Strangers - Awaken (Canceled)
The ultimate no compromise, cross-platform, cross-genre magic battle royale game. Revolutionary in every single way.
Strangers - Awaken (Canceled)
The ultimate no compromise, cross-platform, cross-genre magic battle royale game. Revolutionary in every single way.
Frequently Asked Questions
This is the first story of an epic Strangers series. Roughly, the order of a sequel is as follows:
Awaken, Uprising, Survival, Recollection, Invasion, Betrayal, and Independence.
Simply it is an epic story between “Them” and you.Last updated:
In Season 2, users will fight like how the Avengers fight in their movies. I researched very hard on Artificial Intelligence, Network, and Resource optimization when I was at Stanford Univ. and even got a Ph.D. on this. I guarantee that you will be surprised and shocked when season 2 begins. I’ve already started to design the system for season 2 and that’s the only thing I can say now.Last updated:
Exclusive magics are only visually enhanced. They are not stronger than other non-Kickstarter exclusive magics, but they look a lot more cooler. Kickstarter exclusive magics are so visually unique and no one will be able to own them after the Kickstarter ends, except for those who backed the Kickstarter. The same goes for magic items like the bracelets. It only affects how your magic looks, not the actual power of it.
Once again, it is not pay-to-win.Last updated:
Absolutely not. It combines the best of BR and RPG. Like RPG games, you need to raise your character levels, unlock parts of a skill tree, complete missions, loot items, and brew your own magic using items. You will use the magic during battles. You need to explore secret places by using access tokens. There will be 3 types of tokens and each type of token can open the door to a different world. You can get these tokens in various ways. An easy way is to win a battle and be the MVP.Last updated:
Yes, it is very important. When you join a battle, you can have up to half of your magic skill slots filled with magic you have already created. It is not mandatory. However, it is strongly recommended in order to give you the best competitive edge against others. Otherwise the chances of elimination upfront is high during looting.Last updated:
Why do you allow users to brew their own magic, which makes designing the system more complicated for the game developer?
Because it is more fun! That’s it. At the beginning of development, like other BR and RPG games, we designed it to where all participants used premade spells looted off of the game area. But I thought that providing the ability to brew their own magic would be a great idea. Thus I redesigned the whole system. It took almost 2 months to complete the new system.Last updated:
Based on ingredients (items), the outcome of the brewing process will be totally different. I haven’t decided yet whether each magic effect requires a predefined set of items or if there will be no restrictions and it is up to the user to mix and match effects to their liking. I personally prefer the later, but it will require us to figure out the extra complications it will create.Last updated:
Currently, almost two times as many more visual effects are ready: 40+ animations, 200+ skills, 100+ chargeup effects, 100+ hit effects. In addition you can change the color of magic freely using magic items. After launch, we will unveil these one by one.Last updated:
Before alpha testing begins, we are planning to add 1 more character. Just before the beta test, we will add 2 more. One from the west and 2 from Asia. You can probably enjoy 5 characters with 10 variants when we launch the game. Each character has its own story. We will also add creatures abducted from other universes as seasons go on.Last updated:
We are planning to add more cities, and each city has its own storyline and new characters. You can loot different types of magic items in each city. Current plan is that you can access each city based on your rank and/or tokens. After the successful completion of this kickstarter campaign, I will decide with our community members.Last updated:
It is a key to link you to a new secret world. Only the MVP and the last survivor of a battle will receive a token. Using the tokens, you can access the secret places. There, you can loot rare items, and fight against high ranking players. The prize is much more lucrative and compelling.Last updated:
Sadly, but luckily, it is because We couldn’t afford a new mobile phone. Our previous project was Augmented Reality Sticky Note(http://stickyar.com) and it was very promising. It was planning to be featured in two K-drama series on TV, which were extremely popular in Asia. We were about to get funding from the outside, so during the development, I put all my money on this project believing it will get reimbursed soon. Although the dramas were not launched, I supported my team and completed the AR project. Because of this, I was suffering from financial difficulties. We had no choice but to use my almost 6 year old iPhone 5S. To make the game playable on my old phone, I tried every optimization technique and squeezed every bit of performance from here and there. It was extremely hard but worth it.Last updated:
Yes, we developed many AR applications and we know how the immersive experience is amazing. We are able to, and are considering linking the game world to our real world. As the game evolves, battle grounds, missions, and magic items can be based on where you are. It will be a whole new level of gaming experience.Last updated:
We love to support the console also. We will support console(PS4, Nintendo switch, Xbox) as a stretch goal.Last updated:
As of now, I see the game has a focus on legacy playability, meaning players can battle across a host of devices, including legacy systems and phones. Describe the audience / market you see yourselves existing within.
