Sector - A First Person Cyberpunk Noir Adventure
Sector - A First Person Cyberpunk Noir Adventure
Immersive exploration game with multiple paths & several endings. Solve the Jane Doe mystery in a thrilling 80s inspired neon city.
Immersive exploration game with multiple paths & several endings. Solve the Jane Doe mystery in a thrilling 80s inspired neon city. Read more
Promotional Demo 0.0.1 available now!
Welcome to Sector- a cyberpunk noir adventure.
Inspired by the raw, colorful cyberpunk stylings of the 80s and the strong world building elements of modern first person exploration games, adventure games, and immersive sims-- as well as esoteric mechanics like time progression as seen in Persona and branching storyline much like Way of the Samurai (or Choose Your Own Adventure books), Sector blends the bombastic visual and thematic trends from a bygone era into a modern-playing detective game set in an alternate near future-- where natural resources like drinking water are more scarce by the day, yet a new mystery element floating in the air has created a virtually unlimited source of power.
You play a CSR Agent, or Chaser, sent to investigate the mysterious murder of a splicer, a DNA augmented woman, outside of a popular night club on the rough side of town. On the journey to find justice there are multiple paths and dozens of endings. Will you solve the murder, or stumble into a larger conspiracy at play? Stepping on the wrong toes or turning into the wrong alley could send you to an early grave, and this city's full of em.
You'll investigate crime scenes, track perps, and interview witnesses with a number of tools at your disposal, including multiple modes of vision that can expose additional leads and multiple hacking tools for when you log into the GRID-- a vast virtual network where you physically travel through data at blazing speeds to grab encrypted files, hack nodes, meet with clandestine avatars, or even find gateways into the illegal, crime-ridden UnderGRID.
On the hunt for the truth, you can completely miss a lead while investigating a scene as you only need one to move the story forward. Often the evidence you can find will give you multiple leads you can investigate next, however time passes which each choice you make and choosing to follow one lead could result in another disappearing. Weather is washing away evidence, people are coming and going inadvertently corrupting clues in their everyday routines, and criminals are cleaning up the trail behind them at the same rate you're making your way forward.
As for conversations, you'll use Personality Profiles to interview witnesses and suspects in the direct dialog system, where the things you say irrevocably effect your relationship with that person as well as the information they give you, and possibly even what actions they take next. They can lie to you or lead you into a trap if you're not careful with your words. And you only get one shot to get that intel. No info-dumps here.
Your hard-boiled protagonist's mental state effects the game as well. If there's time, going by Sue's Coffee in the morning will make you more perceptive the rest of that day, and you might be able to find more leads. However, there's a darkness in this detective's past as well, and the cure lies at the bottom of a bottle. If the Chaser doesn't drink for too long, the nightmares come back and interfere with the investigation in detrimental ways. Too much drinking has its obvious drawbacks as well and could draw the ire of Chief. Other vices can be found downtown if you need that extra, not-so-legal perk. Finding a wellness balance is key to staying sharp for this case... or perhaps falling off the deep end is just the edge you need to get things done?
As you investigate Sector city you'll be updating your internal database, and even if you reach an early ending (or grave) and start again, the dossiers and other data you've collected will carry over. You're better equipped with the data you need each time you play through, with campaigns lasting anywhere from half an hour to 6 hours. Having late game data early could even unlock new avenues of investigation. So don't be afraid to piss of that gangster- he might tell you something real important before strapping on those cement boots and you'll be able to use it on your next play to get even further down the rabbit hole. Why are you able to recall these things? Who can say, perhaps if you do a bit more digging...
With the sometimes lowkey, sometimes uptempo synth heavy music of SectoR I intend to invoke a time and place you've never visited, yet are nostalgic for nonetheless. With enough funding I'm also hoping to licence or even have original music composed by modern musicians leading the way in bringing 'wave music back in fresh new forms.
