Knights of Light (Canceled)
A historical action rpg set in the Middle East. It is not just a new game, you are supporting a studio that will respect all gamers.
Knights of Light (Canceled)
A historical action rpg set in the Middle East. It is not just a new game, you are supporting a studio that will respect all gamers.
Rumbling games studio is an Egyptian studio based in Cairo. It was founded by Zone-tech a private software development company in 2016. The studio was founded by five co-founders with the right balance between the passion for games and business management.
On June 2016 Rumbling games studio became an official self publisher at Sony PlayStation platform.
Game development in Egypt and the Middle East in general is very primitive and still in its infancy. So our challenge was to recruit the available scattered talents and provide training and guidance. Through our intense research and development we managed to have our core team members on a comparable level with worldwide standards in terms of big budget high quality games.
Our studio believes that game development is a creative and innovative industry that requires passion and dedication. We believe that if the game is not fun and enjoyable then it is not a game. Due to our low operation costs we can easily take the risk to innovate and think outside the box and never stick to the traditional trends.
We always aim to provide gamers a great experience no matter what their platform is. So we will always try to port the game to ALL the platform we can target. Due to our low operation cost no publisher will reject porting to other platforms no matter how unpopular they are. But since we are still limited on resources we will target the PC first. Other platforms will follow sooner or later depending on their priority.
We are greatly inspired by two studios CD Projekt Red and Ninja Theory.
CD Projekt Red has a great mindset and philosophy in their projects in terms of production quality and consumer friendly practice. We aim to follow their trend in our production values as well.
So we will NEVER implement micro-transactions or loot-boxes or even a season pass. Our expansions are a real additional game content that builds on the original game not a missing part you need to buy to finish the game. Our pricing will NEVER be the full retail price like other big video game prices. You will always get more than what you pay for our games granting you a real value for your money. Finally we will offer gamers the option of purchasing a DRM free release for PC (Windows / Linux) through our website.
Ninja Theory showed us an amazing and efficient way to implement the Independent AAA model in Hell-blade. How they managed to be on a limited budget and maximize their small team efficiency and productivity through creative methods. Although we plan to double our team size but the efficient and creative resource management done by Ninja Theory is a blueprint for our team to implement.
After the recent acquisition of Ninja Theory by Microsoft it was said the model is a failure and not sustainable. We refuse to believe that and this is why we are reaching out this message to all gamers.
Gamers have a choice to create a new Independent studio on their terms that will always respects and serves them. The first Independent studio that will be created by the gamers for the gamers.
Knights of Light is an action adventure role playing game set in an open world with a narrative historical story.
The playing hours are estimated to reach 60 hours (main and side quests) followed by two planned expansions. These expansions or DLCs are additional content to the game not a missing part you need to play. The expansions are planned AFTER the game release not with it. The first expansion will cover a story of another historical figure and his quest and perspective on the war. The second expansion will cover a historical aftermath that occurred after the war has resolved.
The game is built with Unreal engine which is a robust engine in both performance and quality. Our team over the course of two years have studied the engine and have a lot of experience with its tools.
Targeted platforms are (PC / PlayStation / Xbox) with other platforms under consideration depending on the stretch goals. So even Mac and Switch is considered but again our resources are quite limited right now.
The initial platform will be the PC (Windows / Linux). The console ports availability with the PC release will depend on the stretch goals.
The game will be dubbed mainly in Arabic but will be translated to several languages. Initially we plan six languages (English / French / Spanish / Portuguese / German / Russian). But later on either through stretch goals or successful steam early access we will translate up to twenty languages including (Czech / Polish / Turkish / Indonesian / Chinese / Japanese ... etc). English dubbing with professional native voice actors will depend on the stretch goals.
Knights of Light is a new game franchise based on the history of the middle east. It covers a time period from early medieval to late medieval ages which is a fresh and original scope that is NEVER introduced before.
The first game focuses on the battle of "Al Qadissiyah" between the Sassanian empire and the Islamic Caliphate at 636 AD. It was a great decisive battle occurred at the land of Iraq.
At this time the last Persian Empire was named the Sassanian empire. It was entering a period of conflicts and internal struggle. It was considered a giant with Achilles heel due to that. They ruled the land of Iraq at that time and had some disputes with some Arab tribes who refused their rule.
On the other hand The Arab tribes united under the banner of the Islamic Caliphate. Seeking to unite all other Arab tribes and secure their new borders along with refusing the Sassanians rule on other Arabs, The conflict was inevitable and wars erupted between the two forces.
The game timeline introduces the events prior to the battle of "Al Qadissiyah". From there the events will progress leading to the main battle which occurred.
The story will feature war and conflicts from different perspectives. The player will not find pure angels against worthless barbarians, Instead he will face moral and diverse conflicts with deep character development from both his allies and enemies through the campaign.
The main battle will not be the core event instead it will be a part of the campaign timeline. And even the side stories are based on the local communities and tribes that existed back then. Every faction had their alliances and disputes before and after the conflict.
Despite being a historical story we will introduce some fantasy elements. This will add diversity and more enjoyment for the player. But we confirm here that it will be a branched optional story to make it distinguished from the main story. The Middle Eastern fantasy & culture are RARELY introduced in games that is why the experience will be very authentic and different. However if any player loves to stick with realism in his experience he can easily choose not play these path in the story.
The fantasy path and quests will be through a side character not the main character. Think of it as a temporarily new game mode you can play in the game.
Our game writer is very obsessed with history to the tiniest details. His specialty is the military conflicts in the middle ages. He believes no matter the time and era is distant there is only one truth: Human nature with its beliefs, morals, motives & conflicts.
To provide more authentic references we have the consultation of an academic history professor from the university of Toronto who will cooperate with our writer to review and validate the project historical accuracy.
