About this project
Kickstarter-Exclusive Skins Added to Rewards
In order to spice our rewards up we decided to unveil a number of Kickstarter-Exclusive Guardian Skins. These skins will not be generally available for purchase within the game post-launch. You can only get them now, on this Kickstarter campaign.
Skins apply a visual change to every upgrade tier within a Guardian Unit, meaning, as you upgrade your Guardian, your unique skin will upgrade with it.
Have in mind that the higher the pledge, the more skins you get, meaning that the exclusive-skins pertaining to a lower reward tier is also included for all reward tiers above it.
Addition to Elite Pack (Pledge of $30 or more): Ronin of the North, a skin for the Tundra Raider unit tree.
Addition to Heroic Pack (Pledge of $50 or more): Forge Brute, a skin for the Flame Brute unit tree.
Addition to the Legendary Pack (Pledge of $75 or more): Wasteland Warrior, a skin for the Alpha Force unit tree.
Addition to the Bragger Pack (Pledge of $125 or more): The Toy Tinkerer, a skin for the Gear Head unit tree.
Addition to the Bragger Pack (Pledge of $125 or more): Empress of the Nile, a skin for the Raven Wing unit tree.
Addition to the Bragger Pack (Pledge of $125 or more): Desert Walker, a skin for the Roboronin unit tree. This is our Final Kickstarter-Exclusive Skin.
Knowledge is a beautiful thing, but we seem to always take it one step too far. An insatiable hunger, an ever craving beast, it never seems to be enough, so we push and push, until we believe ourselves to be gods; all encompassing, ever powerful, and undeniable.
We were wrong.
Now we face annihilation. We face chaos itself; a powerful and twisted horde of inhuman creatures that stepped out of the blackest depths of the universe. We know them as The Void, and it was us who set them free.
All that stands between us and total eradication is the power of The Oracle; a wise and mysterious entity that came to our aid in the eleventh hour, offering a new power; a way to fight back. We've put it to the test, and we've succeeded. Now we can call this a war!
Lets see just how well The Void measure up against the power of our Guardians.
We want to create a new kind of game experience for core gamers all over in the strategy game genre. Something fun, exciting, that you can have with you all the time. An interesting experience that makes players feel like their time is being invested in mastering skills like strategic thinking without the limitation of having to be on your desktop. And that's why we're targeting mobile devices first.
Moreover, we believe competitive gameplay makes players want to challenge themselves more. We believe fun games make players feel proud of what they do. And finally, we believe we have what it takes to bring this to you.
So what can your expect from Breach TD?:
- A new type of TD
- 3 vs. 3 Multiplayer
- Short Powerful Matches
- Intense Gameplay
- Epic Art Style
- Infinite Strategies
- Completely Free To Play
It's the kind of Tower Defense you want, but a little bit different; we don't really use towers.
Breach TD is a competitive, team-based multiplayer, cross-platform strategy game that fuses tower defense elements with the fast-paced nature of MOBA and RTS.
Two rival teams clash in a fight for survival against the Void, where players choose 4 out of an ever-expanding roster of powerful Guardians to take to the front lines in an action-packed 3v3 match-up. Commanding these mighty Guardians, and wielding Relics that offer a dynamic array of powers and abilities, players are free to create unique strategies to match their favorite playstyle, where Breach TD offers near endless replayability.
A match is divided into 2 mayor phases:
A. The Building Phase where you have a limited amount of time to both buy and strategically place your guardian units out in the field as well as potentially upgrade your economic structure, which allows you to send Rift Attacks to your opponent, distracting his units from their defense.
B. The Combat Phase where your guardians head into battle to defend your base and support them with the power of Relics.
What separates Breach TD from other regular Tower Defense games?
In contrast to standard tower defense games, which have static towers, we have moving Guardians.
Every guardian possesses unique abilities, strengths and weakness. Most Guardians have multiple upgrades, where they become more powerful and are able to withstand stronger waves.
Since players can only take 4 guardians into a match, it is up to them to come up with their ideal team composition and strategy. Will they use heavy tanks with powerful ranged nukers, a full on melee combo, maybe some support units, or will they take a more balanced approach and have a little bit of everything?
The combinations are vast.
Different guardians start up at different power levels, and can be upgraded to become stronger. The higher the power level, the more expensive it becomes.
