Please keep in mind this is not a demo, but a very early prototype, showing just a small part of elements and mechanics that we hope to implement in the final game. The animations, sounds, effects, environmental art, etc. are not representative of the final product. Please, treat this prototype as an outline or a rough sketch of the game we hope to deliver.
We would like to start off by saying a few words about Coma's stage in its life cycle.
The project is still in very early stages of development. The goal of this campaign is to kick-start the real development of any missing core systems, build upon those that already are in place and to hire artists and coders that will help us realize this project in a timely manner. It is not to show off nearly finished product, as a marketing tool or to gauge interest for potential investors.
There are a number of features and systems having necessary scripting implemented, but they are not accessible by the player in the current build. Some systems are not yet decided upon, and have multiple versions that we consider leaving as a final one (for example: we currently have 3 versions of targeting - traditional 8-way targeting tied to movement, a lock-on system that is independent of character's movement and direction, and a completely free, 360-degree gun rotation, à la twin stick shooter games). Some of the features are done, but are using placeholders - like most of current animations - while some are completely missing. There are no real enemies in the game yet. Designing them with their moveset, animating and scripting their AI will take a substantial amount of time.
With that said, we hope after you read the campaign page you will see the potential of Coma. We encourage you to download the prototype and judge for yourself if it's worth investing in a project that's this early in its life.
If the funding goal of the campaign is reached, the game will consist of 7 distinct locations or areas, each having 2 new enemy types. That excludes any variations of the enemies encountered in previous locations, since the bulk of the work, such as artwork, animation, behavioral scripting will have been already done.
Due to the complexity of the bosses themselves, and due to the fact the fights are going to be designed with a multi-angle approach in mind, the cost of each individual boss encounter is proportionally higher. We know that boss fights are high points for players to test the skills and strategies they mastered, as well as the gear they acquired. However we feel we need to limit the amount of these encounters in order to keep the base cost to a minimum and add them as the stretch goals are unlocked.
Coma is a Metroidvania-style action game set in a grim cyberpunk future inspired by the classics of the genre. Play as a member of an elite squad on a payroll of one of the Megacorporations, explore industrialized districts to find hidden, optional areas; fight with competition's mercenaries using your arsenal of weapons and unique abilities. Customize your character using multitude of passive and active implants, acquire new combat abilities and upgrade those already owned.
Exorno Tech is one of the largest and most influential Providers. Known as a supplier of high-end cerebral implants and a leader in cybernetics development, the corporation is hiding a secret. The majority of its budget isn’t assigned to R&D of new technologies, but instead to a vast network of spies and mercenaries, thanks to which Exorno is able to obtain research and prototypes from their competition and be first to bring them to market.
An hour ago, a man identifying himself as dr François Adrien Molière contacted one of Exorno’s executives. A scientist formerly working for the Abrams corp. claims he has information about new tech developed in absolute secrecy and he’s willing to negotiate the price of that information.
Chairman Gerhard Keller along with the board of directors decided to look into the matter. The chief of Exorno’s “Security Division”, gen. Stanley Vincent received an order to mobilize the special response unit. The objective is simple - contact dr Molière, verify the authenticity of the information and escort him to the extraction zone. On the surface it’s a routine operation, however the general can’t shake the feeling it will be much more complicated than it seems...
In 2076 corporations rule the world. The most powerful among them are Providers - manufacturers and suppliers of prosthetic and telecommunication implants. Thanks to their influence in the still young UTG (United Terran Government), they forced a number of policies that effectively coerce average citizens to use their products. Personal data, credit and medical history and most importantly Global Information Network access - all available through the use of a single implant. The installation surgeries are expensive, additionally the implants need to be regularly replaced or upgraded to newer standards, and there are special drugs that need to be taken to avoid rejection. Not to mention a multitude of hidden additional maintenance and operational fees. Because of this the Providers ensure comprehensive implant servicing in exchange for lifetime subscription, effectively enslaving their customers.
In this world the fight for the customer is effectively fight for power and any competition is a sworn enemy. To remain on top you need to get your hands dirty. Espionage, kidnappings, blackmail, staged accidents - anything goes in the corporate war for the biggest influence, there is no place for half measures. All of this is in the job description of corporate mercenaries - top tier dirty work experts.
The game world will be divided into zones, each distinct in its look and atmosphere, all accessible from a hub zone. In the hub zone the player will be able to gather intel about an upcoming task, replenish resources, or pick up some non-essential sidequests. Fulfilling those will grant special implants, access to previously closed areas or the most valuable of all - information, that may lead to some sweet loot.
As the player progresses in the story and interacts with the world, the zones will change over time to reflect the progress, with new paths opened or old ones no longer accessible, so revisiting previously seen areas won't be a simple backtracking.
We plan to populate the world with rich and complex characters, fueled by their own goals and desires. Alongside main characters that are the central point of the story, there will be a handful of supporting cast - characters who help the player, like supervisors that give orders, comms operators monitoring your progress, offering a helpful advice, etc.
