Paypal is offered for people who otherwise can't pledge via Kickstarter, but still want to receive the exclusive rewards that are offered during the campaign only. Kickstarter is not associated with Paypal. If you have the option to pledge through Kickstarter we prefer that method!
Note: You will receive a confirmation email from Paypal that your payment has gone through. You will receive the early access keys along with everyone else who pledged through Kickstarter.
$40k: Primary goal *ACHIEVED*- This is the primary goal to cover all the expenses of the game. Anything after this will be put back in to the game to make it even better.
$45k: *SECURED* DRIVEWAY- Driveable and customizable vehicles will be added to the game! Armor up your car into a zombie killing machine!
$50k:*SECURED* FRONT GATE- Player skill system! Your survivor now has innate abilities when the game is first made and can learn new skills as the game progresses. The more you do something the better your character will become at it!
$60k: *SECURED* GARAGE- Character Customization! At the beginning of the game players will customize the appearance of their character. The list of customizable assets include (but not limited to) gender, weight, skin color, bandanas, shirts, sweaters, jeans, sweatpants, and shoes/boots.
$70k: *SECURED* POOL- Advanced stealth! Prefer to get around in the apocalypse without making a noise or drawing attention? Along with crouch we have included prone. Players can duck into closets, roll, and shimmy along ledges. Players can also utilize the "cover" mechanic to stick their backs to vertical surfaces (think Gears of War). Enemies have advanced hearing and sight mechanics as well.
Metagame - Players will have the option to pursue goals/participate in scenarios driven by world events outside of the general survival sandbox.
$70k+ : We have everything we could want in the game! All proceeds will be put towards improving and enhancing the current features. Thanks for the support everyone!
$100k BONUS! : In addition to substantially improving the quality of the game, all backers will receive the following: Kickstarter exclusive clothing pack, Kickstarter exclusive character background- Investor, and an in game German Shepherd companion!
THE END has dawned. The world is transforming into a nightmarish hellscape rife with vicious, flesh-eating monstrosities. Are you one of the resilient, embattled few who has what it takes to survive? Will you defy the seemingly impossible odds or will you succumb to the to the horrors that lurk in the dark?
What is ROAM?
You and up to three friends (online co-op) must scour a grim, ravaged world, where you have complete freedom to choose where you roam, what you do, and how you allocate and use the precious-few resources you will find on your journey. Every action in the game represents a choice - and each choice has pros, cons, and consequences.
- Scavenge: You need food. You need water. You need tools to help you survive... So go find them!
- Build: Barricade a building or build a fort in the woods. It's up to you!
- Fight: Defend yourself using an arsenal of typical and improvised weapons (melee/ranged)
- Survive: If you can...
- Fans of RTS/Tower defense will enjoy our base building and large-scale battles
- Fans of MOBAS/Action RTS/Action RPGs will enjoy the fast-paced, visceral combat and variety of weapons
- Fans of Shooters will enjoy the skill-based gun play
- Fans of RPGs will enjoy the exploration, NPC interaction, loot collection, and character development
- Survive in a free-roaming zombie-apocalypse-themed world
- Every map is uniquely generated for endless replayability
- The world becomes continuously more dangerous
- Inhabitants of the world (friendly or not) react to your choices.
- Zombies mutate randomly and bandits may plan raids on your supplies
- Personalize found or crafted items with upgrades and enhancements
- Outfit your survivor and followers with the gear and items of your choice
- Precision-aiming system allows for perfect accuracy
- Place your traps in the most effective spots
- An efficient killer uses less ammo and draws less attention
- Gain assistance from specialized survivors (such as a doctor or paramedic) for specific bonuses (healing)
- Logically select and arrange your defenses for maximum effect
- Choose how to engage your foes: attack overtly with guns blazing - use stealth and misdirection to avoid or engage selectively - or flee and live to fight another day
- Simple, intuitive gameplay with remappable controls.
- Online co-op multiplayer lets you survive with up to 3 friends
aims to provide you with a simple yet varied set of tools that you can
use to achieve your goals or solve specific problems in the world.
Creativity is encouraged! Resourcefulness is rewarded in a world where
materials are often scarce or dangerous to obtain, and circumstances are
Your wits are often as important as your skill in armed combat.
- Architect a clever fortress
- Decompose items to get different resources. Recombine them in creative ways to make new items.
- Use stealth and misdirection to evade a horde of hostile creatures and escape with supplies your camp desperately needs.
A resourceful survivor finds ways of doing more with less.
Do you want to recruit, arm, and lead a small militia of survivors? Would you rather ignore them and fend for yourself? How about ruthlessly eliminate them and take their belongings as your own? You are free to interact as you choose!
Survivors can be found scattered throughout the world, each with a unique personality and history - moods, opinions, desires, even special skills that can benefit your group. You can recruit and build relationships with them, outfit them with items, and even delegate tasks to them.
If they feel you are not providing for them they may abandon you or defect. Likewise, If you feel they are not carrying their weight you may choose to part ways.