It is important to understand that guardians of specific power levels are ideal through different stages of the game, where sometimes having multiple guardians of a lower power level, will work out better than shooting straight for the higher power level ones. This is where player strategy and decision-making come in.
In Breach TD, a guardian's true strength is shown when combined in a synergistic manner with other guardians.
Relics work as battle cards that hold fearsome powers that can be unleashed on command: summon war machines, cast blazing meteors, send healing drones, boost your guardians with the power of lightning, and much more.
Before going into a match, players choose 4 out of a boundless list of relics, where relics can be used for offense, defense, or support.
Essentially, relics are the game's rule breakers; they can be used anytime during the match, possessing huge game-changing potential.
With Breach TD, we're working to create 3 vs. 3 matches. Teams consist of 3 players each, and players have only one direct opponent to interact with from the opposing team.
The game state is reflected by a tug of war, which is always displayed in the top part of the screen.
Depending on how a team performs against enemy waves, the tug-of-war will adjust accordingly to reflect which team is winning or losing. Every time a team fails in their defense, the tug of war slides in their direction. If the marker touches your end of the battlefield, you lose. Harassing your opponent while sustaining your defensive capabilities is the main challenge in Breach TD.
Rift Attacks, in essence, are units you send through the rift to your direct opponent to make their waves harder to beat. By using Rift Attacks to distract his units, his defense fails, causing the tug-of-war to slide further in their direction, assuring their impending doom.
The Void monsters are being controlled by Chaos. Each wave will become progressively stronger than the previous one, where enemy types and enemy composition will start to vary as waves go by (i.e. 1st wave may have Melee DPS enemies, so the 2nd wave may have Ranged DPS and Tank enemies).
Every 5th wave there will be a mid-boss battle, and every 10th wave there will be a Boss battle until reaching Wave 20. When wave 21 hits, the tug of war goes out the window and we move to sudden death, where we activate an Endless Wave. The only way to survive this wave is by having a stronger guardian setup than the opposing team, and using every single relic in your power. The first team to get wiped out loses the game, and the other team will be declared victorious
- Over 50 epic initial characters
- Upgradeable Characters inside the game
- Different Skins for both guardians and their gear to put your own personal flair on your team.
- Our relics expand a player's capabilities, giving them more options as they plan out their strategy. They will have a multitude of offensive, defensive, and support abilities to adjust the tide of battle in their favor. Properly used, they can change the flow of a match decisively.
Engaging Economy System
- Matches run with Gold as a primary currency. Gold is used to summon and upgrade Guardians, as well as to increase Plasma production.
- Plasma is used to send rift attacks to your opponent's side.
- You can generate Gold by killing void monsters, assisting in an opponent wipe, and by the guardian units which survive the wave.
- Plasma is generated over time, it's speed determined by your Plasma production level.
- Make your opponent's wave more difficult by sending constant attacks through the rift.
- 3v3 online matchmaking. Matches are Team A vs Team B.
- Players need to play collectively because each player has one direct opponent. A player is not able to take down a whole team, but it is able to survive against one.
- Players will have to play collectively to be able to win the Tug of War before the Endless Wave is activated.
- Players will have their progress info displayed in their profiles visible to other players. Where they will be able to show off their Player level, Matches Win/Lose Ratio, Team strategy (Offensive, Team Player, Turtle, etc.), Guardians most used, and more.
- Leveling up will allow the players to unlock different features in the game, like Relics Slots in order to use more than one relic during a match.
- The catalog is the place where the player is able to see all his unlocked guardians, relics and other unlocked items.
- All the profile descriptions and ranking is also displayed in the profile
The game is currently in Alpha stage, and we will be moving into Beta by the end of May. To say the least, we are at a fairly advanced stage of the development. Very soon, it’ll become crucial to gather player feedback in all the senses. This doesn’t just mean from our testers, but from the entire community. Ask questions about the things we release, comment on our forum regarding things you guys would like to see in game, tell us what we might be missing or overlooking.
We should be honing out the final kinks throughout the month of June, where our aim is to release during the first week of July. By kinks we mean taking a can of cyber raid to them bugs, and of course, making everything look AMAZING!
