This project's funding goal was not reached on June 12, 2014.
This project's funding goal was not reached on June 12, 2014.
The Mystery of Oak Island is a point&click adventure game for PC, Mac, Linux, iOS and Android with a dark, gripping storyline that is based on the REAL, legendary treasure hunt on Oak Island - Nova Scotia, Canada. Please check it out on Wikipedia.
The game is being developed by Visionaire Studio with our own established adventure game engine and a professional, passionate team that worked on several popular titles like...
Have a look at the in-game footage of our current prototype (best to watch in fullscreen and full-hd):
Please note that this is an early prototype for presentation purposes and doesn't represent the final quality of the game. Also there is no voiceover included yet but we have some brilliant voice actors on the line waiting to commence their work.
Please subscribe to our newsletter and also follow us on facebook, so we can stay in touch and keep you informed.
The legend surrounding Oak Island started in 1795 when three men discovered a mysterious stone containing hieroglyphs and indications of a fabulous treasure. An incredible, centuries-long treasure hunt began that included several companies and individuals, including former United States of America President Franklin D. Roosevelt. But all they found were dead ends, elaborate traps, insanity or even their own demise. To date, six treasure hunters have died on Oak Island due to unexplained circumstances.
For years, we have been closely following the unfolding events on Oak Island in Nova Scotia, Canada. We have pursued every bit of news that we could get our hands on -but for quite some time now, there have been no updates on the Oak Island treasure hunt... and so we thought: Let's make an adventure game based on the infamous legend of Oak Island in which you get to hunt for one of the most sought after treasures - of all time!
Wouldn't it be amazing, if YOU had the chance to track down the legendary treasure yourself?!
Which narrative form would be better suited for such a game as this other than the classic point and click adventure genre! And so we began about a year ago without considering money or a publisher. We started from scratch with the mere idea and high motivation, and wrote a dramatic, intense and thrilling story based on the legends surrounding the island.
The main storyline is set in the present, but often delves into the past to spread some light on the unfolding events. By chance, you get sucked into the ominous tale of Oak Island with the support of your girlfriend, Ann, who is a student of literature at Oxford University. Together you begin to uncover the secrets of Oak Island, and in doing so, put yourselves in grave danger.
We do not want to give away too much of the storyline, but Oak Island will not divulge its secrets without sacrifice. Several treasure hunters and other interested parties vie for its hidden secrets, besieged by horrific traps and terrifying guards. Will you defy all these dangers to find what they are looking for? And what will happen if you succeed? Will it be the beginning of a new chapter - or the end of life as you know it? Consider that..."some treasures are best left buried!"
We will implement a minimum of three playable characters which will keep the storyline and gameplay varied and interesting. Each will have their own special abilities and unique personality traits. An important part of the game will even take place in the far past of the island's history and reveal exciting perceptions that you will need in the present. So take a step into this thrilling journey through time and unlock the elusive secrets of Oak Island, together... or fail, as one.
Our main character, Jamie, is a confident, brave guy who always has an ironic or sarcastic comment on his lips during his investigations. Which brings that special, spicy humor into the game without breaking the dark, gripping atmosphere. Jamie works for the New York Times.
Then there's "Ann", his girlfriend. She's studying literature in Oxford, which enables her to support Jamie from afar through research when he has a question or a complicated problem. However Ann is also quite whimsical and doesn't always want to dance to Jamie's tune. So they will certainly have some wild disputes, and she's not simply your problem-solving tool. She will also have her own playable, parallel storyline in London and Oxford.
And then there's another mysterious playable character from the past who will give you precious insights into the historic events, of which some will be crucial in certain situations, in the present. Thus we are covering two different interwoven timelines.
The game will feature a modern control interface, which is an effective and easy to use system. Left click for movement and interaction, and right click to examine the environment, objects, items, and characters. As with all classic point and click adventure games, there will be an inventory system which you can access to combine, remove and use items within the environment. In addition, there will be many classic puzzles, such as combining inventory items to create new items, using inventory items on environmental objects, or other characters, to solve a puzzle, dialogue choices, other intriguing puzzles and some surprises.
