Thank you everyone who backed Sentris and supported it by sharing it with your friends, families, and social networks! With your help Sentris is going to be an incredible musical gaming experience.
Keep an eye on SentrisGame.com for all your ongoing Sentris needs!
If you missed the Kickstarter campaign, you can still back Sentris at the Timbre Interactive Store.
Linux users: please contact me for access to the build
To play Sentris:
- Press Space to play sounds.
- Press Up and Down to change instruments (starting with the second puzzle)
- Press Enter/Return to pause
- To Quit, press Alt-F4 on Windows or Command-Q on Mac OS.
- Update #9 - Epic Final Push
- Update #8 - Sentris is Funded!
- Update #7 - Live Streaming, More Art
- Update #6 - New Collaborators, Add-On Rewards, and Stretch Goals
- Update #5 - Sentris Announced for Ouya
- Update #4 - Playable Prototype Available
- Update #3 - QGCon, Jeff Green impressions, Gamespot visit
- Update #2 - Chris Taylor impressions, In-depth gameplay video
- Update #1 - Sentris Hits the Ground Running!
Sentris™ is a brand new kind of music game -- a puzzle game about making music. I'm Samantha, and I've built a prototype that proves the concept works. Now I'm ready to take the vision even further, finish Sentris, and share it with the world, and I need your help!
I fell in love with music games the first time I played PaRappa, and I believe the genre is bursting with unexplored potential. So I designed Sentris to help everybody feel the thrill of making music. There's no way to fake this experience. As you solve puzzles you are literally creating your own song. To play, you drop musical building blocks into a rotating circle. The individual blocks stack up to create a song that is uniquely yours. It's deceptively simple -- easy to learn, hard to master. The concept is very new and experimental, and I believe it's a step forward for music games.
My mission for Sentris is ambitious, and your support will help me achieve it my vision. Please back this project and help make Sentris into a full game!
Samantha Kalman is an Artistic Technologist, creative lead of Sentris, and founder of Timbre Interactive, LLC. She is a self-taught game designer, programmer, and musician. Her professional credits include Unity Technologies, where she helped hundreds of developers make games and shipped multiple versions of Unity, and Amazon.com, where she developed and co-designed interactive prototypes for Kindle. As a musician she composed and performed with the Copenhagen-based band Moskauer Bluthund. She's been known to mingle with Seattle Indies, own a cat or two, and appreciate a glass of good wine. She is based in Seattle.
Dan is a pretty damn good artist and animator. If you need proof, check out his animation portfolio. He currently spends his days modeling airplanes, but now he can spend more time modeling circles. Circles of all different sizes, colors, and textures. Endless, endless circles.
Danny Baranowsky is a game and film music composer living in Kirkland, WA with his girlfriend Kim and dog Yoshi. He started out in the early 00's creating remixes of game music on OCRemix.org. In 2009, he wrote the music for the indie flash/iOS hit Canabalt, which led to many other soundtracks like Super Meat Boy!, Cave Story 3D, The Binding of Isaac, Hunger Games - Girl on Fire and Desktop Dungeons (with Grant "Effing" Kirkhope). He is currently working on the soundtracks for Crypt of the Necrodancer and Drifter. He http://dannybmusic.com/is probably a socialist.
Symbion Project is the brainchild of k*ss*n, also from the electronic bands Freezepop and Splashdown. Over the past 2 decades he has composed numerous styles of electronic music, has released 5 albums, and has helped to create groundbreaking music videogames like FreQuency, Amplitude, and Rock Band. Symbion Project is beyond excited to collaborate with Sentris to immerse you in a whole new kind of music interaction.
Rich Vreeland (also known as Disasterpeace) is an award winning freelance composer / sound designer based in Berkeley, CA, with a focus in producing and directing dynamic sound treatments for games. He grew up in New York clacking rhythms on his teeth and writing guitar licks, eventually graduating from Berklee College of Music with a Bachelor's of Music in Music Synthesis. Along the way he's interned with the MIT Game Lab, written original music for classic franchises like Bomberman, and developed a critically acclaimed generative music tool. He performs his music regularly at big events like PAX and Indiecade, and has been a speaker at events around the globe. Rich has worked on just about every contemporary platform, knows his way around middleware tools, and likes to get his hands dirty. Most recently, he wrote the music for the 2012 IGF Seamus McNally Grand Prize winner FEZ, which also took home numerous awards for best game and soundtrack of 2012.
"It's blowing my mind"- Chris Taylor, creator of Supreme Commander
"Pretty brilliant"- Jeff Green, former Editor-in-Chief of Computer Gaming World
"Sentris is accessible to and accepting of all skill levels"- Chloi Rad, IndieStatik.com
"[it] put me into a rainbow-hued trance" - Danielle Riendeau, Polygon.com
"...you're actually making some pretty interesting sounding music" - Patrick Klepek, GiantBomb.com
"The colors and unique sounds mesh together to create a musical experience that works for anyone, musician or not."- Rob LeFebvre, CultOfMac.com
At its core, Sentris is a game about musical creation. I was inspired to build this game because of the amazing experiences I had playing in a band. My vision is to build a beautiful puzzle game that enables everyone to make and share their own music. Everything in the game is rooted in this concept.
Here's a video that goes into depth with the current prototype.
An important aspect of my vision is to help people feel good about the time they spend playing games. I want to give everybody a tangible artifact as a result from their time with the game -- something to be proud of. So you'll be able to record, share, and listen to the songs you make, right inside the game.
My goal is to build a vibrant community of players who create, share, collaborate, and encourage each other. I want to enable everyone to be a musician, even if you've never played a musical instrument before.
I've built the Sentris prototype myself over the past six months, and it's required all of my savings to do so. Your support will enable me to build the best possible core version of Sentris over the next year.