If we can reach our $50,000 stretch goal, we can really get busy with implementing our Team Assist Screen Flip feature, which would add a truly dynamic element to the gameplay experience. Imagine, you’re playing the game, everything is going great for you, and all of the sudden a red exclamation pings the top part of your screen. Oh oh! You flick the screen with your finger in a downward motion and into your ally’s lane you go. His last remaining guardian is about to die. No matter, you got this. You open up your cards, tap on your Fire Storm relic and obliterate all remaining void monsters. Oh yeah, you just saved the match.
It would be even better if we could get to our $80,000 goal and bring our Screen Flip feature full circle by introducing an offensive component to the mix. Now you can go directly into your opponent’s lane and attack his guardians with a myriad of unique offensive relics.
These are by far the 2 most important stretch goals for us. Let’s face it, how awesome would it be to screen flip your way between offensive and defensive tactics to get the big W.
This is where the innovators come to meet, put their heads together and make pie-in-the-sky dreams happen.Things that just might work, and might is good enough, because we are willing to take chances!
Us crazy ones lean on each other. Breach TD needs a great community and a little bit of crazy in order to really thrive.
The Kickstarter goal is mainly there to buy ourselves a little bit more time to work on balancing, polishing the final aspects of the game before releasing it to the world. In reality, what we really want to do is to be able to be in a position where we can grow our team beyond our current 11 man operation and go after the grand vision, which goes way beyond the original scope of the game. This is where our stretch goals come in.
From this campaign, we're aiming to help afford not only the team's time and dedication, but also things that we really never had the time to focus on such as mayor features, creating original music and unique sound effects for the game. We're also aiming to get the most help we can from backers to improve the different aspects of our game by testing and acting upon player feedback!
Initially, we want to release for iOS and Android devices. Since we are using Unity as our engine, this allows us to export and offer the game in different platforms, were we aim to create a true cross-platform experience.
We have put much effort, time, sweat and tears into this project. Keeping our backers updated with all the events that happen with the game is our priority, and delivering Breach TD is our promise!
On $50,000 Goal: Team Assist Screen Flip (Defensive)
The Team Assist feature allows players to go into their ally's lane (essentially their screen) and directly support them with their relics during the combat phase of a match.
Breach TD was designed to be a competitive and dynamic strategy game that enable players to quickly and conveniently support each other during difficult moments of a match.
On $80,000 Goal: Direct Attack Screen Flip (Offensive)
The Direct Attack feature allows a player to go directly into their opponent's lane (essentially their screen) and personally influence their combat phase through the use of offensive relics.
When it comes to the competitiveness of a Breach TD match, nothing brings us closer to this than the ability to reap havoc on an enemy's lane by going in there yourself and blasting their guardians with some relic powers.
On $100,000 Goal: Custom Soundtrack and Sound Work
One of the things that we would love to have for you guys is a custom soundtrack created specifically for the game. This however is not an ability that we as a development team posses and would require us to get outside help.
On $120,000 Goal: Rift Attacks 2.0
Players would be able to research and upgrade their Rift Attack options into a specific style to better compliment their Relic assault or better disable an opponent's defense. For example, if you notice that your opponent uses an array of tank units to protect the support units bolstering them, then maybe research Assassin units that can shadow walk to teleport past the tanks and into the soft support units.
This would enhance the numbers of strategies a player can use to win the game, providing players an unique experience when playing against each other.
On $143,000 Goal: Unlock Voice Chat
We want to provide players with the experience of planning different strategies as a team and the simplest way we can think of is by providing Voice Chat. We believe it's crucial for the players to communicate constantly in a game where a move can change the entire course of the match.This would be particularly awesome when partying-up with friends or clan members. Of course, we would also offer the option of disabling the feature to avoid grief and run-ins with potential trolls.
On $165,000 Goal: Bastion Upgrade System
As of now, the bastion is pretty much a gate which you have to defend so the Void don't get through. We want to turn it into an in-match upgradable battle system that always has your back. We would add multiple upgradable slots which you can equip with a multitude of weapons and technologies that serve towards making your defense even stronger.
Players would be able to increase things like bastion HP and Armor, and mount weaponry such as long range blast cannons and pulse generators that can shock void units and stun them.
The coolest thing about this feature is that it really brings the gameplay potential to a new level, by opening the door for turtle strategies. At this point, players would be able to really define if they are going for an early, mid, or end game win.
