Exodus: Rising (Canceled)
Exodus: Rising is a third person single player or co-op action RPG set in a brand new hand crafted fantasy world developed by Studio 14
Exodus: Rising (Canceled)
Exodus: Rising is a third person single player or co-op action RPG set in a brand new hand crafted fantasy world developed by Studio 14
We have taken the unfortunate decision to cancel our Kickstarter funding ambitions. Update 7 provides greater detail on our decision to cancel the Kickstarter and if you’re interested in reading more please check it out. We want to thank everyone that’s joined in with us, streamed about us and offered suggestions and help on Discord and social media throughout this process.
Update 7 provides greater detail on our decision to cancel the Kickstarter if you’re interested in reading more.
For our pledgers; Kickstarter has not and will not charge your card and so no money will be taken from you.
Our development, updates and new demos will now be moving to Social Media and our Discord server, we hope to see you there!
Twitch: @studio14ent S
We want to keep not only this Kickstarter, but the way we do business as simple as possible; 'Make the games we wish existed'.
We've put our heart, souls and wallets into crafting Exodus: Rising into the pre-alpha version you see today, and we hope that you as fellow gamers will share our vision for the future of Exodus and the future of Studio 14 Entertainment.
And so with keeping things like our rewards simple, we'll keep our project overview simple too.
Exodus: Rising is a single player and co-operative third-person action RPG, set in a brand new hand-crafted fantasy world developed by Studio 14 Entertainment.
The vision for Exodus: Rising is to introduce people to the lost city of VahRin. A City that holds a dark hidden past. A past that has the ability to shape the world as the races of Byrne know it.
Exodus: Rising is targeted to release on PC, PlayStation 4 and Xbox One and is currently planned for release in 2019.
We use the term 'class' or 'build' loosely when we talk about Exodus. Our vision at its very core is to provide players as much freedom in how they engage with the world as possible. For this reason, our slogan for Exodus, is I'm a... with the intention being that players can complete that sentence however they see themselves in fantasy role-playing settings.
Currently, we have a core set of 24 skills, each functioning completely differently.These skills range from traditional fireballs to volatile alchemical mixtures and devastating weapon attacks. There is no restriction to which skills you use, you can mix and match as you see fit to tailor your play style or 'class' to be as unique as you are.
The next level of customisation comes from your equipment. Like flaming swords? Craft that property into your favourite weapon. Want to be in the thick of combat cutting down your foes whilst your friend throws fireballs from a safe distance? Equip heavier armour and maybe even a shield. Be careful though, heavier equipment doesn't just make you sturdier. it also affects your fatigue rating. You won't be dodging or throwing fireballs for long if you weigh yourself down too much.
Equipment in Exodus is all about putting control into the player's hands. Do you want to role-play as a Mercenary, clad in leather armour and nothing but a bow and sword to rely on? Well, that's okay. There aren't increasing levels and stats in Exodus: Rising. The challenge comes from your skill and your own 'build' . Every single piece of equipment in Exodus is just as versatile after 10 hours of gameplay as it is at the beginning.
Our vision for Exodus is to have the first two titles in the series, tell the story of the races of Byrne; one of the many continents found on the world of Leyda. Exodus: Rising tells the standalone story of the abandoned City of VahRin where you will uncover it's dark hidden past.
This sets in motion, the events that ultimately allow our races to discover new continents, new peoples and new lore as they uncover the world. This gives us the freedom to develop more completely unique standalone titles in the future without the need for you to have played all that came before, and allow us to continuously breathe creativeness into keeping Exodus fresh and engaging.
Exodus’ unique story and world, holds host to a plethora of enemies you will encounter within the walls of VahRin and beyond.
One of the main threats you will encounter during Exodus: Rising. Aethspawn are formed in many ways, but usually from the Nightmares of those that cling to life upon death.
The Shambler is a grotesque imitation of the Aerishian form. Their weak limbs and twisted appendages may give the impression of a being teetering on the edge of life, but their resilience and hunger for Aether make them a relentless force. Their long protruding tongue can be shot out to unnatural lengths, making them a deadly ranged opponent. In close range their attacks are easy enough to avoid but can afflict great damage to those caught by their wild swings and swipes. Their lumbering and tortured movements make single Shamblers easy to out-maneuver, but larger groups require much more tactical awareness if one hopes to remain unharmed.