Not all survivors are friendly.
Some will aggressively defend their territory or attack if provoked. There are also bandits who will set up patrols, build camps, and would be delighted to take your belongings from your corpse!
construction system gives you the flexibility to build standalone
structures or fortify existing buildings in the world. Players will have
to make decisions based on location and zombie or bandit presence in the
Establishing a base is a great way to defend your resource stockpile and gain a tactical advantage at night when zombies appear in greater numbers.
In your travels you will have the opportunity to craft items specifically tailored for your current situation. Whether it is additions to your base, clothing and armor for protection against your enemies, or to outfit your followers, crafting will offer a meaningful experience that gives players a sense of freedom and control.
Zombies behave with a hive mind
mentality. Alerting one can turn into a horde as it grabs the attention
of the surrounding zombies. As night falls it is important to find a way
to defend yourself. Special
varieties of zombies can be found in certain areas and will have
As the game progresses, the zombie affliction can mutate and grant zombies additional behaviors and abilities. These mutations will compound and some zombies will become extremely powerful.
With our skill-based aiming system we are giving you the ability to carefully aim your shots for maximum effect. Shoot out a zombie’s legs and make them crawl, break their arms so they can no longer use them, or just go for a clean head shot! Laying traps and creating diversions are just a couple of possibilities in giving the player multiple options in dealing with any situation.
Most enemies will have vulnerable areas or weaknesses you can exploit. Use them to your advantage!
From environmental layout to individual building floor plans, our multi-layered randomization engine will ensure that each game is unique. The world is broken down into three general categories (Urban, Suburban, Rural) each of which has a distinct variety of content and clear visual style.
I hope you all are as excited about ROAM as we are and can see the real potential that can come out of a game like this. Thank you to everyone that decides to back this project. Help us make this a reality!
If you like what you see, help us spread the word! We appreciate it.
Why we did it/Who we are:
passionate gamers at times feel like designers, often finding
themselves saying "I wish the designers of this game did ___" or
"Wouldn't it be cool if ___ was in this game?" ROAM started in much the
same way. While basic concept was molded years ago, we now have the
skills and experience to deliver it.
Simply put, we are a two-man "garage band" team fueled by passion and creative vision. We want to develop ROAM full time - it's truly our labor of love, and we are willing to endure great personal sacrifice to create it.
Ryan Sharr - Most recently I worked for Gas Powered Games on Age of Empires Online primarily doing 3D modeling/texturing and the occasional concept work. I hope to carry over what I learned there, doing low poly 3D models, to ROAM. This will allow for a quick, streamlined art creation process and optimize the models so there can be a ton of detail on the screen at all times.
Zach Barson - Zach has about 4 years of programming experience. He studied Computer Science at the University of Central Florida and has special interests in graphics and AI. Through his studies he’s created several prototype games that, with enough attention, could easily be turned into great games.
I met Zach a long time ago in high school and grew up playing games with him. The guy is extremely smart and dedicated to this project. He understands games inside out and we share a similar "fun factor" in the games we enjoy. I couldn’t have found a better teammate. Where I fall short is where Zach excels and vise versa, making us a great and confident team.
We realize not everyone is a graphic designer. We are now offering to work with you to create the art of your choice in the following tiers! The option to create your own art is still available.
$75 - Graffiti artist
$125 - Advertising agent
--PLEDGE UPDATE (Pick any 3!)--
"Generous Survivor" ($500) tier pledge clarification: There have been a few people who have asked if they could have a different set of rewards for this tier. We have decided to allow any 3 art rewards from the "Graffiti artist", "Advertising agent", "Scavenge your room", "Wheels", "Immortalized" tiers. This means you can have 3 of the same reward, 2 of one and 1 of another, or 3 different rewards. Any combination is allowed.
--PLEDGE UPDATE (Character customization)--
With the announcement of character customization we are also announcing Kickstarter only cosmetic packs! These are chosen at the beginning of the game in the character customization screen. These packs hold no stats and are strictly cosmetic
$15 - Lone survivor - Backers of this pledge amount will receive an in game redeemable code to unlock the Cowboy pack (flannel shirt, blue jeans, cowboy boots, etc). Yeehaw!
$30 - Not so lone survivor - Backers of this pledge amount will receive an in game redeemable code to unlock the Biker pack (leather jacket, leather boots, leather chaps, etc). Strap on your leather boots and hop on your hog! Includes the cowboy pack.
$55 - Search party (100 more slots available!) - Backers of this pledge amount will receive an in game redeemable code to unlock the Military pack (camouflage pants, shirts, combat boots, etc). Get your camo on! This tier includes all the previous mentioned cosmetic packs
$75 - Graffiti artist - Backers of this pledge amount will receive an in game redeemable code to unlock the Urban pack (saggy pants, chains, beanie, etc). Let your pants hang low! This includes all the previous mentioned cosmetic packs!
