The Demo is for windows only. The demo does has Gamepad Support. Be aware that this is an early version of the game and it does not represent the final product.
If you're having problems running/downloading the above link, try this archived version instead (.rar).
The Aquatic Adventure of the Last Human is a metroid-vania styled action/adventure game where you play as the navigator of Argo 9, a spaceship/submarine hybrid, thrust back to Earth in a time after humans have gone extinct. Whereupon one will have to explore to uncover the reasons for humanity's downfall meanwhile encountering monstrous sea creatures.
The focus of this game lies in exploration, story and boss battles. It is up to the player to determine if the ruins of our species is a travesty or an inevitable conclusion.
We tried to make the story as tangible and close to home as we could while still retaining the post-apocalyptic sci-fi feel to it. Defining themes for the game are : climate change and existential questions of our impact on Earth.
The story will mainly be told through the surrounding visuals. The story wont be force fed, a lot lies in just connecting dots and really looking at the environment. Some extra information will be through holo-tapes, which is a form of semi-physical cloud information. Imagine it as fragments from an internet based consciousness. Since there are no humans to maintain any technology left the only things left working are automated machines that have stayed in power through the central power line that leads to the facility.
The background story of the world we have imagined is that the water rose by an unpredictable amount due to climate change. The sun started losing power and the Earth's surface froze over. Humans were forced to live underwater, where they could still harvest energy and grow food, changing how cities and districts looked. As resources began to dwindle in the year 2971, sub aquatic spaceships were sent to a nearby worm hole to look for habitable planets. Things did not go as planed.
Thoughtful Setting Variety
Different areas will have distinctly different feelings to them, both the music and the natural environment is thoroughly thought through to fit the setting. We want to get the player to recognize different areas based on their appearance and atmosphere so that they can create a complete picture of the world we are creating.
Freedom of Exploration
What is a good adventure story without some exploration and discovery. In the spirit of classic metroid-vanias the game-world will open up as one unlocks new upgrades. There will be about 10 upgrades that can be found, for example:
Keeping it Simple
We wanted the weapons and tools to be concrete and definitive. They should feel intuitive and natural in their uses so that progression is not halted by overly complex mechanics.
The Harpoon will be you're primary method of causing harm. Get up close and personal; you can spam the spears. Stay back and out of danger; slow precise charged shots.
We decided early on that we wanted to exclusively make boss battles because we saw it as a great way to differentiate the exploration moments with the action moments. Only having bosses gives us a more focused goal on making them as fun and rewarding as possible. Right now there are 9 unique bosses each with different attacks and ways to kill them.
As one kills the fish and sea creatures a monster log is unlocked and the player will be able read about them and their story as well as see a more detailed picture of each boss.
All the music in the game is made by Karl Flodin.
Different areas of the game will be toned to their mood and general feeling. We wanted some of the areas to feel dark while others are relaxing or almost joyful.
This first example is of an ambient exploration song in a peaceful bright area called the Seaweed Forest:
The music during the boss battles are significantly different as they incorporate a stronger focus on rhythm and a tougher melody.
The example below is of the first boss' theme:
The song in the new trailer is by The Honeydrips! An amazing band from our home-town. Check them out at: http://www.thehoneydrips.com/
We, as one could guess, were inspired by classic adventures like Planet of the Apes, 20000 Leagues Under the Sea and Star Wars, as well as a more modern movie: Life Aquatic. We were also inspired by amazing games like Shadow of the Colossus, Super Metroid and Teleglitch.
OS: Windows 7 or newer (Mac and Linux if we are funded)
We really don't know exactly when it will be release since it depends if we will be funded or not. If we are funded we will have enough money to work on it for a bit longer which means a later release date. However, we are aiming for a release in the end of July.
- Steam (if we get Greenlit)
- Checkout Paypal
Christopher Andreasson - Designer, Programmer
Since I was a child I've always wanted to make games. I used to draw game ideas with crayons on large amounts of papers. In middle school I learned some basic HTML and made some weird point and click-type game about dragons. Later in my life I found out about Game Maker and started to create small games (sometime at this point in life I also kind of got addicted to creating Warcraft III custom games). I also worked as a graphics artist for a while creating pixel art for a mobile game.
Even though I'm not by any means a master programmer I've always had a feeling for it and always get through the most difficult problems and bugs.