No, we are not focusing on legacy playability. We are focusing on the ubiquitousness of the highest level of gaming experiences. Gamers can access the best possible gaming experience, graphics, and performance, anywhere and anytime.
There are lots of games which have great quality, but most of this is limited to desktops. Users have to choose between performance and accessibility. You don’t need to do this anymore.
Strangers - Awaken (SA) is a true full cross-platform game, meaning you can play it on a computer, mobile device, or console, but with the same highest quality. Anybody can enjoy our game using their preferred devices—even on reasonably old systems and phones. We are focusing a lot on showing off our mobile version because of the extremely impressive quality and performance we can offer, thanks to our amazing optimization techniques. No battle royale game is currently able to match our level of quality and performance throughout all devices—especially on mobile.
This ubiquitousness is extremely important because we have a plan to expand SA’s gaming experience into our life, meaning the real world.Last updated:
About opening up cities of gameplay and new characters, how does this fit in with your project's overall narrative arc? Often, it seems like BR and RPG have different goals (fighting vs. story), so can you walk me through how we get a dose of both?
First of all, this is the first story of an epic Strangers series. Roughly, the order of a sequel is as follows: Awaken, Uprising, Survival, Recollection, Invasion, Betrayal, and Independence.
Simply it is an epic story between “Them” and you. Then, who are “They”?
“With endless power and intelligence, THEY create this city with the same intentions the Romans had when they built the Colosseum. Abducting people from other universes and pitting them against each other, sadistically deriving pleasure from their pain. The pain of separation from their loved ones and the pain of having to kill others pointlessly. THEY said one winner would be returned to their home and this promise is what drove everyone to fight. Everyone fights to be the last soul left in this city. This city is their battleground, death place, and graveyard—yet they are all STRANGERS here.
Freedom is an illusion. Especially here. THEY do return you, but THEY bring you right back to a new city. The cruelty is ingenious. We thought the only true prize was a memory wipe and reinsertion into the city. We never figured out the real prize: every iteration we got stronger. Memory wipes leave memory fragments. Fragments cause Deja Vu. Deja Vu grants the ability to remember. We’re starting to realize. This isn’t the only city, nor is it the first time we’ve been here. There’s nothing we can do about it… Or is there? If only we could truly AWAKEN.”
Yes, there are so many cities and characters. We will reveal one story at a time, which means one city and one or two characters at a time.
It combines the best of BR and RPG. Like RPG games, you need to raise your character levels, unlock parts of a skill tree, complete missions, loot items, and brew your own magic using items, which you will later use during battles. You need to explore secret places by using access tokens. There will be 3 types of tokens and each type of token can open the door to a different world. You can get these tokens in various ways, with an easy way being winning a battle and being the MVP.
There is one more way to enjoy SA. Regarding the story, we are not kind enough to tell you the story directly. We will give you pieces and hints, of which you must piece together. Both online and offline, you will find yourself involved in a community of people working together to decipher these meanings.Last updated:
Games need interesting mechanics to draw an audience, and the ability to custom design spells creates a certain amount of that; players have had some similar options in other RPGs, so where do you see the options you're including forging new ground?
We offer a whole new level of magic brewing—generic mechanism.
Brewing magic is just like how living creatures are formed based on their genome. We designed the system exactly like this. Magic items are like nucleotides. Together, they create a chain and a gene, which is magic effects. Genes form a genome, which is your magic you just brewed.
Simply, each magic item will exclusively control an aspect and characteristic of each magic effect. Thus you can freely create (brew) your own magic. If we put a new magic item into our game system, it introduces an exponential amount of new possibilities and combinations.
There will be millions of combinations that we ourselves cannot even think of. But you must bear in mind that just like how each nucleotide complements a specific other nucleotide, (Adenine to Thymine and Cytosine to Guanine) you must learn and experiment to see which magic items compliment each other the best.
As the game evolves, we will probably open a market to trade your amazing magics.Last updated:
How do you see gameplay pacing with narrative, and how do you design the interfaces to streamline for story? Is this a game in which lore will be experienced via books in the levels, or will we get fully-fleshed-out NPCs with a genuine zest for life?