The game world is an open world that represents the land of Iraq at the seventh century with a huge size of 400 square kilometers.
Although the map size is huge it will be divided since the game will include two expansions. Also a vast section of the map will include survival elements in the deserts and the mountains.
Again we confirm here that the expansions or DLCs are not a missing part of the game they are an additional story arcs on the main story. The stand-alone game will be released as a complete story.
Despite the common thought of Iraq as a desert but it is a very diverse land full of various terrains. This world will contain all the historical and actual landmarks that were present at the seventh century.
Aside from the beautiful landscape the world will be rich with various historical landmarks and architecture. During that time Iraq was ruled by the Sassanian Empire which was the last Persian Empire existed. The Sassanian art and architecture is very unique inheriting from both the Assyrian and Sumerian cultures.
Exploration and treasure hunting will be very rewarding to the player. The ruins and ancient monuments will be full of secrets to discover.
Of course since the initial goals is only for early access on steam, Only a small part of the map will be used. so the completion of the map with all the planned quests and activities depends on the stretch goals.
Many characters and bosses are based on actual historical figures. The game will feature multiple side characters along with one main character. But introducing the side characters as an extra content will depend on the stretch goals.
Every character has his story and background along with his motives and preferences also the same goes for the main bosses. The player will find himself in an immense deep conflict where every enemy AND ally is neither an angel nor a demon but simply a human with his beliefs and motives.
The main character is from a tribe known for its might and prowess in battles. The tribe was considered as a special force in the army and was lead by him and his brother.
The game-play will feature a simple yet a diverse combat mechanic. You will have four weapons slots in your inventory to access through four buttons. The result will be a freestyle mix between each weapon strike.
Every weapon will have its pros and cons against each enemy units type. Four basic actions (attack / counter / block / dodge) will be available but their execution will depend on your level and the enemy unit type. Each weapon will have a skill tree to unlock which will provide new finishing combos and take-downs.
The choice of weapons to counter or block the enemies will depend on the historical use against unit types. But this is not a simulation, Rather the historical advantages and disadvantages. The mechanics will translate them to stronger / weaker hit points or successful / failed actions.
The game will have a gore feature with beheading and dismembering specific to each weapon. Also a special rage mode will be available for the player to enter a hyper state where the character status are doubled. This mode will make the character semi invincible and finish off multiple enemies at once.
The important thing to note here is only some of this features are added. Mainly what we miss is the lack of complex animations which requires a better motion capture equipment.
Survival mechanics will be utilized in the deserts and mountains. This will make exploration itself is challenging for the player. However this feature depends on the reached funding goals.
As every role playing game the character will have an experience bar to upgrade to the next level. The basic character status points (health / strength / accuracy / defense) will be upgraded.
The side quests will affect the main story progression through the player choices.
Several tribes and factions will be available to interact with which in return will affect some main events circumstances.
Gears and armor crafting system through material gathering will be available. But this feature will be limited according to the funding goals.
We have assembled quite a unique team that is really passionate about the project and are cooperating very well with each other. They cover the main required departments in the production process.
We have been working on the project for about two years now. Our team gained enough experience and confidence to deliver the project. Our estimate is we need another two years to enter the beta stage and prepare for release. So the total development process is four years.
Our game designer is a former contributor in the quest design of the original Assassin's Creed game. He is greatly inspired by the Witcher franchise in terms of role playing elements and quest structure.
Currently our full time team is about eight members while the contractors is about ten individuals. We aim for this campaign to allow us to double our team members to accelerate the production.
In the case of getting fully funded we will be able to have more than 30 full time team members working on the project. If the extras are counted (freelance contractors / game testers / music composers / voice actors / mo-cap actors / language translators) the total could reach 80 team members.
Our studio is located in the middle east which in return provides us a much lower operation costs than the world wide market. That is why we can fund a huge game through crowdfunding.
To put things into perspective the average game developers and environment artists costs about $300 a month. Even our character animator earns less than that. Character artists costs us about $500 per character and most of them are contractors.
We have planned our goals very carefully to keep the original game scope in mind and make a room for more content. We have decided to start with a small initial goal that will provide the bare minimum game-play for steam early access. However several stretch goals ahead and the full game features will be funded resulting in no early access.
Currently we require to implement more advanced and complex animations along with cinematic cutscenes. So we need to buy at least one Xsense motion capture suit which costs about $25K but can be bought at a discount price for indie studios.
The development focus will concentrate on adding all the missing mechanics and polishing it up. Along with some level design to enter a solid stable alpha stage.
Our estimates to reach the alpha stage and enter steam early access is 9 to 12 months. But if we hit several stretch goals there will be no early access and full game development will continue.
After successfull early access, We will have the final release available through our website DRM free for both Windows and Linux. And we attempt to submit the game to GOG as well.
We have built our rewards with a very tempting prices and real good values in return. Our reward tiers are a sample of how we evaluate our services and how we will treat all gamers in the future.
For example ALL the physical rewards that require shipping have NO shipping costs. No matter where your are we will afford it.
Also our producer is a financial expert who worked before with the media manufacturers and their retailers. So he has many connections and can get good deals for manufacturing the physical rewards.
Important note regarding the two DLCs they are planned AFTER the standalone game not with the release. We meant when the DLCs are finished and released not the original game. Also the custom looking weapon is IN the game NOT a real weapon.
Risks and challenges
Although our studio is relatively new but we had a two years experience prior to the campaign. Through researching and updating our knowledge and skills we have a good estimation of our budget requirements and production timeline.
Even calculated our goals according to the taxes and fees charged after success to ensure we are a step ahead of any future issues. This includes the physical items as well as the accommodation costs.
Also we have several other alternatives should the campaign fail. So we always plan and think ahead and apply safety measures to ensure our success.
- (60 days)