A game where a gnomish wizard, known only as Hood, returns home by solving the mysteries of magical, but treacherously unstable, lands.
A game where a gnomish wizard, known only as Hood, returns home by solving the mysteries of magical, but treacherously unstable, lands.
We are moving our crowdfunding effort to Patreon.
Please check out our support page if you would like to continue to support the development of Threshold. Thank you!
Threshold is a puzzle platformer game where you play as a gnomish wizard, known only as Hood, who needs to find their way through a series of mysterious doorways. All is not as it seems, however, as depending on which direction Hood faces the world changes to present different challenges.
Threshold was originally developed during the Global Game Jam of 2014. You can download the original GGJ version of the game at IndieDB. Some of the original team have gotten back together and, in cooperation with QuadraTron Games, are currently re-developing the game from the ground up.
The game is currently in development, and we estimate it will launch sometime in the last quarter of 2015 for Windows, Mac OSX, and Linux. We are strongly considering mobile platforms such as iOS and Android sometime after. We also, most definitely, have our sights set on consoles such as PS4, Xbox One, and WiiU.
- A hand painted watercolor world inspired by the works of Mary Blair and Gustav Klimt, Threshold breathes life into a natural looking world with natural mediums. While beautiful, Threshold is a world of mysterious and magical adventure.
- A dynamic ambient soundtrack that is influenced by the players actions. Its world switching mechanic not only affects the look of a level, but sounds too.
- Many hours of head-scratching platforming puzzles to solve. The world of Threshold bends and stretches with the seasons creating new challenges to players. With the game spanning multiple worlds each with two seasons, players have much to look forward to.
Platforming with a twist: It’s one thing to play a game set in a magical land unlike any you’ve ever seen before but we wanted to take that idea and turn in on it’s head. That’s why you get to play in two worlds at once! Based on the direction that you’re facing you will shift back and forth between two distinct worlds with their own unique layouts.
You break the barrier between worlds with every move: Since you are the only thing that can bridge the gap between the two worlds you’ll need to choose wisely, and sometimes quickly, what goes where and when! Pick up a key in the summer world but find out that you can’t take it into the winter world. See a key frozen in midair in the winter world but if you don’t get in to the right place at the right time when you enter that world that key will resume it’s descent… you just need to be there to catch it!
- Crack each level your way: As we build up the challenge in each of the levels the player will have more and more tools at their disposal to solve each one. We want to give the player the freedom to combine the effects of items or objects in the world to see what happens! Think that by placing a key at the top of a ramp and freezing it in that world so that you can run down to the other side and catch it? Then go for it! Think that you know a way to make a jump that no one has ever made before by bouncing in just the right place? Show us!
Threshold has evolved out of our love of games that have made incredible contributions to the way that we all look at games. Drawing inspiration from games like Braid and Fez that take interesting core gameplay and push them to their absolute limits. Not stopping there we saw how important it was to combine that gameplay with a visual aesthetic that would draw the player in to the world that we were creating for them to play in.
Games like Spelunky, Super Mario World and Donkey Kong Country are others that give us a ton of inspiration. Not only do they create worlds that give the player the freedom to go their own way and take risks but also reward the players for those risks. Hiding secrets just below the surface that give the player more and more reasons to keep coming back and visiting those worlds time and time again. Bringing all of this in to our game is extremely important to us. Making something that we think is the coolest and most fun version of the game, the game we want to play and explore!
We have been working on Threshold over the last year as a labor of love. Part time at first, then around fall of 2014, full time for three months. We wanted to advance the project to a state we felt best fit our vision. As a small indie game development team, we were entirely self funded during this process. There is still much that needs to be done to take the game to the level of quality, depth, and beauty we would like to see before we can say that it is finished. We would love to have your support in our journey forward!
We are confident that no matter what Threshold will be a playable experience that we fully stand behind. Going forward we may want to bring in some freelance artists, writers, or musicians to help us add even more cool content to the game.
Here's a pie chart of our budget estimate for Threshold. Backer reward costs are not included in this budget.
- $1 - Thank You! - Our sincerest thanks and a shout out on social media.
- $5 - Thank You!, Credits, and Custom Wallpaper - We will lovingly display your name in the game's credits and a shout out on social media. Additionally you will receive a series of Threshold wallpapers created by our artist Mila.
- $10 - Early Bird Backer Threshold Digital Download (500) - In addition to our thanks and shout outs, in-game credits, and custom wallpaper, early backers will receive access to the digital download of Threshold at a lower tier.
- $15 - Threshold Digital Download - In addition to our thanks and shout outs, in-game credits, and custom wallpaper, receive access to the digital download of Threshold.
- $20 - Early Bird Backer Threshold Beta Access (500) - In addition to the previous tier rewards, receive early access to Threshold and help us play test during the beta period. Become a backer early to access the beta at a lower tier.
- $25 - Threshold Beta Access - In addition to the previous tier rewards (except Early Bird Backer), receive early access to Threshold and help us play test during the beta period.
- $30 - Early Bird Backer Original Soundtrack Download (250) - In addition to the previous tier rewards, receive a digital version of the Original Soundtrack for Threshold. Become a backer early to receive this reward at a lower tier.
- $30 - Early Bird Backer Threshold Art Book Download (250) - In addition to the previous tier rewards, receive a digital version of the Threshold Art Book featuring illustrations by our artist Mila. Become a backer early to receive this reward at a lower tier.
