Z'Isle-A Cyclepunk Zombie RPG
Z'Isle-A Cyclepunk Zombie RPG
A Tactical-RPG where turned-based combat and exploration rely on your team's chemistry as you fight the undead and reclaim your city!
A Tactical-RPG where turned-based combat and exploration rely on your team's chemistry as you fight the undead and reclaim your city! Read more
About this project
Keeping the Alienware Arena free of ferocious feeders
They blew the bridges out. And we ran out of bullets. Bikes.
Raw material for surprisingly effective weapons. And they're everywhere. But so are these undead ghouls, they're everywhere too. Feeding on anything living...feeders. It's not about trying to escape anymore, it's about trusting people again and reclaiming the city.
Choose your gender, ethnicity, sexual preference, age and even dietary restrictions. This will generate your partner.
Who you just broke up with. On Day Zero: the day of the zombie outbreak.
They're the last person you want to be with , but you know each other best and you're all you've got....
Welcome to the world of Z'Isle, a horror-themed tactical RPG based on a comic book series set seven years after a zombie apocalypse. It shares elements the base-building elements of X-Com, the stress/morale mechanic of Darkest Dungeon and post-apocalyptic survival activities, (such as trading and negotiating) character exploration of- This War of Mine. The game is set during those seven harrowing years of chaos, fire and death. The chemistry of your crew will dictate whether they can perform powerful turn-based combo attacks with each other. Customize your character and lead them against marauders, Syklurs and the feeder hordes. Build, maintain and expand your community, but careful! The decisions you make during missions will affect the chemistry of your team, impacting morale and affect the reputation of your community.
Bike-forged weapons & roof-bound communities have kept people safe. But for how long?
- Lead your crew of survivors through the undead-filled streets of Montreal in turn-based tactical combat and exploration
- Customize your main character and recruit new squad members from a diverse cast of survivors ranging in ethnicity, sexual identity, career backgrounds and more
- Battle against undead feeders and hostile survivors with unique combat mechanics that enhance the tension of each encounter
- Execute feeders before they rise again and pump antidote into any character that receives a bite before they start turning
- Perform special combo attacks using multiple characters based on their interpersonal chemistry
- Improve your team’s morale and chemistry as relationships develop dynamically between characters based on their actions during missions
- Explore the environments to collect resources and new crafting materials
- Build your community between missions using a dynamic base-building skill tree
- Craft and discover new weapons and mission items out of upcycled technology
- Manage your community’s resources and manpower by assigning your population to the various buildings
- Maintain your town’s morale and reputation to improve the performance of each building and to attract new survivors to your community
- Choose different paths during story-based and procedurally generated events in your town and when encountering other communities around the city
- Complete random side quests to collect resources, find survivors and build the experience of your squad Review your unique story in the
- Chronicle, an illustrated journal maintained by your main character that chronicles your actions as you progress
The individuals in your crew are not only hardened survivors, but some of the best warriors on the island. Each specialize in a skill that brings something unique to the crew. Their personalities may clash, but as leader your job is to make sure they do their job and watch each other’s backs. This can be difficult if some are more careless than others, or used to fighting alone, or simply have biases against people based on how they look, who they love or even what they eat.
"I think I see my old boss. Sweet."
Violence isn't always the answer, but when it is, there are numerous vantage points, positions and methods to take out feeders or human enemies
Feeders are the primary enemy in Z'Isle. Though there will be plenty of humans opponents as well
These are early examples of the type of gameplay that will be in the game. We will be showing you our progress throughout the entire process
"Neighbourhoods have become fortresses"
Feeders can't climb, so we have built roof-based communities. You must also recruit survivors to expand. Your reputation will determine the quality of people who come knocking, as well as what types of other communities are willing to trade with you.
"I'd sleep with one eye open. But I only have one eye."
The more your crew members get along, the more inclined they are to team up to take on enemies. But be sure you're on point! A botched attack can lower chemistry.
The Quick and the Undead
Getting bitten doesn't mean it's over...yet.
"Stay Safe,Stay Human"
Staying human is more than just not getting bitten, it's about what kind of person you want to be in this world, not letting the worst of you become the most of you!
We wanted the music to sound as though people struggling to build a new world from the old, created it. As Z'Isle a cyclepunk story where bikes are at the centre of most weapons, gear and machinery, the same applies to its instruments. We have an array of instruments we have constructed out of bikes and found objects (and look forward to dazzling you with more of our creations throughout the production process via Twitch!)
With his background in music, Lateef Martin will be composing the score for the game alongside top Montreal talent including Mike Dyball (bassist of Priestess) Pat McGee (Drummer of Stars) singer Malika Torilien guitarist Nadine Altounji of Kalmunity Vibe Collective and many more. Award-winning producer and multi-instrumentalist Brian D'Oliveira (LittleBigPlanet 3, Tearaway & Papo & Yo) will compose, perform and produce the score, ensuring it reflects the atmosphere and nuance of Z'Isle.
Because, Reasons by Abdul Lateef The Distraction Machines-(Early Demo)
The Z'Isle team is composed of industry veterans in game development, music, art direction and more, as well as a couple super-talented fresh faces, all dedicated to helping create a world that invites its players to live the experience.
With the $50,000 our goal is to create an alpha, an early version of the game. This will have the main features of the game and allow us to add content as we get feedback and creations we put together based on your concepts.
Though we have gone through development, we now seek to produce our game and get it out to you! We also require more funding. Though we all love what we do, we need the financial stability to continue building the game at a productive pace.
The best way to explore the events before the comic series is through a game. In the same way that the Z’Isle comic book series is based on fan participation - so is the game, by having you join us on our journey, by giving us feedback and input on missions, characters, environments weapons and more, to create something unique and vibrant that you can proudly say you had a hand in!
Fees & Taxes
Kickstarter receives 5%, credit cards and Amazon get 3%and 20% Goes to Canadian and Quebec taxes. Crafting and assembling survival packages will requires $5000. The remaining $32,000 will be split between art & design, programming sound design & music
We ran an Indiegogo campaign in 2013 to create the comic book series. Much of the world has been influenced and inspired by our contributors ideas for groups, cyclepunk weapons, vehicles and culture. The game explores what happened during those seven years before the comic book series, which begins with a cautious hope. Here is the short film we created for the campaign:
Previews from Z'Isle issues 1 to 5
We have put together some survival packages to help you along the way, including comics, prints, limited edition silkscreen prints, t-shirts, stickers, buttons and more. We've also included some of the weapon props similar to what we cosplay with at conventions and will also include working bike-based instruments like the ones we're using to create the soundtrack! We will also create weapons, enemies and allies, missions and even entire communities based on your concepts!\
Illustrator and Narrative Director Lateef Martin got a chance to talk about Z'Isle, media representation and ways to make games more inclusive on CBC Daybreak, CTV NEWS and The Globe & Mail, CJLO Concordia University Radio,
Risks and challenges
With a project like ours with so many moving parts, from the comics to cosplay and conventions, where we connect with our fans, keeping the comic book series relatively on schedule, time is always an issue. That being said, there is always the risk of the game taking longer to produce than expected. But with a dedicated, experienced team, we're re-doubling our efforts to stay on schedule and keep you up to date at all times.
The whole Z'isle world is on Lateef's shoulders, if something where to happen to him we'd have to resucitate him. We're already collecting phoenix downs...
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