You are the sole survivor of an interstellar shipwreck and must use your wits to survive long enough to escape the planet.
You are the sole survivor of an interstellar shipwreck and must use your wits to survive long enough to escape the planet. Read more
About this project
The purpose of this Kickstarter campaign is to secure enough funding to bring on a full time programmer to work with me in creating the first iteration of Andromeda Wild which will release on Steam through Early Access in August, 2016.
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Justadventure.com has written an Article about Andromeda Wild that you can read here: http://justadventure.com/index.php?option=com_content&view=article&id=3154
Indie Game Mag has written and Article about Andromeda Wild that you can read here: http://indiegamemag.com/andromeda-wild-launches-on-kickstarter/
is an incredibly unique Extrasolar Action Survival Game that presents you with true survival challenges. There are no cupboards stocked with food in this game. You're on an alien planet completely uninhabited by man and you need to teach yourself how to live off the land. It has more in common with Farcry 3 than it does with DayZ.
Built with Unreal Engine 4, and developed by Peter Ryan, creator of the popular Half-Life total conversion 'Morbid Inclination' and former Lead Environment Artist on Consortium by Interdimensional Games Inc., you are the sole survivor of an interstellar shipwreck, crash landed on a harsh alien world somewhere in the middle of the Andromeda Galaxy. You must use your wits to survive long enough to contact a nearby space colony and escape the planet.
Andromeda Wild is a "true" survival game. You have to learn to live off the land. You have to hunt for food. You have to gather various fruits and nuts, berries and mushrooms. You have to build shelter. There’s going to be a wide array of resources that you can utilize to help you stay alive. You’re trapped on an alien planet that has never before been seen by man. There’s no architecture, there aren’t any buildings of any kind. The only evidence of man are the escape pods that are randomly scattered around the environment that were used by other passengers of your Jumpship before it crashed. There are no sentient lifeforms. All of the aliens in this world are wild animals, most of which are as likely to try to eat you as you are them.
- Single Player - Randomized open world survival gameplay across multiple regions and several planets.
- True Survival - You need to learn to live off the land. Craft weapons, hunt and gather food, build shelter.
- Asymmetrical 2 player Co-op - Your friend controls your dog!
- Constant day and night cycle - You can't fast forward time. Night time is really and truly dark! You have to survive the night.
- Statistics Screen - Your every action is tracked through the Statistics screen and presented to you upon death. Learn from your mistakes without being told how to play the game or what exactly went wrong.
- Context Sensitive Voice Over - Your hero understands the world around them and comments on things they see and things you do. Story is also told through Voice Over.
Andromeda Wild will utilize a new Early Access payment structure with iterative releases. The first iteration of Andromeda Wild will release at the lowest price point and each successive release that adds new content will increase the price of the game. All future releases are free to existing customers so fans who buy early, get the entire game at a fraction of the cost!
Kickstarter backers also get exclusive content and even earlier access to each iteration!
Watch "Meet The Developers" to get to know the team behind Andromeda Wild.
In simple terms, what type of game is Andromeda Wild going to be?
At its core, Andromeda Wild is going to be a Single Player Survival Game with a focus on gameplay over simulation. What does that mean? Well, simply put, it means we'll always choose to make the game fun rather than trying to make it realistic. For example, we're not going to make the player run out of stamina after sprinting for 15 seconds and you'll be able to take quite a bit of damage during combat before you'll die. There will be gameplay systems that emulate real life such as requiring you to heal any injuries or needing to eat food, but the focus will always be on what makes the game fun. I would liken Andromeda Wild to Far Cry 3 over Day Z.
What do you mean by iterative releases?
Think of the game's distribution strategy as being a blend of Early Access and traditional DLC. Essentially we're breaking the game into smaller more manageable pieces so its easier for us to design and there's less wait for fans before they actually get to play the game.
The first iteration will be fairly small; one planet divided into 4 regions with somewhere between 3 - 6 creatures and the core gameplay functioning. IE the ability to explore, hunt and gather food, craft basic weapons and tools and escape the planet. Each new iteration will be like DLC; expanding on the game by introducing new content and gameplay systems, fixing known issues etcetera.
Unlike the traditional Early Access model that charges you full price or even more for an unfinished product, the price of Andromeda Wild will start low and increase with each successive iteration. Essentially this means if you wait until the 4th release for example, the game will be more expensive to reflect the additional content. Since all future iterations are FREE once you've purchased the game, players who purchase early will get the game at a huge discount!
