Lucid dreams, that elusively thrilling stage of unconsciousness in which sleepers are aware they are dreaming but are powerless to exit, occupy a nether world of sleep that's long been controversial. And frightening.
In Lucid, you play as the main character, a patient in a futuristic testing facility called The Cortex. At The Cortex, patients are uploaded to different Nightmares to test the concept of Lucid dreaming. The main character finds himself in this laboratory and makes their way to the elevator, guided by an artificial intelligence voice called Icarus. Each nightmare, or level, will have a different set of objectives that must be completed in order to move on to the next dream. While in each nightmare, a corresponding villain will be within, trying to stop you from completing the objective. Once all objectives are completed, the player enters an elevator to proceed to the next level or nightmare.
The game will feature 9 different nightmare environments as well as 9 corresponding monsters within each dreamscape. This gives the player new, scary environments, while bringing them closer to the main goal: to wake up. Players will find a series of patient files giving them more answers as to what truly is going on at The Cortex, as well as background information on those patients and how they relate to the main character.
You are defenseless
In Lucid, there are no weapons. Each level will have a different light source that matches the environment of the dream. The monster in each level will be roaming the map. Searching for you. The player will have two methods of survival. To hide, or to distract.
Each dream will offer many hiding places to keep away from the monster within. A heartbeat monitor will show your heart rate. The closer the monster gets, the faster your heart beats. If the monster gets too close, you will wake up and be forced to re-enter the nightmare.
If you are unable to find a suitable hiding spot, there will be interactive objects the player will be able to throw in order to distract the monster. Buying you time to find a place to hide, or continue on in order to complete the objective at hand.
As Lucid’s creators, we are very passionate about our project. Patrick Hansford and Derek Mueller are childhood best-friends who were reunited at the end of their college careers with the desire to take their shared passion for video games and create a unique gaming experience among the survival horror genre. With the help of college friend/classmate Nick Graham, Patrick's idea started to become a reality when the three friends set out to complete their goal of making one of the most exciting, thrill-seeking, futuristic-style horror games possible. Patrick's vision for a scary horror game was based off of the concept of Lucid dreams. He reached out to Derek asking for his help not only to develop the game, but utilize his skills with audio production for the game's soundtrack as well as special effects.
In order to make this all happen, it started by forming our company, Voxcore. Voxcore's current primary focus is to make Lucid the Awakening the best game possible. In the future, things such as a sequel to Lucid The Awakening, as well as development of technologies and other gaming projects. We are still in the early stages of development, but we now have a great team of artists, animators, writers, and programmers ready to bring Lucid to gamers worldwide. So far, they have been funded out of pocket, but we are running out of money and we need your help in order to continue with this project! We thrive on our creativity, teamwork, and dedication as we progress through the developmental stages of Lucid. With your help and support, we can put together a quality demo version of the game by this fall, and hopefully gain more funding to ensure a full game release by the first quarter of 2014! We are asking for you to help us turn our lucid dream into a reality!
Here is a preview of some of the levels that have been designed thus far. The following screenshots show our current progress.
We have many deadlines and objectives to complete. Here are a few of the major deadlines we have set for ourselves:
October 19, 2013: This is our deadline for beta/demo completion in hopes that we can submit our game to IGF for 2014!
Our base goal will provide us the bare minimum funding to pay our current team and get our game to Beta status by our deadline in mid-October with the necessary detail, mechanics, and professionalism that is required to make a top-quality game.
This stretch goal would give us the ability to expand our team by bringing on more members as well as converting part time artist and programmers to full-time status. Meeting this goal could also bring us to a quicker demo completion and add even more detail to the game with larger level design and possible additional levels.
This level of funding would bring most everyone to full time status, as well as acquiring some new equipment for audio development. Guaranteeing a timely game release, and the ability to market our game to a wide audience of gamers all over the world.
Risks and challenges
There are many risks and challenges when it comes to creating a game. Even though we feel we have the necessary drive and skill sets to make our dream come alive, there are always challenges to overcome. We have invested all of our savings into making this game happen, without the Kickstarter funds, we won't be able to make a quality game! The funding gained from kickstarter will enable us to continue to put our best efforts towards completing this project. We have already accomplished a lot, but we need help in order to make this happen.
Even when our kickstarter is successful, there will still be challenges. Making a game takes a lot of work and there are deadlines to meet, but our passion and dedication will help us overcome anything. Meeting our stretch goals will free up even more time for us to be as focused on this game as much as possible!Learn about accountability on Kickstarter
- (14 days)