IMMURE - Inescapable Horror
FREE DEMO Inside! A psychological horror game about a man who's trapped in an interdimensional mansion, filled with tormented souls.
Will, the protagonist, has found himself trapped inside a foreboding Mansion with no exit. To escape, he must travel through strange doors which lead into other dimensions filled with tormented souls. Will must choose to save or destroy these wraiths in order to discover the truth behind the Mansion along with his own fate.
IMMURE is a 2.5D sidescroller, where you control both Will and the Shining Trapezohedron. Explore eerie environments for clues and items in order to solve the many mysteries held within the game. Enemies are ever-present and will use light/sound to seek you out. It is paramount to pay close attention to your surroundings and hide when danger is nearby as Will has limited means to defend himself.
- Story-driven experience which explores many themes throughout
- Several chapters all with their own unique mystery, environment, and cast of unusual characters
- Unique art style with a blending of 2D and 3D with real-time lighting/shadows
- Multiple endings and ways to progress through different parts within the game
- AI that make use of light and sound to hunt the player throughout the environment
- Clues/Journal System which will aid the player in solving mysteries
- Inventory System inspired by classic survival horror games
- The Shining Trapezohedron
Will has come to the Mansion to seek the truth of past events in his life. Shortly after arriving, the exit to the Mansion disappears and odd doors appear within its halls. Now it seems the only way for Will to move forward is through the collection of esoteric shards, which are tied to a mysterious device.
The Mansion acts as a hub world in IMMURE that you'll find yourself returning to after completing different chapters of the game. Be sure to take your time to look around as, when you return to it, things may not always be as you left them.
An ancient crystal known as the Shining Trapezohedron has bonded to Will shortly after his arrival to the Mansion. What is it and where did it come from? Its significance is unknown to Will but he would surely perish without it. The crystal whispers to Will throughout his journey but what exactly is its motive?
The Trapezohedron reads thoughts allowing the player to control the stone separately from the main character. It is your main source of light and also holds the power to reveal hidden messages, visions of the past, and other secrets. It can also be used offensively against enemies though it alone is not enough to defeat them.
Each dimension in the game has a powerful soul known as a Wraith that has become bound to where it now wanders. Though they appear human, their bodies have been twisted into something nightmarish. Were these things once human? If so, what happened to them to make them this way?
In order to complete each chapter in the game, the player must try to unfold the mystery behind each Wraith. This will eventually lead to different solutions where the fate of the Wraith must be decided. Are the acts of such vile creatures unforgivable requiring their very destruction? Or perhaps would it be better to forgive what they have done in order to put their soul to rest?
The AI for the enemies and non-playable characters in IMMURE have been built using a dynamic system which places both the player and the NPCs into the same environment, to deliver a more emergent experience. Lighting affects the visibility of characters and sounds can penetrate doors/walls so the player must be careful in order to remain undetected. However, this can also be used to the player's advantage should they ever become the hunter...
As each mystery unfolds, the player will find that there are multiple ways to achieve the different goals. This allows for a more interesting experience and has the added benefit of increasing replayability. However, do not take all choices in the game lightly. Will is a person just like the rest of us and certain events in the game will have an impact on him. The climax of IMMURE will result in one of several endings depending on the player's choices.
Up to this point, we have been working on the game in our spare time but in order to get IMMURE completed we need to work on it full-time. However, we have no real financial backing. We spent time exploring different options to complete the project, and decided that a crowd-funding campaign would be perfect! The demo was then developed so that we could show everyone that we are not only passionate about delivering a great horror experience but that we are also able to do so.
At the end of the day, we are weird people who enjoy games that are fundamentally designed to horrify, disgust, and depress. Running this Kickstarter gives us the opportunity to provide a game that achieves those things while also building a community that enjoys the same things as us!
Should we exceed our target funding, we have several stretch goals we aim to hit! If we hit any of the console port goals, we will be asking backers to vote between Xbox One, PS4, and The Switch.
All reward images are mockups. Designs are subject to change.
Backer Exclusive Pin
One of a kind, backer only, super shiny enamel pin of our protagonist, Will.
Backer Exclusive Poster
Get a look at this limited edition poster! Capturing the moment the bridge is struck by lightning, this poster is sure to catch the attention of all your friends.
Backer Exclusive Custom Patch
A quality embroidered patch featuring the logo and tagline of IMMURE.
Backer Exclusive Tee
This backer exclusive Tee will not be sold or made again. It features the symbol of the shining trapezohedron with otherworldly runes that seem to point towards it's center.
Wither Studios has been developing IMMURE for over three years. It's a passion project that the team has been working on in our free time. It started off as a prototype that Mike Thomas (Wither programmer) was building on his own. He later showed the team what he had built and pitched the overall idea for the game. Everybody else liked the idea and it was chosen as our next project!
Next, we began to flesh out the design and visual style on a scale greater then what was originally possible with a single developer. We went through a lot of iterations for the core mechanics; testing different approaches until the gameplay felt satisfying. Eventually, we completed a demo that captured our vision. Now that we have a solid foundation from which to build, we can begin to focus on developing the rest of the game. This includes creating new environments, enemies, artwork, and so on.