Isn't this supposed to be an alien planet?
Serifos is the first planet that will release with the game and is the most Earth-Like of all the planets. Our goal is to have multiple planets by the time we get to the last iteration and many of those will look absolutely nothing like Earth. To be honest the reason I decided to make Serifos visually similar to Earth is because its easier to design by myself. The region of Serifos shown in the video is not going to be in any release of the game, it was simply used for prototyping. I've already begun work on re-designing that region based on the Valley concept art, but its not yet of a quality I can show. There are also regions of Serifos that look distinctly more alien than others.
Are we going to be fighting the same creatures throughout the game or will new ones be introduced?
Each planet is going to be home to a completely different group of creatures and the planets with different regions like Serifos will have some creatures that are found only in their specific region while other creatures can be found living in multiple regions. The Solovant for example, can be found in any region on Serifos whereas the Xurlich lives only in the desert.
Will there be more than one planet?
Absolutely! As successive iterations are released, we will be introducing new planets. Each planet will present a unique challenge to the player and will also include its own unique regions, creatures, length of day, gravity and other distinct gameplay elements. Our goal is to release a minimum of 3 planets for the game though there are 12 planets mentioned in the story so we'll have to wait and see.
Is there an end game to Andromeda Wild?
Yes there is. At least, depending on which game mode you choose to play. There will be a free-roaming mode that drops you on the planet and simply lets you see how long you can survive but in the Story mode, the player will be trying to contact a nearby colony for rescue and escape from the planet.
Will there be any sort of RPG elements to the game like the ability to level your character?
No. Andromeda Wild is an Action Survival game and you won't be able to level your character in any way. You will be able to find new gear in the world and you'll also be able to craft items and upgrade your gear. But your character will be the same throughout the entire game.
How long will a play session last?
To be honest, this completely depends on the player. By default the player will be able to choose which planet they want to play on and the game will randomly choose a spawn location and time of day. Once the player has landed on the planet, they're pretty much left to their own devices, though the game will attempt to nudge the player in the right direction through Context Sensitive Voice Over and cunning use of A.I. creatures. For example, prey creatures might run towards objectives that move the game forward once discovered. There are two major milestones in every story mode session; discovery of your wrecked jumpship and contact with a nearby space colony. How long it takes to hit these milestones will vary greatly. Saving the game can only happen at night and a full 24 hour period on Serifos (the first planet) is 2 hours in real time. In the free-roaming mode, gameplay lasts as long as you stay alive. You cannot load a save game once you die.
Why can't I fast forward/skip night time?
For some reason a few players seem to have the idea that gameplay during night time is less fun than gameplay during the day. With Andromeda Wild, I wanted to create a stark contrast between day and night to create an interesting variety of gameplay. We will be doing our best to make sure that night time gameplay will be equally as enjoyable as playing in daylight and hopefully with the release of the first iteration, everyone will understand why I've made this decision. Lets just say the pace of the game will change at night. Don't worry, if you're really afraid of playing at night, just take turns playing with a friend in the same room!
For more information be sure to visit our website at http://andromedawild.com/
Risks and challenges
PROBLEM - LONE DEVELOPER
I have been the sole developer working full-time on Andromeda Wild since March 2015. Although I am an incredibly dedicated and multi-talented designer, I cannot finish this project on my own in a reasonable amount of time.
I do have a group of artists who are also contributing to the project on a part-time basis. The game has already been Greenlit on Steam which shows that there is interest in the project. This likely means that we will be able to raise our minimum funding goal which will enable me to bring on more designers and complete the first iteration of the game by August 2016.
PROBLEM - AMBITIOUS DESIGN GOALS
Though Andromeda Wild would be considered a reasonably sized project for any AAA developer, for an indie studio it's a rather lofty goal. Integration of all the key features, planets and creatures will take a lot of time and money.
Our iterative distribution strategy will allow us to break the entire project into smaller more manageable pieces while also creating a source of income during the phase of development when most studios are in a deficit. This will also provide early adopters with a large discount over the cost of the completed game so its a win-win situation.
PROBLEM - SMALL FUNDING GOAL
$35,000 CAD is not much of a budget to develop a video game, even if it is an indie title.
I have already personally invested $10,000 into this project since I began working on it in March 2015. I also have a further $20,000 to invest, provided our minimum funding goal is met. This will be enough to bring on a full-time programmer and a few contract artists to work with me on completing the first iteration which will release through Early Access on Steam.
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