$125 - Advertising agent - Backers of this pledge amount will receive an in game redeemable code to unlock the Business pack (suits, ties, etc.). Survive in style! This includes all the previous mentioned cosmetic packs!
All pledges higher than "Advertising agent" will receive all previous mentioned cosmetic packs!
Risks and challenges
As with any project, hiccups and bumps will come along the way. We understand the pipeline for creating a game and have a solid, straightforward goal in mind for the future.
By keeping our core mechanics simple, flexible, and cohesive, they are both easier to implement and easier for the player to comprehend and use. While certain aspects of ROAM might remind you of staple mechanics from various other games or genres, it never tries to be something it’s not. Fun game play is our primary goal - not adding unnecessary, overly-complex features.
Hopefully our 6 week prototype has proven to you that we are very capable of making ROAM into a reality with your help!Learn about accountability on Kickstarter
Right now it is PC and Mac. We currently have no plans for a console port.
We are planning for Linux support but we cannot officially confirm this until enough internal testing is done.
No. The beta key turns in to the full game. Think of it as early access to the game with all updates thereafter, free! This offer is a Kickstarter backer's only deal. You will get access to the game earlier than anyone else in all of its rough and unpolished glory!
Anti-cheat? Since its a co-op game, we are not going to invest a lot of time into anti-cheat. Cheating can be managed through bans/whitelist if you go public. If you want to cheat with your friends then thats your problem.
Saved data? Character data will be stored locally. Again, it is your responsibility to manage who you play with. You will be able to make private games. You will be able to ban from public games. We suggest you only play with people you trust.
Why? Making an online game is a complicated process. Anti-cheat is complicated in itself. This is something we are choosing not to invest a lot of resources in since it can be managed by the player through private servers, bans, or playing with trusted people. Most players do not cheat and we'd rather spend our resources making a great game.
We are planning to put the game on Steam Greenlight (we will submit it and we are officially 100% sure of this) if the game is successfully funded. This is a process so we cant officially confirm it will be on steam, but we will try!
Once we get the game to an internal state we are comfortable with sharing it will be in your hands. Everyone who pledges on Kickstarter will get a substantial "head start" compared to the general public
We want to get it to you just as much as you want it! More info will come as we get closer.
Yes, we plan to have a single player option. You do not have to be online to play.
We have decided to leave out the physical rewards for the initial round of pledges. The time and energy that goes in to getting these products to you are a lot of work that could be spent on the game itself. Remember, we are a 2 man team!
This doesn't mean you will never see any physical products. There's already a plan in motion, if we reach our current goal, to look for ways we can give back to you! T-shirts and poster designs already exist and we are working on some more cool ideas. More info to come as we get further in to the campaign.
What does it mean to start every new session of the game with a "Kickstarter kit"? Would that give me an unfair advantage over my teammates?
The "Backer backpack" and "Kickstarter survival kit" are Kickstarter exclusive items. Just like in real life there are people who prepare for disasters, consider yourself prepared! So yes, you will have a slight advantage at the beginning of a play session, but this advantage will not be game breaking. There will be an option to toggle on or off.
These will be provided to you upon receiving your key. Before loading in to a game, it is planned you will toggle these options on or off.
Yes, Yes. Building a base on top of a building is a valid tactic. Building walkways between rooftops is also valid. Sewers/basements/caves are all things we are planning to put in as well.
Once a player acquires the blueprint and the required materials to build a structure, the building can be placed. ** I know this doesnt make much sense at the moment, we are planning to release an update video that will explain it more in depth. **
It will work similar to Minecraft. The host will have the save file for the world stored on their local machine. Anyone can join with their character. Your character will have persistent items and you can join anyone you want. This is the current plan, but we are not ruling out the possibility of other options.
The topdown camera was chosen first for gameplay and second for performance. It feels natural to have a basebuilding game from a top down perspective. We tried other camera angles, but this one just felt right. Because it is a top down camera, it allows us to create a very detailed world at a smaller performance cost than a 3rd person or FPS camera angle because there's less to render on screen at any given moment.
The one thing lacking from a lot of mainstream zombie games, in my opinion, is the ability to build and defend. I found myself constantly wanting to build! I wanted to take all the stuff laying around in a game world and make something useful out of it.
Other than games, I suggest to anyone that is interested in survival, check out a show called "The Colony". If you look passed the fakeness of it (Of course its fake, we know its fake!) and take it for what it is, there are some really interesting things to learn there. Do you know how to build a gasifier? I do.
The written document for this project has been in the works, on and off, for a few years. It didnt always have the direction its going currently, but we knew we wanted to make a survival game. It started off as pixel art (http://tinyurl.com/au536un) until we realized it was too limiting for what we wanted to do.
No, not until you guys brought it up. It looks like a sweet game. Anyone who hasn't heard of it, if you're in to zombie Sim games, check it out!
We don't have any plans to at the moment.
We plan to follow a model similar to Minecraft - January 2014 is a goal. This doesn't mean the game will be finished by that deadline. We will continue to add and update the game beyond January.
We are using Unity.
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