- $35 - Original Soundtrack Digital Download - In addition to the previous tier rewards (except Early Bird Backer), receive a digital version of the Original Soundtrack for Threshold.
- $35 - Threshold Art Book Download - In addition to the previous tier rewards (except Early Bird Backer), receive a digital version of the Threshold Art Book featuring illustrations by our artist Mila.
- $40 - Early Bird Backer All Digital Downloads (250) - Receive all of our digital download rewards: wallpaper, original soundtrack, and Threshold Art Book as well as early access to Threshold during the beta period. Become a backer early to receive this reward at a lower tier.
- $50 - All Digital Downloads - Receive all of our digital download rewards: wallpaper, original soundtrack, and Threshold Art Book as well as early access to Threshold during the beta period.
- $75 - Threshold Art Print Postcard - In addition to all the digital download rewards, receive an original Threshold art print postcard through the mail with a hand written personalized note to you signed by the Threshold development team.
- $100 - Original Hand Painted Postcard - In addition to all the digital download rewards, receive a hand painted watercolor postcard (by our artist Mila) through the mail with a hand written personalized note to you signed by the Threshold development team.
- $150 - Threshold Poster - In addition to all the digital download rewards and a hand painted postcard you will receive a original Threshold poster featuring the character Hood, created by our artist Mila.
- $200 - Threshold T-Shirt - In addition to all the digital download rewards, a hand painted postcard, and an original Threshold Poster, you will receive a Threshold t-shirt featuring the character Hood, created by our artist Mila.
- $250 - Original Soundtrack CD - In addition to all the digital download rewards, a hand painted watercolor postcard, and a Threshold t-shirt, you will receive the Original Soundtrack CD.
- $250 - Threshold Art Book - In addition to all the digital download rewards, a hand painted watercolor postcard, and a Threshold t-shirt, you will receive a physical copy of the Threshold Art Book.
- $500 - All Physical Items - You will receive all the digital download rewards as well as all the physical item rewards.
- $1000 - Eternal Love & Release Party VIP - Everything! Including our eternal love. You will also be invited to our Threshold release party as a VIP. Come hang with us while we celebrate the release of the game you helped make happen. You will also receive smiles, a very big hug from each of the us, and lots of thank you hand shaking!
Zenas loves games that are visually beautiful and that challenge his skill as a player. Those are the games he want to make. He is the brain-force behind Quadratron Games. His first ever game was a successful kickstarter project called Monsters!
He’s assembled this team from the remaining members of the game jam team and added a few more. This project is a pure passion project for him. Over the last few years, Zenas has worked on several game projects, some of which were his own but also with other indie developers. Few have come close to capturing getting Zenas to pour all of his energy in to something like this has!
Mila Pokorny (Artist)
Mila mains as Kirby, but sometimes uses Peach in Smash Brothers. She also stops to pet every dog she passes. Sometimes she makes all the artz. Mila has worked for her fair share of games in the past including Schell Game’s PlayForward, and the anime convention favorite Tekkoshodown.
She also has thrown her hat into the ring on a bunch of game jam games such as Global Game Jam and Ludum Dare. Mila proves to be a huge asset on a game jam team usually whipping together some sort of stylus wizardry to finishing her art at about double speed to everyone else’s work. She usually just uses that free time to work on her card battle game Mahou Shojo.
Christian Plummer (Programmer)
Christian is a stubborn code monkey that breathes caffeine and will eat just about anything. He loves problem solving. If there aren’t any problems readily available he is quite proficient at inventing some of his own.
Christian is part of the Mark of the Old Ones team, that earlier in 2014, ran a successful Kickstarter campaign for their game to see it all the way through production. He definitely has shown his programming chops making that spider blob do what it do.
Woody Fentress (Level Designer)
Woody is a total admirer of all things that are weird, different, compelling and high concept. He has a deep love for interactive experiences, believing they can create something not possible anywhere else.
Woody decided to get into game design with a “you’ll only ever do it if you do it” approach. He showed up to a game jam with a midi controller and a laptop and went with whichever team would take him. He learned that sometimes just going for it makes you realize where you best fit.
Renee conjures code from the whirling ether and binds it into this world for QuadraTron. She can also be found huddled in a corner on her 3DS, cackling maniacally as she spins the fates of her characters in fan-fiction or laying the beat down on some scrubs in League of Legends.
Keith Maggio (Programmer)
Keith hails from the thick forests of New Jersey to terrify unsuspecting victims with data structures and esoteric code. Last seen mauling a Mountain Dew truck driver.
Additional Members from the GGJ Team
- Corey Novich (Programmer)
- Camden Segal (Programmer, Level Design)
- David Stemmer (Programmer, Level Design)
Risks and challenges
We’ve purposefully given ourselves a year to nail down Threshold’s core game mechanics and art design. We are confident in what we have created so far, however, game development takes time. Lots and lots of time iterating over the same small details that when put together as a whole make a great game. That said, our release date, while based on our game development experience, is only our best estimate. Our goal is to make a truly beautiful, fun, and challenging game but it will only be ready when it’s actually ready.
Our priorities are game development. The bulk of our team are full time developers. As such we do the majority of our work at the Philly Game Forge were we are surrounded by an awesome developer community from which to draw critical feedback and support. Our technology pipeline, which includes Unity 3D, is quickly becoming a industry standard, especially among indie developers. Three our of the four studios with which we interact with daily develop almost exclusively in Unity. While developing games can definitely be a challenge we are confident in our combined technical experience.Learn about accountability on Kickstarter
- (60 days)