A fast and savage creature, The Mutt poses a great threat to those that cross its path. Due to their similarities in size and shape, these snarling beasts resemble a ghoulish silhouette of the Aerishian war hound. Capable of outrunning even the fastest sprinters, the Mutt is a deadly hunter. While hunting, The Mutt will stalk round its prey, waiting for the perfect opportunity to wear down its target with quick and precise attacks. Despite their ferocity, a single Mutt cannot survive for long against the attacks of a solider. However their unpredictable attacks and speed make them extremely effective in packs. Those unfortunate enough to face a group of Mutts should lessen their numbers quickly, lest they become overwhelmed.
A strange mess of limbs, jutting bones and insect like features, The Lurcher is truly a nightmare come to life. Its hulking body would tower above even the tallest Khraiax if the weight of its own limbs didn’t force it to hunch down. Its powerful body and tough exterior allow the Lurcher to sustain a lot of damage in battle, it can shrug off powerful strikes that could easily topple any other foe. The Lurcher attacks using its huge right arm to swing in large arcs, these powerful swings can overpower any attempt at defense so staying mobile is key to avoiding peril. Their size may cause them to move slowly, but their strong legs grant the ability to leap great distances. Always keep track of a Lurcher in the heat of battle, you don’t want to be caught by surprise when they jump into the fray.
As well as the Aethspawn threat, VahRin and the lands beyond it's walls are teeming with Beasts. Whether it's vicious rodents, cavern dwelling Insects or towering behemoths, you can be sure we're lovingly crafting our world to truly make it feel alive.
A notorious pest found all over Byrne, the Krat is a small but vicious beast with an appetite for just about anything. Due to their poor vision Krat tend to inhabit dark places, such as caves, forests and even peoples basements. Krat are scavengers, during their waking hours they will spend all their time in packs, searching for any kind of food. Their most common meals are scraps from another beast’s prey and crops from the farmlands. Due to their tendency to make their home close to farms for easy access to food, Krat are particularly hated amongst the Aerishian population of Byrne. Krat are notoriously territorial and will often attack anything that disturbs them. Their swift scratches and bites can gravely injure a clumsy farmhand, but they pose little threat to the more seasoned exterminator.
The digestive system of the Male Klauribax struggles to break down meats and plants. It is for this reason that they rely so much on the Female Klauribax to digest and regurgitate their food, In exchange the males offer their labour and protection.
Male Klauribax have incredibly powerful claws and fangs, which allow them to break down and devour rocks. Coupled with their poor digestive system that allows solids to quickly pass through their body, Male Klauribax are perfectly adept at burrowing through the ground and creating tunnels.
Any number of Klauribax males can live within a single Females unit. Generally the males work in conjunction to protect and provide for their females. However when the female is ready to mate the Males will fight brutally for the privilege, usually to the death. Due to the males smaller size they are much faster than their female counterparts, and can make much quicker use of the powerful claws. Although their armor is thinner, it has far fewer weak spots providing a much more consistent defense, making them the perfect shield for their females.
We have many more Aethspawn and Beasts to encounter in-game that we can't really provide deeper information on without ruining the story of the Rising for you, so we'll stay with these for now.
And of course, no fantasy world would be complete without unique races steeped in rich history to bring it to life.
Aerishians are the humanoid race that inhabit the land of Byrne. They primarily reside in the southern city of Aerish which shares similar culture and architecture to that of medieval Europe. Aerishians adhere to a societal class system which categorizes each citizen into a certain tier. This ranges from the commoner villeins and serfs to the soldiers, merchants and magus of the middle class along with the lords and royals sitting on top. These classes influence all aspects of an Aerishians lifestyle, impacting the materials they’re allowed to use and the land they may live on in order to maintain structure and control over resources and coin.
In their early history, Aerishians led a more nomadic lifestyle, separated into clans which fought often among each other. The discovery of magic led to more serious conflict, with some fearing it and others embracing it. Andagis, the most powerful elemental weaver rose to power and slaughtered the masses. Ghlad of the Symme clan opposed the Witch Lord and suffered great casualties. Just as the last spark of hope for victory was fading, Ghald managed to tame the untameable Mundagar – a fearsome beast; a true depiction of strength and might. The remaining survivors, having witnessed this miracle fought with renewed vigor and as the two forces skirmished throughout the Barathrum forest, Ghald’s people happen across the Crater of Vah-Tez – home to the Gron whom they befriend. With the ferocity of the Mundagar boosting morale and the Gron’s skill in earth magic, victory was taken from the witch lord who was pierced by a single arrow from Ghald’s bow. Thus, began a new age in Aerishian history, the end of the clans and the start of a new society in Aerish, united under the Symme royal banner.
