Wubmarine - PC and Playstation Vita
Wubmarine - PC and Playstation Vita
An intergalactic producer must recover EDM tracks, lost in space, destined for Earth's DJs in this rhythm based shooter.
An intergalactic producer must recover EDM tracks, lost in space, destined for Earth's DJs in this rhythm based shooter. Read more
About this project
What Is Wubmarine?
Wubmarine is about an intergalactic record producer who is on his way to deliver the latest EDM tracks to Earth's DJs. After passing through the asteroid belt your ship, the Wubmarine, is struck by an asteroid scattering the tracks throughout the solar system. It is up to you to track down the songs and collect them to complete your delivery mission. The search will take you from the icy oceans of Europa, to the fiery sulfuric volcanoes of Io. From ancient ruins on Mars, to a secret Moon base and much more.
What is the Gameplay Like?
Using the computer in your ship you can locate the lost tracks. You then select a song and dive in to retrieve it. Each song is a different level. Each level has a distinct look and feel to match the song's rhythm and mood.
As you pilot your way through the planets you will see glowing glass balls of light. These are the protective containers that hold the notes of the song. The notes are programmed to align themselves so you will notice that the notes appear in 3 lanes and line up with the beat of the song. To recover the notes simply position your ship in the lane and collect it with the front of your ship. The container is shattered and the notes are released and collected back into the Wubmarine.
But be careful! Not all notes can be collected. Some of the notes were unable to survive the crash. These notes have been corrupted and glow red. Collecting these corrupted notes will ruin the song. Avoid collecting these notes. You do have another option for corrupted notes though. Your Wubmarine is equipped with a Bass Cannon that can fix the corrupted notes. However, shoot with caution, because you can destroy the regular notes if they are hit with a laser. These converted notes also charge up your power ups. Every 5 conversions will get you a power up.
Shield - Protects from one corrupted note
Bass Drop - Automatically Shatters all notes on screen and converts all corrupted notes
Magnet - Draws all nearby notes to the ship
Time Warp - Slows down the song and notes allowing you to collect notes faster
Freeze Attack - Available in multiplayer, blocks opponents screens by freezing their windows.
Wubmarine will feature split screen local multiplayer (on PC/Console) for up to 4 players. Challenge your friends to see who is the ultimate Wubmarine pilot!
Wubmarine will feature an all EDM style soundtrack. Most of the music will be performed by our in-house musician. However we will be working with local DJs and adding tracks as development continues. Some of our stretch goals will include level/song packs (available as FREE DLC or unlocked in normal gameplay).
The music also effects the environment around the ship. We have created an elaborate music analyzer to make lights, particles, 3D models, and more all react to the songs.
You can get a sneak peak at some of the songs currently in the game on our SoundCloud page:
Wubmarine will be released on PC first. The game will be on Steam Greenlight and we will also be exploring other release platforms for PC, Mac and Linux as well.
If this Kickstarter is successful, we will be able to purchase a dev kit and bring Wubmarine to the Playstation Vita. We love this powerful little handheld and would love to see our game running on it!
We also have stretch goals for other major platforms. We are currently licensed with Sony and Nintendo (Microsoft pending), we just need money to purchase dev kits.
We are Semag Studio. We are a small team of indie developers based in New Jersey near Philadelphia. There are currently 6 members on the team. The studio itself has only been around for about a year, but each member carries with them prior experience working on small PC titles as well as titles for the Nintendo DS. In that year though, Semag Studio put out two mobile releases, Gigahurts, and You're Fired!
We have presented our games at shows and cons such as Too Many Games (PA), South Jersey Geekfest (NJ), and Philly Tech Week (PA). At these shows we have had hundreds of people play and love Wubmarine.
Rewards for Backers
All backers will be rewarded for their generosity and any help is greatly appreciated! If you're interested in backing Wubmarine please check out the Backer Reward Chart below. If our campaign is successful we will announce Stretch Goals and other great Wubmarine content! And remember, with any pledge you will gain access to regular updates on development progress.
Funding this game won't make us rich. Every penny raised is going straight into development. Most funds will go towards purchasing a Vita dev kit. The rest will be for marketing, acquiring more music licenses from musicians and various software licenses.
We want to finish Wubmarine as soon as possible and get it to as many people as possible. That is something that we can only do with your help. We have already put in a lot of our own money, but we simply can't afford much more.
Our current limited budget does not allow us to have any kind of marketing. No marketing means very few people will get to enjoy the game.
It also does not allow us to pay license fees for additional music. A music game is only as good as its soundtrack. And while we have great faith in our in-house musician, a soundtrack with only one artist is going to feel lacking.
The thousands of dollars required for console and handheld dev kits is completely out of the question without your help.
We are well on our way to making a good game. But with your support we can make this a great game!
Risks and challenges
We love this game. We want to finish it no matter what. But we are still a small studio and have day jobs. That said without significant funding being raised to allow more time off work, development times could be longer than expected.
On the positive side we are already registered developers with Sony and Nintendo (Microsoft pending), so as soon as we have the funding for dev kits we can start porting to consoles. So you will not have to wait long for us to port the game.
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