This project will only be funded if it reaches its goal by .
This project will only be funded if it reaches its goal by .
The Demo can be downloaded here: https://rb-d2.itch.io/wingman
The Project Wingman Kickstarter Demo contains:
- 3 modified missions of the singleplayer Campaign
- 3 playable Aircrafts
- Over 10 unique weapons to sortie with
Conquest Mode Prototype coming in an update soon!
The game is still in an Alpha status, so the dev team will continue providing patches and bugfixes throughout the kickstarter campaign to make it even better, so don't hesitate to leave your feedback!
Everything may change as the game goes further into development and we will need your help not only to fund the game, but also voice your feedback and make this game truly shine!
After you play the demo, please take the time to fill out this survey! Thank you!
Project Wingman is an independently developed combat flight action game to be released on PC with an emphasis on fun and refined gameplay, true-to-its-roots inspirations, and an engaging single player experience.
Perfect for those who aren't looking for a simulator experience with the ease of pick up and play, all the way to those who want a fast-paced challenging flight action game.
Players will dogfight, strike, and fly through combat zones based off an alternate history of Earth. Either over the cold waters of the Bering Strait, attacking tanks in the brutal deserts of the Orient, or diving through the Red Woods to strike targets of opportunity in the Pacific North West, across the oceans, above the scarred lands of the world, this war will take you from exotic battlefield to exotic battlefield, all while going up against odds way above your pay grade.
Pure combat flight action is our mantra, and we've created a game where you can experience it to the fullest at any skill level. You will fly and fight against a variety of adversaries that can go toe to toe even with the best player or take it easy and feel like a unstoppable killing machine.
The rules of aerial warfare will remain the same throughout the game: survival and superiority. Whether you are an attack aircraft pilot, skimming the ground with a gatling gun and rocket launchers attached to your wing, or an interceptor with long range, almost sniper-like missiles at your disposal, it will be up to you to prove yourself as an Ace pilot.
Prove your worth : The game will encourage you to take a high risk, high reward approach: the better you fly, the better the reward, and thus the more resources you have on hand to expand your battle capabilities. Do you go after that enemy SAM cluster at the risk of getting shot down, or play it safe to minimize your potential losses? It could very well mean the difference between going to the next mission rolling with the latest tech, or flying with nothing more than a wing and a prayer. Remember the mercenary's credo: "Everything has a price."
Aces will have higher payout than regular fighter jockeys, airships will yield more than tanks, and naval cruisers are more enticing than patrol boats.
With over 20 different aircraft and over 40 unique weapons planned to be released at launch, fly the way you want in order to improve your combat effectiveness.
Unconventional Threat : Giant flying wings and mechanized monsters will have to be picked apart meticulously under constant threat of retaliatory fire. Exotic weaponries such as railguns and geothermal-powered armaments will also be ready to pluck you out of the sky if you're careless.
Virtual Reality: Virtual Reality headsets will work in-game to put the player in the cockpit of aerial warfare, immersing themselves in head-swiveling combat. We plan to feature VR compatibility across the full game, including both Story Mode and Conquest.
Extensive Customizable Controls: Combine this with full compatibility with HOTAS peripherals and custom axis curves, and you will be able to experience the game however you want, using any peripheral you like.
In a world unlike our own, a multinational order known as the Federation has historically held onto an important resource along the Pacific Ring of Fire: Geothermal Deposits.
Uncovered by a cataclysmic fracture in centuries past, it offers a valuable resource to any that can claim and harness it: an abundant source of energy, tapped directly from the core of the planet.
After generations of systematic oppression over the exploitation of the thermal resources, tensions within council states of the Federation have risen to the point where opposing parties enacted a Coup d'état and rise up in armed rebellion. This is where you come in, a mercenary pilot hired to turn the tides of war in the name of their freedom.
Whether you fight for the sake of combat or for something more, the war ahead of you will be uphill, with warfare unseen in that world for centuries filled with conventional machines of war and those powered by the very geothermal energy risen from below the mantle itself.
