About this project
39 Days to Mars is a co-operative steampunk survival-adventure game. Check out the trailer above, and then read more about the game below.
Thankyou to everybody who backed 39 Days to Mars. I really appreciate your support.
39 Days to Mars is a mix of puzzle-adventure and resource management. You play as Sir Albert Wickes and The Right Honourable Clarence Baxter, two 19th century explorers who have been chosen to pilot the HMS Fearful on its maiden voyage to Mars. This spaceship is the pinnacle of Victorian engineering, designed by the brightest minds of the age. However, Albert and Baxter are not the brightest anything, and are both eminently unqualified to be piloting a spaceship.
You must keep the two explorers alive through the trip by attending to their needs, while at the same time keeping the ship from falling apart and solving the problems that arise. It's fairly clear that steam power is not the most reliable option for interstellar transportation.
39 Days to Mars is a coffee-break game. The individual activities and clear in-game days make it perfect for playing in short sessions. With two lead characters it's possible to play co-operatively with a friend. There's a mix of action and at an estimated 20 minutes per expedition the game won't wear you out, leaving you fresh for a new adventure ...
Most of the game is set in the HMS Fearful. To survive the trip to Mars, Albert and Baxter need to regularly eat, sleep, and amuse themselves (so as not to die of boredom). This would be easier if the fire hadn't run out of coal and if bedsprings weren't so squeaky. The Mechanical Navigation Computer has got a virus, the Interstellar Transport Engine is low on fuel, and Baxter snores. It will take all of your talents and a little bit of good luck to get both pilots to Mars in one piece.
I'm currently drawing the artwork, designing the resource system, and writing and recording the dialogue. I hope to create a strong "romantic age of steam travel" feeling as you play the game. With the graphics and dialogue coming together I'm pretty excited about it!
The funds from kickstarter will pay for licensing fees, and for the content I need to make this game unforgettable. If this kickstarter is successful and the additional funding goals met, then it will be released on a range of platforms and devices including the iPhone, iPad, Android devices and even the Ouya.
With the spare change that's fallen under your couch, you can back the project and get a copy of the game when it's finished.
The money you spent goes to production costs:
- Platform and framework licensing fees, so you can play the game.
- Sound effects, because realism in space is boring.
- Coffee, to keep me sharp and working on the game.
- And voice actors, for that touch of British imperialism.
You can now back 39 Days to Mars via PayPal:
I'm a game developer with experience on multiple platforms and who's worked on a number of finished titles. You can learn about me and the projects I've been involved with on my website : www.surrealix.com
I've done my best to ensure this project will be successful. I've tested out the resource management game mechanics in a prototype, and the core gameplay is already implemented. The scope of the game is small and manageable by one person.
You're probably a student with no money, that's okay. You lend moral support to the project (and share it on facebook), and receive my thanks!
Thank you for supporting 39 Days to Mars! You'll get a copy of the game once it's released.
You'll get your name in the credits and a really cool 39 Days to Mars papercraft model. (Free Shipping Worldwide, Assembly Required). You also get a copy of the game on release.
Be part of the development! You'll get access to early testing builds and a private forum, where you can contribute your ideas to the game as it moves from concept to reality. You'll also get your name in the credits, the papercraft model, and copy of the game on release.
You get a high quality piece of hand-drawn steam-punk concept artwork from the game. (Free Shipping Worldwide). You also get your name in the credits, the papercraft model, access to the testing builds, and a copy of the game on release.
You get a custom version of a character in your copy of the game, modelled after you or a photo of your choosing. You also get the concept artwork, the papercraft model, your name in the credits, access to the testing builds, and a copy of the game on release!
39 Days to Mars will be released on PC and XBOX360. I'd also love to support your favourite device. To cover the time and costs there are two stretch funding goals:
at $2000 the game will be released for:
at $4000 the game will be released for:
- Windows Phone
39 Days to Mars is designed to be a single-screen experience that can be played both co-operatively and as a single player.
Albert and Baxter have basic needs such as hunger and boredom that must be attended to throughout the game. This becomes harder as the ship gets closer to Mars, because things start to break down. Fixing these is done via minigames and puzzles, which also increase in difficulty as the game progresses.
In multiplayer games, less time is available to fix things that go wrong, so co-operation is a must. Some minigames can be solved by one character, while others require you to maneuver both so that they work together. The game plays out within the confines of the HMS Fearful, where there's also an element of point-and-click environmental puzzle solving.
You can see some early gameplay footage and read more about this in Gameplay Update #1.
Risks and challenges
Game Development is hard, and Kickstarter has its fair share of projects that fail even once they're funded. I've done my best to ensure this doesn't happen to 39 Days to Mars. I've tested out the game mechanics in a prototype, and the core gameplay is already implemented.
I've kept the scope and the length of the game deliberately very short, so that it's achieveable by only one person. The playable demos that are available from the second reward tier will keep me accountable to backers and expose any major gameplay issues before they cause problems.Learn about accountability on Kickstarter
Have a question? If the info above doesn't help, you can ask the project creator directly.
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