This game is based on an approximately 150-page storybook I wrote about 10 years ago. Our team members loved the story. However, at that time, we focused on the project that all our team members were most interested in—Uriverse.
We won’t narrate the story. We will only provide clues, of which you must find and decipher properly. You can find them during battles, magic brew, etc. You need to share your findings with the community and help knit the story together. Each magic item and place has a clue for the story. For example, a map on a store, in a city where you battle can guide you to a secret place. You will always ask yourself if something is there for a reason. Sometimes, a picture on the wall or locations of statues, and their numbers will be a big clue. The environment is a big clue by itself. All findings must be tracked because we will not provide clues in timely order.
NPCs will be a part of it, but it is planned only after season 2 begins. We cannot share more on this as of now. It is a secret how NPCs and how the environment will react and evolve through the interaction with players.
As the story goes on, you will be confused about who your real enemy is.Last updated:
You're a small studio, so can you speak to your ability to pivot and add content? What is it about play that will keep it compelling, and how do you keep your small team size from sinking beneath the weight of your work?
After getting a Ph.D. from Stanford, we founded Uriverse Inc with fellow Stanford colleagues. Our previous project was Augmented Reality Sticky Note(http://stickyar.com) and it was very promising. It was planning to be featured in two K-drama series on TV, which were extremely popular in Asia. We were about to get funding from the outside, so during the development, I put all my money on this project believing it will get reimbursed soon. Although the dramas were not launched as expected, I supported my team and completed the AR project. Because of the less than ideal results of this project, our team has shrunk.
Yes, we are a small team. However, we have many years of professional experience in this field combined. We know that this may seem too small even though we have more than enough ability to create the game and expand our team extremely fast on our own. We both have a very strong network here in Stanford University, Silicon valley, and S. Korea. In addition, I know many CEOs in the gaming industry personally. Some are my good friends for more than 15 years and will help us when we need.
Regarding assets, we are using 3D asset markets. There are millions of AAA quality assets in the markets but they are very pricey as you might guess. We already have a firm storyline and the concept of the gaming environment. All we need to do now is pick the right one. I personally know PUBG very well and they built the game exactly like how we are doing now.
As our game evolves, we will hire our own graphic designers and UI designers. As of now, we are planning to hire a 3D graphic designer and UI designer right after the Kickstarter campaign.
Our company focused on gamification from day 1. You can check our previous projects below:
"Uriverse" is like the gamification of Facebook, which visualizes the relation of all information in 3D space based on their coherence, and users can interact with information. Virtually it creates a universe based on how each subject is closely interconnected. Our system visualizes 1.5 million subjects in less than 100ms based on their relation.
You can check it out here: https://youtu.be/pcS_nVcJ_Qc
"NonChat" is an avatar chatting app. You can interact with avatars in a chatting room, which represent your friends, and they relay your message to your friends.
You can check it out here: https://youtu.be/i5CDlIkzaZc
"Genesis" is an augmented reality SNS, which was used extensively during the impeachment process in S.Korea almost 3 years ago. In S.Korea we couldn't express our thoughts publicly. So people used our app and put their thoughts on their space or the blue house (like the white house in the US). If you come visit S.Korea now, you can still see thousands of memos virtually attached to the Blue house or near its streets.
You can check it out here: https://youtu.be/AJ9Q3fuLPYULast updated:
As a dev, how would you characterize mobile work versus PC or console platform work; how do player expectations, styles of play, and hardware differences change your process?
Mobile is very tough. Network connectivity issues, memory limitation issues, battery issues, ping issues, thermal throttling issues, CPU performance issues, small screen,etc... Because of these, until now, almost all mobile game performance is way behind that of PC.
If you tried to provide relatively “good quality”, then it is a war against optimization and performance. Every moment you need to analyze a performance profile sheet and work hard to find how and where to save performance.Thus mobile game genres are very limited and user expectations are low. This makes game developers focus on relatively light games.
Our question rises here. What if players can enjoy the same level of gaming experience as on a PC? The answer is simple. They can choose the platform that is the most suitable at a particular moment. You don’t need to compromise anything. If you are tired but want to play? Just lay on the bed and play it on your phone. If you prefer an immersive experience? Then play on a desktop.
Thus we work hard to deliver the same level of gaming experience to players.
We basically use the exact same assets and settings for PC and mobile. If it is not working on mobile, we stop the process and dig into the problem until we find the solution.Last updated:
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