Crystal Chameleon is an atmospheric cyberpunk visual novel taking place in a future filled with telepaths, talking dolphins and cyborgs.
This is the next story written Milan Kazarka after Invisible Apartment. It features artwork by Emanuele Arnaldi who gives it a fresh new look. This visual novel doesn't only feature a new art style, but also character animation thanks to us moving to a new game engine.
We are now in the stage in which we have the screenplay, the texts are work in progress and we have all illustrations in basic black and white sketch form. Please help us fund the next stages of production. Each backer receives a download key for Steam and download link for Itch.io once the game is ready.
Vysoko Anime Production is a small indie studio based in Rotterdam which is behind the cyberpunk visual novel series Invisible Apartment being produced between the years 2014 and 2016. The studio ran two successful Kickstarter campaigns - one for Invisible Apartment 2 and the second for Invisible Apartment 3. Both these titles got shipped to backers and are now available on Steam, Itch.io and iTunes app store. The studio is being run by Milan Kazarka who is responsible for production and Jeroen van Oosten who takes care of the technical side of things.
Reaching this goal means we will have the funds to make CC possible!
"SPRITES LEVEL UP" will enable us to add more illustrations to each animation making it smoother.
Milan Kazarka - story and production
Emanuele Arnaldi - art
Jeroen van Oosten - technical & financial
Daniel Meyer - editing
Mykah De Mesa - marketing
Mim Rasouli - music
Sebastian Bach - music
Viliam Chatrnuch - Pirate Fusion 2D engine
With Crystal Chameleon we're transitioning from our old 2D visual novel game engine to Pirate Fusion. This enables us to combine subtle sprite animations of the characters and at the same time using our scripting engine.
For the initial release we'll be targeting the major Desktop platforms and we'll be putting the game on Steam and Itch.io. Afterwards we plan to port the game to iOS, which will be beyond the scope of this funding campaign.
Risks and challenges
We might not get the visual novel to be polished on every platform right away. At this moment we're prioritizing Windows and Mac releases before Linux. We want to keep a large enough window for production so that we don't end up rushing the release. The core of the production should take half a year, but we're counting with a time window of 9-12 months until we ship the finished game.Learn about accountability on Kickstarter
- (30 days)