In Conquest Mode, fight in an uphill battle against various bosses and ace squadrons in a tactically-oriented territory capture game, drawing elements from roguelikes and RPGs. Players will have to earn enough money to not only maintain and upgrade their own plane, but build a mercenary army of their own in order to take on waves of increasingly difficult opposition as they struggle to take on a myriad of changing missions.
Modifiers and Parameters will also exist in the full game to customize your experience within Conquest mode and add/reduce difficulty or introduce unique and different modes to increase replayability of the game.
The community has requested this, and so we shall see to it! Want to take a break from downing bandits? Well Project Wingman offers a much more calm and peaceful Free-Flight mode, allowing you to explore the maps designed for this game on a leisurely joy ride!
Crossing the border between Fantasy and Modern Orchestral, the musical component of this game is composed by award winning and veteran of nearly forty different movies and video games: José Pavli.
Take a listen to some of his tracks below!
THE CORE TEAM
Hello! It's me Abi! you probably know me best as RB/Arby/RB-D2, whichever you like best! I'm basically the guy responsible for the game with things such as programming, game-design, asset development, art, distribution, story, audio design, and whatever else is needed to make a video game except for the music. In short, I'm responsible for quite a lot of the game! It's been really fun!
Hi, I am Jose Pavli and I am the composer for Project Wingman. I want to give this amazing game, the soundtrack it deserves. Influenced by Cinematic Orchestral scores (Metal Gear Solid, NieR Automata etc.. ) and using catchy themes inspired from Japanese Anime and Celtic Melodies, my priority will be to give a unique sounding soundtrack to the game, using a palette of sounds and instruments from different styles. Long story short, my goal will be to make your dogfights sound like you are fighting the Heaven and Earth itself.
Hey, it's me, FaN for short and I am the producing manager for Project Wingman, I keep things moving smoothly through development and manage public relations. I've survived sixteen fist fights in my life, I enjoy scenic walks on salt flats, and the only headgear I wear during airsoft is a cowboy hat. I keep Arby's veins caffeinated while advising and keeping the project on a good heading from my prior work experiences in the indie game scene. In short, I'm in charge of the dialog, radio chatter, story, direction setting and integration of artists and other volunteers that come to aid our project. So please, come my way and feel free to drop off any comments or suggestions you have, I'll spare as much time as I can having a chat (totally not procrastinating of course!).
Special Thanks : To everyone else who was or are currently assisting in the development in their own ways. We look forward to your continued support. This includes you!
This is a game made by players, for players, we understand that community input and critique is highly valued, and our success so far is directly attributed to the public and word of mouth from one user to another. So therefore not only do we enjoy the connection between us and you, we invite you to join us along the way on our flight to release this game to the world.
We are asking for AU$35,000 to complete the game with a Story mode and Conquest mode. Most of the initial funding goal will be going towards our musician Jose Pavli and the Voice Talent that we plan to include in the game ranging from professionals to passionate volunteers from the community.
The rest will go towards things related to development fees such as software licenses, any necessary asset libraries, ramen funds, and any other fees that may come up during development of the game such as Kickstarter fees and any legal fees to get the game going.
Funding Breakdown (from initial goal):
- Music : 40%
- Voice Acting : 20%
- General Development Funds : 25%
- Kickstarter Fees + Legal: 15%
Risks and challenges
Aside from the dangers of mortality we all face, there is little that will stop Project Wingman from coming to a 1.0 release for it is something we are serious about.
We have spent the last 2 years planning out the story and building the game systems and workflows in order to create seamless content creation.
We have also released numerous alpha versions of the game to prove our competency to publish a working copy to the end-user and are constantly working with the community to improve Project Wingman.
The worst-case scenario is that the game may encounter productions delay which will push back the release date to late-2019 instead of early-2019.
The Game is entering the latter stages of development. We have a solid foundation of the game and a solid pipeline on the production stages of the game.
Naturally if funding is not met then we'll have to re-prioritize on what is sustainable for the developers to continue developing this game. That being said, we won't give up so easily!Learn about accountability on Kickstarter
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