Our Approach to Horror
IMMURE was built with influences from both Western and Eastern horror stories. The story setup was constructed to allow us to explore many different themes and ideas. Our goal which sits above all else is to deliver a psychological horror experience that challenges the player to truly think. Nothing in the world of IMMURE is meant to be so simple as "good" or "evil." Rather, it sits in a morally grey area that the player must internalize and understand using their own judgement. The delivery of our experience comes with a focus on tension as opposed to just throwing spooky or startling scares at the player.
Inspirations for our take on horror come from many different sources of media (movies, books, games, artwork, etc). We grew up on movies like Alien, The Shining, Friday the 13th, and The Thing while playing classic video games such as Resident Evil, Silent Hill, and Clock Tower. We have read the terrifying stories of Stephen King, Clive Barker, Junji Ito, and H.P. Lovecraft. All of these works (and more) have inspired us to build something unique of our own which will terrify the next generation of horror enthusiasts.
"That was awesome! That was amazing! That was like what a demo should be!" - Markiplier
"I enjoyed it... I'm looking forward to the full release of the game." - John Wolfe
"I thought it was a crazy good demo! Such a long demo too, f****** an hour of gameplay for a free demo!" - GG Gab
"...really really good. I'm eager to see more!" - CJUGames
"I give it a super-nom cause I really really liked it and I'd like to see more!" - Krinx TV
"...it didn’t take long to realize the game oozed style and atmosphere." - Josiah Motley (Know Techie)
"It really impresses with its fantastic hand drawn visuals, great sense of atmosphere, intriguing narrative and clever puzzle design " - Alpha Beta Gamer
Michael Thomas (Director / Lead Programmer)
I started IMMURE as a solo project a few years back which is when I came up with the overall plot, design, and built a prototype. About a year after I started, I pitched the idea to everybody else in Wither and now here we are! Nowadays, I do most of the programming, writing, and work along John to get stuff set up in-engine. I also serve as a general director on the project to ensure consistency and that it stays true to the original vision. That being said, this is very much a team effort and I'm proud of what we have managed to do together!
John Cobb (Technical Artist)
I designed the final look of the main character as well as Anne Marie and the Nightmare Beast so far. I handle the bulk of the character rigging and animation in which I work closely with our head engineer (Mike) on various animation states and behaviors. In addition, I block out the levels including geometry, texturing and try to accurately match key location concept art into Unity.
Doyle Daigle II (Art / UI)
As a UI / UX Designer in my daily profession, it was exciting to no only get to explore creating a UI for an oldschool horror experience, but I also really enjoyed creating terrifying art pieces for IMMURE. In particular, I worked on a lot of the cutscene artwork, some Wraith designs, as well as environment pieces throughout the game.
Steve Gabry (Design / Art)
My primary roles on IMMURE are Game Design and Artwork. I helped evolve a lot of the gameplay details as well as finding an art style for the game. I developed the visuals for the Safe Room Guy and his room, based on Mike's story. I help out with a lot of other aspects as well, such as level design, story development, character/environment concepting, etc. You may also know me as Portable Moose, my solo project, where I am creating the dark adventure series, Sally Face.
Jason Matuszewski (Sound)
I did the music and sound design for the game. I come from a film audio background, so doing a video game was something new and exciting for me. I’ve been into music and audio since I was 13 when I bought my first guitar, and have since had a winding path that led me right to where I want to be; designing and composing for video games!
Brian Turner (Programming)
I wrote some small bits of code. My background is programming of various kinds from Web to Mobile to VR and to Microcontrollers. When not programming, I enjoy flying my drone and growing my beard.
Additional Help: Corrie Young (Environment Artwork) and Zada Scott (QA Testing)
HELP SPREAD THE WORD
Whether you're able to support the IMMURE Kickstarter monetarily or not, word of mouth is a great way to help out! Please share the campaign with friends. We would greatly appreciate it! Follow us on social media:
Risks and challenges
With the demo, we already have a great foundation on which to build the rest of the game. Many of the mechanics have already been implemented and we have done a lot of experimentation with our game already to test what works and what doesn't. After the Kickstarter the rest of development will be creating assets, designing/iterating on chapters, and assembling it all into one cohesive package.
However, with game development unexpected problems could always arise and slow down our progress. We have been working together as a team for over 7 years now so we have a wide range of experience in overcoming development problems. The biggest risk that we face is simply not having the game finished by the time we have reached the end of our funding. We are confident this will not be the case but we do want to address it as a possibility. If we are unable to secure additional funding at that time then we either release the game shorter than what was originally intended or continue developing at a slower rate. Although we do want to make it clear that we have no intention in releasing an unfinished or broken product.
All that being said, we promise to deliver the best horror experience that we can. We released the demo to show not just what our game is but also to prove that we have what it takes to make something great. Now we just need the help of all of you to finish what we believe is something truly special. We want to be honest and transparent with our audience so please reach out to us through our Discord or social media (links above) if you have any additional concerns.Learn about accountability on Kickstarter
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