Dahlia is a procedural, 3rd person, action role-playing game about journey, decision making and self-awareness. Read more
Funding for this project was canceled by the project creator on May 3, 2014.
About this project
We are on Greenlight
Dahlia is an open ended, open world, action adventure RPG. Explore an endless procedural world filled with mystery and treasure, testing your dexterity and speed as you climb and platform your way through dungeons and temple ruins, using your wit and intellect to solve puzzles and avoid traps, and showing your skill and lethality with the weapon and playstyle of your choice. Whether it be stealth, speed, strength, or magic, the initial choice is yours, and it is one of many. There are multiple ways to reach your goals and complete your quests. Being able to craft and customize your equipment and weaponry will be key for defeating each different enemy and solving unique puzzles.
Our goal with Dahlia is to immerse the player in a world that offers a fresh experience among generic game types and paradigms. Providing a unique experience between each different player with its ability to generate new content every time you start on a new adventure. With asynchronous multiplayer you will find yourself encountering other players with caution and curiosity, will you befriend them to help tackle a difficult dungeon, or will you kill them for their loot? Each path offers its risks and reward and will be the deciding factor in your character’s fate.
As with all proper RPGs, customization is a must, with 4 starting classes to choose from, the usual cosmetics (hair, eyes, mouth), the ability to craft your weapons piece by piece, from hilt to blade, the option to dye your different armor and clothing, and the ability to mix and match individual left and right gear pieces, we think you will be quite satisfied with your ability to customise.
With asynchronous multiplayer, you will find yourself encountering other players throughout your own adventure. You will have to approach them with caution and curiosity; will you befriend them to help tackle a difficult dungeon, or will you kill them for their loot? Each path offers its own immediate risks and rewards and will also be the deciding factor in your character’s fate. Since we are aware that some players prefer the single player or solo experience, there will also be an option to play offline.
Coming across a new dungeon, enemy type, or secret area for the first time is always a great feeling, and we want to make sure that the explorative players are rewarded as such. With a constantly evolving desert landscape being generated every time you leave, your seemingly unquenchable thirst for new, and unique, experiences just might be satisfied. With increased rarity of enemy types, and loot the farther you quest from the Oasis, you need to look no further then just over the dune in front of you to find your next adventure.
There is nothing like falling to your death for the fifth time on the jump you know you executed perfectly. As we want platforming both within dungeons and outer areas to be a foundational mechanic in the game you can be sure that our first priority will be making sure the controls are responsive and natural.
Since the dungeons will be generated you can expect to find dungeon wide procedural puzzles to solve. Since we are sure we all know what its like to finally solve a puzzle in the most arbitrary and ridiculous way, usually ending with a face palm, that is exactly what we want to avoid. Since there is a fine line between between a practical and thoughtful puzzle, and key fetching, and complex satisfying puzzles, and mind numbing process of elimination, rest assured this is something we will be keeping a close eye on, making sure that the puzzles generated have just the right amount of brain cramping power.
Last but not least, combat. Nothing can ruin a gaming experience faster than an old, overused, and by the book combat system. We are working ground up to create a unique and bad ass experience that will be sure to satisfy all your blood thirsty needs. A multidirectional, gesture based combat system using your thumbstick or mouse to parry, slash, or bash your way through your opponent. With four main playable classes, each with their own base weapon type and multiple play styles, you will always have a unique PvP or PvE experience.
In Dahlia you play a once human who has fought and killed an ancient demon, a Djinn, taking its gift of immortality. As the centuries fly by, you find that immortality has ruined your once cherished existence. You have returned to the sacred desert in which you were granted such power, but this time to break your immortal shackles. The quest will be ruthless, time has not befriended your mind. With each death, as temporal as it may be, the magical desert shifts and changes, causing the loss of progress on your adventure, and perhaps even the loss of your mind. If successful in your trials, you will be given the choice to surrender your immortality, or submit to it, abandoning your free will.
Down to Business
Again, please be sure to follow us on all social media services. We thank you for your support and potential backing!
Risks and challenges
As experienced developers, we realise that the process of developing and releasing a game is quite a lengthy, and difficult, one. We plan to keep our entire development process open to our backers. Both of us will consistently livestream our development and interact with our community. If we come across any complications, our backers will all be notified and a proper course-of-action will be taken.Learn about accountability on Kickstarter
We are certainly interested in supporting as many platforms as possible. If funded, we plan on supporting every system except for the Microsoft exclusive Xbox 360 and the Xbox One.
- (30 days)