Below are a few early, unfinished samples that should give a good idea of the type and range of music the final product may have.
Sector is a world with a rigidly defined class system, so much so that those living on the top floors have different sets of laws than those at the street level, with strictly guarded vertical borders. And when a crime is committed that overlaps these borders, you call a CSR agent.
Because Sector is a post-singularity city, 5 tiers of artificial intelligence are used to categorize the different functions and abilities of its robot and computer inhabitants.
Sector is not only a post-singularity city, its also a post singularity reaction city. On the ashes of a divisive law that made illegal several million self-aware citizens, tensions have never been higher between biological and artificial. Several new industries have escalated in kind, identity alteration and trafficking as these former citizens attempt evade decommission with the help of their neighbors, and in response, bounty hunting and spying from the morally dubious types looking to make a little money, or with the promise of citizenship upgrade. A Chaser agent can't help but get involved, in one way or another.
Tech advances far faster than people are willing or able to adapt, which creates further conflict. Tech progress coinciding with social regress. Cavemen fighting with laser guns. How did it get to this point?
Following an unexpected meteor shower, a mysterious dust appeared in the air all over the world, clouding the atmosphere and killing 70% of all plant life and that which depended on it to live. Radio and satellite signals were unreadable.
But then, a discovery- this dust could be easily harnessed into a source of power, and seemed to be endless. Rich or poor, power was now everywhere and free. Nations of the world turned inward for a time as a 2nd Renaissance brought forth new technology quicker than ever before in history. Flora was dwindling but food could now be produced artificially. The rain and air was tainted, but most states had purification plants.Most, but not all. Plants couldn’t be built fast enough to prevent a worldwide famine. People were desperate.
On the ashes of The War, nations fell and in their place, thousands of micro states, densely populated cities built around essential water resources, formed. One of the larger city states in the Northern Hemisphere is SectoR City. The year is 2026. The world has ended twice in 40 years and been reborn twice.The world will end once more,
But until then...
I'm Ryan Hall, formerly an animator at OffBase productions. While there did contract modeling, rigging, and animation work related to such marquee titles as Dark Souls 3, Naruto Ultimate Ninja Storm 4, Star Ocean: Integrity and Faithlessness, and Dragonball Xenoverse 2 in addition to some VR stuff I'm not at liberty to discuss in detail.
Later once my contract ended I began work on an updated show reel and had the idea for a futurist city that could act as the connective gateway for my portfolio pieces. But the more I worked on it, the more I realized this could be the genesis of a more ambitious idea; that eventually became the Kickstarter I've shared with you today.
While I am doing just about everything solo, Id be remiss not to thank a few groups that helped pick up the programming slack. Thanks so much to Panda Studios and Heads&Brains for the use of their code in that regard. And of course, none of it would be possible without Unreal Engine 4, and big thanks to the fine folks constantly tweaking it at Epic Games for making something user-friendly enough for a right brain type of guy like me to throw a demo together.
Risks and challenges
Being the sole creative drive for a game is a double edged sword, but enough people in the last decade have shown it can be a successful endeavor and often creates a game that feels unique in a way a large team game tends not to.
Additionally, with middle-ware development kits like Unreal 4 as well as marketplace blueprints and plugins, which were developed by teams of professional programmers and experts, you're never truly making a game on your own. And they'll be picking up the mechanical slack here while I focus on the rest; visuals, storytelling, modeling, rigging, texturing, animation, sound, music, etc., all the competencies of which can be assessed in the demo I've provided.
Most of the game's story and visuals have already been mapped out, as you can see in some of the pre-rendered cut scenes; its just a matter of being able to put the time in to get this stuff running in UE4, and that just leaves covering expenses along the way.
Branching off from a big Bay Area company and doing your own thing is a risk, but it avails you of risk-averse politics. You can take more creative chances and that's something that can only benefit the industry as a whole.Learn about accountability on Kickstarter
- (34 days)