The Gron are simpler beings in comparison to the Aerishians and Krhaiax, both in mind and the way they live. Rather than industrializing materials for clothing or homebuilding they simply take what is needed from their surroundings, like taking the bark of a tree for shin-guards, ripping the pelt off an animal for warmth or weaving earth to build a simple shelter.
Gron are born from the land itself. The terrain that births them influences their bodies. Those born within the forests of Leyda’s depths will carry influences of moss, rock and bark those birthed from a volcano will carry fiery veins and volcanic rock emerging from their body.
The Gron of Byrne wander the land with no real purpose or sense of communion. They’re looked down upon by the other races for the simple-minded approach to life. It should be warned however that Gron are unrivalled in their natural affinity to naturally weave spells from the element of earth. Something coveted by the Aerishians of Byrne.
For centuries the Khraiax lived beneath the surface of Byrne, their existence unknown to the inhabitants of its lands. Spanning vast networks of caves and tunnels across the length of Byrne, Khraiax society has thrived due to its traditions of strength and service to the community.
From a young age Khraiax are asked to prove their worth in combat, every child must carry out the trials, a series of brutal tests in combat that are used to determine a Khraiax’s place in society. All are given a role in the community and a mate of equal stature, the weaker Khraiax are put to work as farmers or craftsmen. Those who prove themselves strongest are given the most revered title, Hunter.
The elite of Khraiax society, the hunters are charged with seeking and securing new locations for colony expansion. The life of a hunter is not easy, many mysterious creatures lurk the depths of subterranean Byrne and more often than not, hunters do not return from their expeditions. Those that do return ascend even further in society. Using the carcasses of slain beasts, a Hunter is allowed to expand their home chamber. The Khraiax with the largest chamber is titled Konin, the leader of the colony and commander of all its people.
Why not just wait for release we hear you say? Well as we've said we need your help to make Exodus: Rising bigger and better than we can do on our own. And so we wan't to thank you for helping us make that happen.
Anyone that backs us on Kickstarter will receive the 'Kickstarter' in-game weapon
As well as the Kickstarter weapon we will be designing a unique dungeon, and unique set of armour to discover within it, directly with our backers, in our Discord community!
Our vision for Exodus is to ultimately deliver an expansive world full of unique citizens, factions, caves, hideouts, conflicts and personal stories that can be interacted with however you see fit.
At the heart of this, we always aim to provide players as much freedom as possible, in how they engage with our world. We don't want pages of statistics, we want you throwing yourself into combat. We don't want reams of text and dialogue, we want you responding to events as you see fit and actively participating in the world. We don't want you unlocking new spells just by killing the same enemy 1000 times to gain Exp. We want you exploring the world, engaging with different factions and making choices that may or may not affect how you are perceived by the citizens of the world.
Our ambitions for the Exodus experience are ultimately tied to what we can realistically achieve and so to try and keep this as simple and to the point as possible we've attached stretch goals to our targets so that you can clearly see where we are and how you as backers can fit in to our journey right now.
Thank you for reading this far, and for your interest in Exodus: Rising - The Studio 14 Entertainment team.
Risks and challenges
Our vision for the Exodus series is obviously a grand one. To eventually rival the likes of the Elder Scrolls or Witcher series in terms of scale, but with our own level of finesse, whilst providing co-op with a team of only 9 right now, we are under no illusion that we have a long road ahead of us.
We believe in that vision with everything we have and that's why Exodus: Rising is already being self-funded from our own pockets. For this reason, backers can be assured we will be delivering Exodus: Rising into their hands and introduce people to the world of Leyda as soon as it's ready.
Kickstarter allows us to first and foremost start to get people involved with our development. We want to know what you're looking for, in what we hope will be the next big RPG series, so that together we can refine our ideas and craft something epic.
Secondly, If we can win your trust and you believe in our vision now so that we reach our stretch targets we have the opportunity to bring more of our future ambitions for the series to life sooner, expand the team and even refill those coffee drips.Learn about accountability on Kickstarter
- (30 days)