$50,000 is the minimum budget for developing the core features of Sentris. The completed version of the game will include:
- Puzzle Mode - Solve colorful puzzles and make music at the same time.
- Freestyle Mode - An expanded musical creation experience, without puzzles and with more control over the instruments and progressions of each song.
- Local Multiplayer - Make music in Puzzle mode or Freestyle mode with your friends. Just like being in a band!
- Musical Instrument Library - A collection of different instruments, samples, and musical textures, compatible with any key signature.
- Song Sharing - Save and share your finished songs with anyone on the internet. Build your own fan base for your music. (Note: this sharing will not be in MP3 format)
- Platforms - Play Sentris on Mac, PC, Linux, and Ouya.
I believe that crowd funding is the best option to bring Sentris to the world. I want to be accountable to the people who want to play the game without compromising on my vision. I want to make an amazing game for people who want to play it.
Beyond the core version of Sentris, there are a number of larger-scope features I would like to include. If the campaign is able to raise enough funds to support these features, they will be included in the first version of Sentris.
- $60,000 - Support for castAR - castAR is an Augmented Reality & Virtual Reality experience. This stretch goal will fund the AR/VR version of Sentris.
- $77,000 - Sound Sample and Puzzle Editors - Create your own sample libraries to use as instruments in any song. Design your own puzzles and share them with your friends.
- $92,000 - Procedural Song Systems - Algorithms for completely dynamic puzzle-songs. Create something completely unique every time you play.
- $110,000 -Downloadable MP3s of your songs - After you've finished a song, download your creation as an MP3 file for sharing with your friends, family, and fan base. (Note: if this stretch goal is not reached, songs will still be shareable in a different format)
Add-Ons can be included with any donation. To receive an add-on, first click Manage Your Pledge.
On this page, change your pledge to include the price of all Add-ons you would like. You don't need to change your reward tier to include these Add-ons. When the campaign ends, you will be sent a survey to specify which Add-ons you ordered!
Available Add-ons are:
- An extra copy of Sentris for Mac, PC, Linux, or Ouya - $20 per copy
Kickstarter-exclusive T-shirt - $25 per shirt (size & style will be collected in the survey)
International backers under the $75 reward tier: please include an additional $15 per order for shipping outside the USA.
- Sentris DVD Insert, autographed by Samantha - $10 per insert (case not included)
As a designer-developer I have a background in rapid iteration, experimentation, and prototyping. I believe these are the best methods to explore variations of design, facilitate learning, and build the best possible game experience. I also believe in exposing the creative process and showing everyone what happens as the game evolves. If this campaign is successful, I'm committing to regular backer-only development update videos that talk very openly about the creative process of making the game. I'm going to be building a lot more prototypes and sharing them in these videos.
Everyone who backs at the $50 level will receive downloadable versions of these prototypes. These are going to be really cool and experimental, and they'll be unique from the finished game. Here are some examples of a in-progress prototype.
Sharing in-development and incomplete builds is something that doesn't usually happen in game development, and I think everybody will find the prototypes to be really interesting!
Additionally, I'd like to share the first images of visual concept designs by Daniel Moyer:
I brought the Sentris prototype to the Seattle Indies Expo this past summer, and received feedback from about 50 players. Everyone had a chance to provide feedback after playing. Here are some of the things they said:
"It's really cool to see and hear the effects that your actions take and how the song comes together." - Tom M.
"As someone who lives and breathes music video games, you seriously have something here." - Nathan U.
"Having very little exposure to music games, but quite a lot of puzzle games, I can definitely say this is a game that would inspire me to play more of it." - Marie S.
"As I picked up the concept and started to relax into the experience I was mesmerized by the flow." - Zaq W.
"Amazingly zenful game experience." - Justine M.
"Loved the mechanics." - Lucas C.
"The beat is infectious." - Scot S.
"I feel like this is a great base upon which to build a full game." - Brigham
"Looks phenomenal, sounds hypnotic." - Jacob W.
"Beautiful game, I dig the design." - Brandon C.
"I liked the sneaky difficulty of the game." - Maribeth W.
I'm participating in OUYA's #FreeTheGames Fund, created by OUYA to support developers making new and creative console games. OUYA will match your pledge dollar-for-dollar up to the goal amount (and a max of $250,000), so help Sentris get there and be a great game for everyone! To be eligible for this match, I commit that this game will be an OUYA exclusive for a period of time. To learn more about OUYA, go to www.OUYA.tv.
Ouya is now a platform option to receive the game when it's released, meaning anyone who has backed at a level that includes Sentris as a reward can choose to redeem it on Ouya.
I've been working really hard on Sentris for a long time, and I'm ready to build the complete game and share it with the world. I need your help, so please donate and help me finish the game and tell your friends about the campaign. You'll all be able to make music together when the game is done.
Risks and challenges
Sentris is an exploration into a new kind of music-based gameplay. Exploring a new idea always includes some inherent risk. In building the prototype, I've already mitigated the largest risks of the project. The provided prototype demonstrates my qualifications to make this new game a reality.
The remaining risks and challenges for Sentris are localized around differentiation between the final game and the current prototype. I'm committed to using a visual language of concentric circles, and I'm committed to making a game that enables everyone to be musically creative. Details of game mechanics, types of songs, additional platforms, and game features of the final game may vary from what's present in the prototype.
My plan for maximum risk mitigation includes developing multiple prototypes, and collecting player feedback. I want Sentris to be the best game it can be, and if that requires schedule extensions or seeking additional funding, I am prepared to explore those avenues. I want to be clear that if this campaign is successful, Sentris will be made into a full game, period.Learn about accountability on Kickstarter
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