. Some of the offensive spells can also be combined for maximum damage.
The world map is the place where you travel between different locations. New locations are added to your world map by talking to people, exploring levels, discovering secret areas and following the story line. You can freely travel between locations on the world map to follow the path that interests you most. If a part of the game is too difficult, oftentimes there is an alternate route available toward your destination.
A sneak-peek of some locations featured in the game:
A town under siege. This is where the first act of the game takes place.
High up in the mountains lies our home town. The mountain path leads to an ancient shrine, where people come to pay tribute to the hero of the prophecy.
A place between life and death, between dreams and reality. It’s a place where the souls of the dead make their last stop, before ceasing to exist. You'll have the ability to travel to the Otherworld and back.
A trading town teeming with Merchants, fishermen and craftsmen. Business is thriving in this town...and so are the thieves.
The cold winter never ends. The land may looks deserted at first sight, but under the surface it’s very much alive.
A dark forest where a band of fugitives have made their hideout. Their hometown has been taken over by cultists driven by some strange unknown entity.
Items can be managed in your inventory. We have taken great care in designing a system that can be used by 2 players simultaneously. Take a look at the demo to see it in action.
Items, spells and weapons can be purchased at a shop. Shopkeepers are scattered throughout the game. You can find many of them in towns but you can also encounter them in the most unlikely of places. Items can be purchases with in-game currency. There are no in-app purchases.
Experience points can be earned by defeating enemies. With these xp points you can unlock new skills and abilities. These abilities can give you an advantage in battle or open up new paths to explore.
A young warrior is struck by a curse of immortality. At first this seems like a blessing, but after a while horrible visions start to haunt him and an unstoppable madness is slowly taking a hold of his mind, turning him evil. His powers increase day by day, to the point that his abilities become uncontrollable. He must find the sorcerer who cast this curse on him and find a way to break the spell before time runs out.
Your name on the wall in the demo: Your name will be chiseled on the wall in the demo’s cavern of names. It will be included in all builds of the demo, even those already downloaded. Once you’ve backed us, send us a private message through Kickstarter containing your name or nickname. Detailed instructions and conditions can be viewed here.
Digital copy of the game: You’ll get a key for a digital copy of the game on Steam, Gamejolt or itch.io (DRM free version available). The game will run on Windows, MacOS and Linux. On Linux: we will officially support the most recent Ubuntu LTS distribution on release. On MacOS: we will support MacOS 10.12 and higher. Other versions and distros are at best effort.
Because of the couch co-op feature, our game is basically begging for a Switch release. Given that we are very big Nintendo fans, this will be our second stretch goal. If this stretch goal is reached, you can also choose a Switch key. Note that the Switch version might be released a bit later.
Beta test access: Feel like giving feedback on the development process? Or simply can’t wait until the game is finished? During development you'll get to test intermediate builds and close to release you can even play the beta versions! Testing is done through Steam, but when the game is released, we’ll exchange your license for a new license on your desired platform.
Name in the credits: Once the credits role, you’ll be mentioned as a backer. As with the cavern of names, don’t expect regular credits of us.
Art Book (digital download): Creating the art style of this game has seen many iterations and is expressed through various details. Want to know all about it? In the Unsung Warriors Art Book we'll show you artwork from the game, as well as concept art from the early design phase. We also want to take the book as an opportunity to tell more about ideas behind the design.
Art Book (physical copy): Prefer to browse through a book page by page? Want the art of our game shining on your book shelf/bedside table/toilet? This reward will earn you a printed hardcover copy of the book.
Your face on a painting: Curious to see how you would fit in our game? For 300 euro we’ll paint a picture in the art style of the game. The painting will contain the upper body of a consenting individual (or pet) chosen by you! The painting will be displayed somewhere in the game. Fancy a group painting? Add 200 euro per pet or consenting individual.
A statue in your likeness: Have a need to be admired by an entire village? For 450 euro, we’ll create a statue (head to toe) in the art style of our game, in your likeness! Players can read a text off the statue (a fictious background), which we’ll determine together with you.
An NPC in your likeness: A farmer going about his daily crops. A sinister mage living somewhere deep in the woods. A flamboyant townsman welcoming all new travelers. Any of this could be you! We’ll design an in game NPC together with you.
Mikel Fick (Osarion) - Art and programming
I graduated from Art School in 2005 and have been working in the game industry for more than 11 years. My experience as an artist, animator and game programmer will be put to use in this awesome new project.
Favorite games: Zelda - Wind Waker & A Link to the past, Chrono Trigger, The Witcher.
Ramon van Schaik (Mountaineer) - Programming lead
By day, I'm working in the aviation industry as a forecaster. By night, I'm chasing my childhood dream by creating this video game. I have a background in econometrics and I enjoy designing solutions to the complex problems that arise with game development.
Favorite games: Zelda - Majora's Mask, Chrono Trigger and Undertale.
Unsung Warriors has already gone through several design iterations. Through playtesting and prototyping we're able to test and try out different ideas. We're now at a point where we have solidified many of the gameplay systems, overall theme and storyline. Based on the reactions and feedback we are confident that Unsung Warriors could become a great game. Our direction is clear and now it's time to take the next step and finish this game.
We're a small team, we've developed the demo in our spare time. Crowfunding this project would allow us to allocate more time and resources towards the development of this game so we can speed up the process.
A strong community is vital to us. In return we will provide you with frequent updates. We know how frustrating it can be to be kept in the dark about the status of a project. Therefore, it's our intention to not fall into this trap and keep you posted about our progression, regardless of the news being good or bad.
Risks and challenges
We really wanted to finish an end to end demo to be sure that we could incorporate all features desired for the final product. With the demo now finished and playable, we are confident that we can successfully bring this game to life.
It could be the case that certain parts of developing the game turn out to be more time consuming than we anticipated. In that case, we will have to decide if either we decide to simplify the approach for that aspect, or allow it to cause a delay. This is something we both have a lot experience with. Delays will not pose an immediate threat to our ability to finish the project.Learn about accountability on Kickstarter
- (34 days)