Funding for this project was canceled by the project creator on June 6, 2014.
About this project
What reviewers are saying about this game:
Perseus 230 is an adrenalin-inducing rail shooter inspired by classics like Star Fox and Sin&Punishment, with stunning cel-shaded visuals.
The vision for this game emerged from our love of space games. We wanted to create something that, first and foremost, we would love playing ourselves. As big fans of RTS and other intense multiplayer games, we also knew a strong human factor was necessary.
Perseus 230 is designed to offer a fantastic single player experience as well as local multiplayer. A deep and high-intensity game designed from the ground up to be enjoyed with friends, which doesn't lean on split screen or anything else that may seem like an afterthought. Rail shooters provide the perfect framework to fulfill this vision, in addition to a low barrier of entry for players not familiar with the genre.
- Blast through enemy laden missions with responsive and fun combat that is easy to pick up and hard to let go. Customize each ship with hundreds of weapons and upgrades.
- Explore the Perseus sector where the main action is happening and unlock wormholes to other sectors. Solve each sector's unique story arc, reshaping the galaxy through your actions.
- Uncover each character's personal narrative and help them achieve their goals.
- Share the experience with local co-up up to 3 players. Extra players can jump in and out of the game at any point in the mission. More players means more rewards!
- Items - You'll come across a wide range of weapons and mods of various alien origins. Explore each weapon's unique mechanics and find the best item combos. Build your ships to fit your play style and that of your co-op buddies. Each ship starts with 5 attachment points on its body and wings. Oh, and you can swap the wings too.
- Barrel Roll - A classic mechanic, taken to a new level. Because of the deep itemization, the Barrel Roll becomes part of a much grander system where it can be boosted into deflecting shots, improved locomotion, different weapon synergies and even secret level locations that can only be accessed by a well timed Barrel Roll!
- Branching Rails - At the heart of all Rails Shooters is the automatic level navigation. We've added a twist by allowing the user to choose, through an act of skill (e.g. timed Barrel Roll) to go down special routes. We think this mechanic opens up a huge design space which we are eager to explore!
- Local Multiplayer - Experience innovative ways to interact with your allies as you work your way through each mission. Go head-to-head in the wormhole races. Design your ships for maximum co-op synergy or compete for the best rewards.
Part of a genetically engineered race, Mr. Red joined Task-Force 230 with the secret desire of finding a new home planet for his kind. Continue Reading.
Character Reveal #2: Shinji Daisuke
Daisuke is a veteran cyber-human who feels unjustly discharged from his position as a carrier pilot. He joined Task-Force 230 for an opportunity to prove his honor and bring justice to the sector. Continue Reading.
Character Reveal #3: Jenny Harriot
Jenny is one of the first Alter-humans, the result of a covert genetic experiment designed to create a generation of combat-ready citizens. She struggles with the feeling that her choices and emotions are nothing but a result of her design. Continue Reading.
Original Soundtrack - The Algorithm
We're thrilled to have award-winning musician THE ALGORITHM onboard to compose our tracks. French DJ/Producer Rémi Gallego infuses modern metal riffs and rhythms with electronic sub-genres such as IDM, chiptune and breakcore.
In an epic turn of events (for another story) The Otherworld Agency connected us only two days prior to closing the video and we clicked immediately. His fierce, high-energy compositions multiply the intense gameplay experience. The Algorithm and Perseus 230 are a perfect combo!
A juggernaut of deep space. The autonomous Space Worm is an extremely rare sighting and an encounter you'd be lucky to survive. They live only to eat, kill and destroy. Their gigantic proportion is matched only by their brutality. Little is known of their origin, but some data on their morphology suggests the ability to grow and reproduce. They thrive in low gravity environments and devour anything that fits down their throat.
Underpinning the Perseus sector is a network of undiscovered wormholes, each connecting to another sector. The Guardian Drone is a large, mindless sentinel which guards the passage to Omicron--and the secrets behind it--with undying persistence. Each time a Guardian is struck down a more powerful one takes its place, with new adaptations designed to meet the challenge. This calculated evolution contradicts the Guardian Drone's otherwise predictable behavior.
The game is in early alpha development with a playable demo featuring the core mechanics and a framework ready for warp speed. We know exactly what we need to build next and have prioritized all the features to maintain a strong foundation.
The visual style is also figured out at this point. Due to spending most of our concepting energy on the playable characters and vehicles, much work needs to be done on backgrounds and design for some of the alien races and worlds which populate the sector. This can be a good thing, as it provides the backers some room to truly contribute to our vision.
Vehicle and weapon designs are well advanced but there is still ample room for contributions. The next step there is to start rolling out the content!
We will spend the Alpha months ahead implementing the game features and designing all the content. For that period we've selected core elements to fully implement, to push each dimension of the gameplay. This approach will result in a solid game and end the Alpha. The Beta cycle will focus on any remaining content: characters, weapons, levels and boss fights.
We're targeting Win/Mac first and will expand to other platforms. Linux is at the top of that list.
Once the game is complete we'll work to push it even further by opening to modding and designing additional characters, sectors, sound tracks, enemies, levels, weapons, etc.
For backers only, we are rewarding your support with 3 exclusive skins. These can be added and removed from any of your ships and they also apply to all items you have equipped. Conquer the sector in style =)
This visual style was originally designed for how you see the game while your ship is cloaked. However, we realized that in co-op mode it wouldn't make sense. The idea has evolved into a DLC because some players have expressed interest in playing the entire game in this mode. Finally, we've decided to give it as a backer reward.
Please note that delivery dates, especially for design rewards, represent the earliest point at which our collaboration begins. For instance, designing a new playable character is a very long process which begins with a conversation about your ideas at the specified date.
Gabriel Santos (standardcombo)
Game developing aficionado. Perseus 230 is his 14th commercial project. Having worked in the U.S., Brazil and Finland, he learned a lot by immersing in different cultures with different ways of addressing the challenges of game-making and team work.
This country boy harkens from the hills and mountains of Missoula, Montana. He has been doing freelance art and design for over 10 years when he's not riding his horse to work. His art has been published here and there and has also worked on several indy game projects. This cowboy's main passion in life is game design and art.
2D Art + VFX
Mexican painter and heavy metal guitarist, really into the rockstar and hedonistic lifestyles. Has contributed to the development of several indie mobile games.
Audio Engineer and Sound Designer with a variety of experience working on AAA, Midcore, and Indie game titles. Frank grew up humming Mario and Sonic music as a little kid, and is just as passionate about great game audio and music now. In fact, he’s probably listening to a video game soundtrack right this moment!
Risks and challenges
I've been lead developer on several games in the last 10 years, all of which successfully shipped. Perseus 230 is not the most complex project I've handled so I am confident on delivering it. To mitigate any risks we've done a long pre-production and made several safe bets on technologies, platforms and game features.
That said, this is my first independent game and the first time managing a production budget. Those realities present unique challenges, but I know that we are up to them. We'll have to hire new devs, deploy marketing and who knows what else.
To overcome the unknown, I'm counting on my awesome dev team, insane googling sessions, and most importantly, you! We plan to continuously update the community on our progress, which includes any unforeseen events.
Our hearts and minds are in this game, and we'll tighten every last bolt until its beautiful. Hang with us, it should be a fun ride!
- GabrielLearn about accountability on Kickstarter
Windows and MacOS first. Then Linux followed by Steam Machines. We would like to expand to other platforms as well, with an eye on Wii U.
100% real-time rendered game assets. Every single scene in the video runs on the same game engine, with the same assets and VFX that we use in the real game and are rendered on our crappy computers. We make games not movies :) Editing is the only post-production task.
- (23 days)