Listen to some of the atmospherical orchestral soundtracks our talented musician Luigi-Maria Rapisarda already created for the game:
The Mystery of Oak Island:
On the other side:
As an engine provider we developed the foundation of many acclaimed titles including:
We have played them all: Maniac Mansion, Zak McKracken and the Alien Mindbenders, Monkey lsland, Space Quest, Kings Quest, Black Mirror, and so on. In the late 90's, the point and click adventure game genre was taken away from its avid and loyal fans, and so we decided to step up and take the mantel. Our own adventure game engine Visionaire Studio was born to keep the genre alive and thriving and to make it even better than it ever was before. Around the same time, we decided to create “Zak McKracken Between Time and Space”, which took us eight years of blood, sweat and tears and became the unofficial, yet successful (and endorsed by the original creators) sequel to “Zak McKracken and the Alien Mindbenders”.
“Zak McKracken Between Time and Space” took us many years to complete in our spare time, as a hobby project without any fixed hours or finances, however we managed to gain the support of David Fox and Matthew Alan Kane, who were the main developers of the original “Zak McKracken and the Alien Mindbenders” game, released way back in 1988.
In the end we created a great, classic point and click adventure game that has garnered more than 2 million downloads in Germany. The game received amazing reviews and ratings... and hey, we gave the game away for free for all the fans to enjoy.
The complete English version of "Zak McKracken Between Time & Space" will be available later this year! We are still working on the voice over dubs, various improvements, and mobile support. This version will also be released free of charge.
Official Website (english & german): www.mckracken.net
The development of a new adventure game of this scale is expensive and requires a lot of time, patience and dedication. You probably all know why it just makes perfect sense for fans and indie studios to fund and develop a game directly together through crowdfunding instead of going through the old problematic process with a revenue-oriented publisher.
Anyway let us tell you a little bit more about our development process so far:
We began developing the story and basic concepts of the game in early 2012 as a side project in our spare time. Later that year we applied for a small state funding aid for the development of a presentable prototype which helped us develop the prototype in 2013 which you can partly see in the videos. That was already a great acknowledgement of our work but only the first step on the way to a complete game.
Although there would theoretically be the possibility to develop and distribute the game with the help of a publisher we wanted to keep that only as our last resort - as it would obviously take away some creative freedom, autonomy and the great collaboration with the fans that we can now have through Kickstarter. That's why want to fund and develop this game directly with the fans who would like to shape and play it.
Your support and feedback will allow us to provide you with a game that will be shaped after your ideas and suggestions of how you think a good adventure game should be.
Let us prove once and for all that the adventure genre is far from dead! That adventure gaming fans - old and new ones - are here to take the genre back and to bring it to the next level!
There are several pledge levels available, all of which contain various goodies like the digital or boxed version of the game, a digital version of the elaborate orchestral soundtrack, posters, T-shirts and many more. How about a handmade wooden treasure chest with all kind of precious contents or an important in-game character based on yourself? There's something for everyone!
With a minimum budget of $100.000 it would be possible for us to create a game with a minimum of more than 10 hours of game play and a gripping, complete storyline. BUT the whole story we wrote is way longer than this and could provide a much deeper and longer game experience.
With additional funding we would include more playable characters, more cinematic cut-scenes, additional languages, platforms, and much, much more story based content. But to provide a longer, bigger, better, more polished game, we must employ more people and dedicate more time, which would require a higher level of funding.
The chance to realize this dream lies entirely in your hands - the Kickstarter community. Please spread the word about this campaign via your friends, family, associates, newspapers, online blogs, social media etc. Thank you so much! We deeply appreciate your support!
With “Zak McKracken Between Time and Space” we proved that we are in it for the long haul, and we delivered what we promised. Our game engine, Visionaire Studio, has been in constant development for the past 10 years and has been used by various indie and commercial developers for such games as: “The Whispered World”, “A New Beginning”, and the “Deponia” Trilogy, as well as recent Kickstarter success stories such as: “STASIS”. We take what we do very seriously and hope that you will give us a chance to prove ourselves to you.
As with all game development projects, there will always be certain risks and challenges, but they are mostly minor and will not impede our project. Also by using our own engine, problems are less likely to occur, such as: how to develop or code our game, or exactly what can be realized in the game.Learn about accountability on Kickstarter
Have a question? If the info above doesn't help, you can ask the project creator directly.
- (30 days)