I met Josef during my time studying game design at the university. We made a game together and then wanted to do something bigger, which resulted in this game.
Josef Martinovsky - Designer, Graphics, Sound?
I'm relevantly new to the world of game development. My first experience was in the first year of university where I began to study Game Design three years ago. During my Uni days I had mostly been doing design work and writing for school projects (games). Otherwise, focusing my time on music and trying to just pass my courses, as I was still not certain that this was what I wanted to do in life.
Since then I realized that making games is the bees knees and I really enjoy the dynamic creativity that's needed. It's never boring and I love working on the projects I set for myself.
Now, for about 7 months, Christopher and I have been working together first making "Keep Walking EP", a game we essentially made in a weekend that then took 2 months to finish, and now "The Aquatic Life of the Last Human". This is our first commercial game together and the first commercial game ever for me.
You can download "Keep Walking EP" for free on Itch.
Tell me, why the Kickstarter?
We need money for development costs and we want to stay truly indie. It's as simple as that really. We have been working on this game now for about 5 months without any pay and it's starting to get rough. We believe the scope of this game perfectly fits a crowd-funding; we want to stay independent from publisher but don't have the financial resources to work on the game for time needed. The Kickstarter will also give us an idea of how much we will be able to sell as well as a way to show off the game to a big community of open minded people.
Guarantee of Payment
We also want to have some guarantee that we will be able to pay Karl (the music man) a decent sum, and be able to keep working on the project for at least 2 more months so that we can really polish it and make it brilliant.
Nowadays there are so many games being made and if one wants to stick out or even be noticed marketing is practically necessary. Going to conventions is expensive so we'll be needing the extra cash to get us to places we normally wouldn't.
Being able to complete this project with the gamers themselves and give out awesome rewards gives us a unique opportunity we can only achieve through crowd-funding.
We made a simplified pie-chart that goes through, very roughly, how we split up the budget. We strongly believe in having a low price for the game, not being greedy, but letting the game sell well if it is positively received instead, and taking a low cut for the work we have made because we want this to be more about the final development stages than to be about the work we have already done.
The licenses we are planning of getting are so that the game can be played on Mac Os X and Ubuntu Linux.
Reward fulfillment includes postage and production expenses for the physical rewards.
Music is based on the amount we are planning on paying Karl for his awesome music.
Development cost is for the hours of work we have put in the game and will put in the coming couple months to finish it and make it as amazing as we can allow ourselves.
Marketing involves the costs of traveling to conventions and game festivals and other places to meet people and show off the game.
Our gratitude, wallpaper pack and an email with a thank you video.
Early bird special price. A copy of the game and your name in the credits.
A copy of the game and your name in the credits. Normal price.
A digital manual with a map of the game-world that will help you navigate and the soundtrack of the game.
An extra copy of the game that you can give away to a friend.
A comic about the background story of Argo 9 hand drawn by Christopher (the programmer).
A postcard that we have drawn with artwork from the game and the opportunity to play the beta. Help us out with development and bug testing.
A special aquatic version of Keep Walking.
We will make you your own personal fish that will swim around in the game , when you see it you'll be like "aw she's mine". Write your own holo-tape, something all players will be able to see.
Nothing new... but you are a magical being.
We will design and print a t-shirt as well as adopt a sea-animal in your name and post it on our office(kitchen) wall.
We buy a lot of pizzas so we thought we wanted to share them with you. So we will send you one anywhere in the world and Write a song for you to enjoy your meal to. You will also get to draw any creature or thing and we will make it into pixel art and put it into the game.
The final and biggest reward: Dinner with us! Cooked by us! Short film about you! Create your own boss! (We will Skype about the details of the boss and how it will be made.)
Thank you for reading about our game. We will work as hard as we can to make it something you'll enjoy. :)
Risks and challenges
We are working 100% on this to make this game happen and happen well. We know how to make it, we have a vision for it and all it takes now is for us to have basic budget for the last stages of development so we know how much time extra we can put into it before it's released.
If the minimum goal is reached (52000kr) but not any of the stretch goals, the game will be released in July. If the Stretch goals are completed the release date will be pushed onto sometime in August.
Lastly, we are new to the business-world of making games. Starting a company and running all the monetary aspects is difficult and foreign to us. So a risk is definitively that we might make mistakes in our budget. But if that happens we will take the responsibility to make it right again at any cost!Learn about accountability on Kickstarter
- (31 days)