We crunched the numbers, and are happy to report that anyone receiving a PC key ($15 early birds and $20+ backers) will ALSO receive a console key of their choosing for Final release. Choose between Nintendo Switch, PS4, Xbox One!
Prodeus takes the look and feel of the iconic 90's shooter and reforges it in the crucible of Moore's law. More action, more explosions, more blood, and more over the top visual effects. At its core, Prodeus is a fast paced action shooter with lots of environments to explore and secrets to discover.
In our game, you play as a corrupted agent of Prodeus, hell bent on destroying your creator and everyone that gets in your way.
We're also developing a powerful and intuitive level editor that makes creating unique, hand crafted experiences, fun and easy. What's more, this editor will ship with Prodeus along with the community tools that make it easy to share your maps, as well as browse, play, and rate other community levels.
This kickstarter is going to help us bring on additional talent, such as artists, designers, animators, and engineers to generate the content needed for early access as well as pay for our content distribution service.
We’re aiming to ship Prodeus into Early Access in fall of 2019, followed by a full release in 2020. This is just a small glimpse into the future of Prodeus. Back us today and be a part of bringing Prodeus to life!
Prodeus is being created with a mix of old and new design philosophies. All of our levels go through several iterations to make sure they are paced properly and have fun and engaging combat sequence / secrets. The dynamic soundtrack keeps tempo with the gameplay and increases the intensity during those critical moments. On top of that, our splatter tech literally allows the player to paint the entire level red with the enemy's blood.
Not everyone has the same visual style preference, so we're including lots of options to customize your experience. You can switch between hud modes and sizes, toggle models or sprites, change post process settings, and switch between various resolutions, filters, and screen sizes, including native resolution. At the end of the day, we just want to get out of your way and let you enjoy the game the way you want to.
Resolution: Not a fan of the pixel look? You can up the resolution until you feel comfortable.
3D Mode : Switch between dynamic sprite sheets and full 3D.
Field of View (FOV): Can be adjusted between 30 and 120.
HUD Configurations: You'll have the option to toggle several hud elements.
These options are just a few features that we're working on to allow you to customize your gameplay experience.
Our level editor has been integrated into the game and can be accessed directly through the main menu. Every level has a leader board showing fastest times of any%, 100%, and zero death runs. The content distribution system will let mappers share their work with everyone. The future goal is to allow players the ability to browse, play, and rate maps and campaigns across all platforms.
We've been crafting the tools so they're easy to understand and quick to use. Here is an example of our hot-spot tool in action. It automatically finds the best fitting texture for the face you just created, and continues to auto size when stretched or moved. This cuts down on a lot of tedious texture alignment, and speeds up the art phase.
Here are some clips that showcase the art processes for our game. Notice how easy it is to just drop in and play from where the camera is. One of the many features that speeds up iteration time on building gameplay and art.
Here is some sped up footage to showcase the editor in action (10 min time lapse)
Mike and Jason have each worked in the game industry for over 10 years and contributed to many projects including the Call of Duty series, BioShock Infinite, Doom 2016, UNCHARTED: The Nathan Drake Collection, and more. We are also employing the help of talented artists and designers to wrangle in this massive work load.
The funds primarily pay for development, so that we can bring you a kick ass early access build by the end of the year.
It's important for us to be transparent with the community. We want you guys to know what we know at all times, that's why we constantly update our twitter (@ProdeusGame) with updates on where we're at. We also feel it is important to share our road map with you and keep you in the loop with our plans for release.
Early access (fall 2019): Comes first with a bunch of enemies, weapons, and a few hours of gameplay, level editor + content sharing. Targeting PC platforms.
Full release (2020): More enemies, more weapons, more levels, Multiplayer, Co-op, tons of new content to map with. PS4, Xbox One, and Switch consoles are all targeted for the full release, but not guaranteed.
Content Updates (2020 - 2021): New mini-campaign, more enemies, weapons, etc.
The Golden Excalibur Gloves are a limited edition skin for the player, created just for the Kickstarter! They have a unique gold tint to them and when used, produce flames on impact!
A specially design limited edition t-shirt! You'll be the talk of the town and your local metal music meetup. This stylish t-shirt has a front and back design. On the Front - A stylized render of the Void Reaper and our Prodeus Logo. On the Back - a glimpse into the developer side of things with a 3D wireframe view of one of our smaller flying enemies.
Even though Prodeus will be all digital downloads, who's to say you can't own a game box for your collectors shelf? Display it proudly on the fireplace where your family photos once stood. Size: 5.125” x 7.25” x 1”
Never get locked out of your strangely large sci-fi doors ever again! Now you can take everyone's favorite in-game colored Skull Keys with you wherever you go! Limited to 1 per customer, you can pick your favorite color in this tier reward :)
They come in Red, Green, Blue, and Yellow. Which one is your favorite?
We're celebrating the launch of our new studio with a wearable patch! Now you can show your support wherever you go! The patch will roughly be about 3 inches in size when it's made.
Want to be remembered forever!? This reward sees fit that you get your name etched into a dark marble slab at the bottom of a hellish archive. Too bad the caretakers won't be alive for much longer... someone's going to need to clean the blood off those slabs.
Continuing our memoriam, we wanted to provide another avenue for those of us willing to pass on to the digital realm. Become a part of the larger hive mind and get a 3D picture of your face put in-game. Now all who walk these halls will know those that came before.
There are 3 tiers (only tier 1 is pictured below)
Tier 1: Your face becomes immortalized in our digital library
Tier 2: Your portrait is much larger and therefore has ascended the archive to a more dominant position
Tier 3: Reserved for the architects of this world (see design pledges)
We're jotting down all the steps we took along this crazy journey. When the project is finished, we'll be slapping all the juiciest bits down into a nice "Making of Prodeus" book. You can show it to your grand-kids one day.
A super limited reward that allows up to 10 people to get in on some early playtesting. You get to check out the game and some of the progress we've made so far. We'll listen to your feedback and suggestions. Hopefully with your help, we can help make the game even better!
Help Jason design a level from start to finish. We'll start with your base idea and expand / shape it into a level that works for our game. Using your ideas and Jason's expertise, we should be able to come up with something pretty cool that all players will love. We reserve the right to approve or deny any suggestions made that don't fall within our parameters.
Here is a time-lapse video of this level being worked on, to help give you an idea of how your level will be built. (5 hour time lapse)
Work with Mike to design an original weapon. We'll take it from an idea to a sketch, and then from block-out to high poly detail, followed by final art and animation. Help design how it works and what it shoots. We reserve the right to approve or deny any suggestions made that don't fall within the aesthetics or parameters of the game.
Work with Mike to design an original enemy for the game. We'll take it from an idea to a sketch, and then from block-out to high poly detail, followed by final art and animation. Help design it's behaviors and attacks. We reserve the right to approve or deny any suggestions made that don't fall within the aesthetics or parameters of the game.
Risks and challenges
The major risks come in the fact there are two of us, if one of us gets sick or injured, it could mean curtains for the project. We don’t intend on that happening, but you never know.Learn about accountability on Kickstarter
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