On $215,000 Goal: Ranked-Dueling Mode
Sometimes, beating people in a normal match is not enough. Sometimes, we just need to know that we are bonafide badasses, and that we are simply the best. And we need to see that in a Leaderboard somewhere that says "This guy right here. No one can beat him".
With the Ranked-Dueling Mode, we want to do just that. We want to bring in a competitive ladder system for 1v1 matches.
On $255,000 Goal: Unlock Hardcore Mode
Generally, when a unit is lost in a wave, they respawn in the next build phase. This makes the game a sort of agreggate, step by step process where every build phase you reinforce what you had the previous build phase. Even if you slip on a single wave, you get the chance to reinforce your setup next phase.
Hardcore mode is not for the fainthearted, where contrary to a regular 3v3 match, once a guardian dies, that is it! Done! Adios! Sayonara! And just so we are clear, I'm saying they die for good.
A game mode such as hardcore requires a tad more balancing, where certain things which we take away from the regular match design will require tweaking. Even if its hardcore mode, it doesn't mean it should be freaking impossible to play. But alas, this mode is meant to challenge veteran player and offer a fresh experience for all.
On $300,000 Goal: Role Specialization System
This is the apex of Breach TD gameplay, where now players are able to delve into specialized roles. Players will be able to prestige into 3 different categories: Offensive, Defensive, or Support.
In a nutshell, Offensive specialization offers players the ability to focus on strategies relying heavily on sending rift attacks and using offensive relics. But different to what we already know, this specialization allows a player the unique ability of being able to directly attack enemies that are not your direct opponents, meaning the guys that are directly matched up against your ally's.
Defensive specialization offers players the ability to focus on strategies relying heavily on guardians, bastion upgrades, and defensive relics. As a unique ability, this specialization allows players to deploy guardians into their allies lanes at a reduced cost during the combat preparation phase of a match.
Support specialization offers players the ability to focus on strategies relying heavily on support relics. Although it seems this specialization is really "special", it allows players to use defensive and support relics more often, as well as have an additional 5th Relic slot. Think of it as a massive cooldown reduction of support abilities. As a unique ability, this specialization allows players to go into any of the opponent's lanes and use support relics to help out the enemy void wave.
Little needs to be said of how this impacts team play, coordination, and strategy. Of course, it goes without saying, no specialization is perfect, and all have inherent weaknesses.
On $390,000 Goal: Clan System
Join together with others in the fight against the void, and compete against others in Clan leader boards in month long competitive seasons to receive unique prizes and clan wide riches.
This particular goal is the first step towards our grand vision, where Clans begin to make up the foundation of all future features.
As part of a clan, players will have access to clan missions, where if successfully completed, they receive rewards. It might be game currency, a rare accessory, a weapon skin, or even a relic.
On $495,000 Goal: Head-to-Head Game Mode
An entirely different game mode where your guardians face off directly against your opponents guardians. No Void monsters, just mano-a-mano.
On $560,000 Goal: Unlock Tournament Mode
As fans of eSports ourselves, we want our community to be able to enjoy a competitive scene. But this won't just be for the best of the best. Tournament mode also enables the player community to set up and organize their own tournaments.
Risks and challenges
Our development team is relatively small, consisting of 11 developers: 4 3D Artists, 1 Concept Artist, 1 UI Artist, 1 Animator, 1 Designer and 3 Programmers.
Our blood and sweat is being engraved in every fiber of Breach TD, and we are working very hard everyday to get this done, and we will. That said, every project has its issues. Making games in not always as straight forward as one might want it to be, many things change on a weekly or even daily basis, where learning to be a ninja-cat is a must; quick on your feet and extremely agile in everything you do.
One of our major challenges is making sure that we get all the core features in there so we deliver an awesome game, but at the same time, we need to leave enough room so we can go ahead and add all the other awesome things that might get cut in the mean time. Its not easy chopping a baby up... that came out wrong. Its not easy telling a child you love the other child more, so you have to send them away... Ok, when you buy ice cream, you need to pick between flavors right? So we had to go to Ben and Jerry's and only pick one. This is the correct metaphor. Feature creeping is a bad habit. Don't.
Many lessons learned, a bit more to go, we really just want to make this game for you guys. Games made for gamers by gamers. Stick with us!Learn about accountability on Kickstarter
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