As we mentioned above, the player will be able to meet some quest givers in the hub zone. Those quests will range from fairly standard in the world of Coma corporate espionage to assassinations.
Fulfilling quests may reward you with some loot - access to otherwise not obtainable implants or upgrades, etc., some quests will have a minor impact on the upcoming missions - you may get a password to a terminal that unlocks a helpful shortcut or disables some of the security. On the other hand, progressing in the story may render current quests not finishable (for example, one of the sidequests may require gathering some data off a mainframe in a certain location but you destroyed the mainframe or the power source, and now you can't complete the quest). That said, Coma is not designed as a full-blown action RPG, with multiple branching paths in the main story and sidequests. Quests will be totally optional and non-essential part of the game, that give you more insight into some events or characters, and a tool for deeper world building.
Story told in Coma is a vision of the future encompassing technological, political and economic aspects of society and the world in general. For this reason it’s important for us to present it in such a way not to overwhelm the player.
The plot is presented in a form of a dialogue between multiple characters. Because every playable character is different, the dialogue will vary depending on their personality and relations with NPCs.
Additional information, that will flesh out the world or help the player understand the events occurring in the world around can be obtained by finding scattered datapads or hacking various terminals. Some of them may contain valuable hints or codes to locked paths or containers.
Finally, the environment will tell a story of its own. Fresh blood trails, a body lying nearby, a lost toy, an opened vent - every little detail can be a part of a tragic history that occurred in the past or a hint leading to unexpected encounters.
While playing you will visit detailed areas, meticulously designed to deliver just the right amount of challenge from the non-linear exploration. Each area can be revisited at any point of the game, allowing you to discover numerous secrets and shortcuts, which can be reached as you gain new abilities and upgrades.
Said abilities can be used both in combat and for level traversal. For example you can use the vertical dash to reach ledges high above the reach of your jump, or use the slide dash to slide under a narrow passage.
We would like for the players to have an option to experience the whole game in a 2-player co-op mode, locally and online. It’s always fun to share gaming experiences with a buddy. However there is a myriad of elements that would require completely different approach and design. From ensuring the right balance of power between characters (and enemies), making sure the enemies pose a right amount of challenge for two players without having just increased health pools, technical things e.g. implementing a suitable split screen technique, to developing a robust netcode and utilizing many, not unified, platform-specific APIs to provide players with quick and seamless ways of getting into the game with their friends.
As you might imagine, it’s one of the more costly aspect of game development, that’s why we decided to make the co-op mode as one of the stretch goals.
We plan for each character to be unique by equipping them with different weapons and abilities. By doing so, we hope to ensure every player can chose a character that fits their playstyle or make each consecutive playthrough a fresh experience.
However, each character will require a separate set of animations and different set of dialogues that reflect the relations between them and the NPCs. That’s why some of them will be added as a stretch goal is achieved, after reaching the funding goal.
Kamila Wilk
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Former member of special operations force, medium range weapons and CQC expert. Kamila is cunning and cynical, but also loyal and reliable. She struggles with accepting the new world order so working on the brink or beyond the law isn't a problem for her. The only thing she desires from the job is the thrill of the fight, and thankfully for her it's plentiful in her line of work with the corporation. She is equipped with a number of military grade implants, however she is mostly human.
Hikaru Yukimura
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Former member of an intelligence agency, infiltration and assassination expert. During one of her missions a rogue agent ratted her out, causing her to be captured and tortured. After her release, she had to undergo multiple surgeries, which replaced over 90% of her body with cybernetic components. Attempts on hacking her brain for sensitive information permanently damaged a region of her brain responsible for emotions and empathy, making her an impassive half-machine, indifferently executing any order of her new corporate bosses.
Kurt Watson
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Former Chicago SWAT member. Short range weapons expert, also skilled in hand-to-hand combat. Cold and ruthless, fired for excessive brutality while fighting the street gangs. He will fulfill his task no matter the cost. Both his arms have been replaced with cybernetic prosthetics which give him superhuman strength.
Character Customization
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Upgrades
During exploration you will come across various upgrades. Upgrades are pieces of equipment granting the characters new abilities (or expanding those already obtained) used for level traversing and in combat. Some of the upgrades are character-specific, some of them are optional and acquiring them will help you find secret pathways and areas or help you with disposing of your opponents.
Upgrade examples:
EMP - Disrupt or disable enemies’ optical cammo, find hidden paths obscured by holographic projections.
Combat Hacking Module - take control over enemy drones and defense systems and turn them against your opponents.
Vision Enhancement - enemies using optical camouflage or hidden in the dark won’t surprise you anymore.
Implants
One of main advantages of being a cyborg is the ability of installing various implants.
Implants are completely optional character enhancements that can add or modify already owned abilities, allowing to create many, sometimes vastly different variants of the same character, tailored to your playstyle.
Do you find yourself taking too much damage because you like to go all in? Consider installing a medical implant which will slowly regenerate your life. Do you have a problem with hitting certain enemy? Smart lock-on will take care of it for you. Experiment with different implant combinations to make the character truly unique.
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The combat is one of critical elements in Coma. We want to design a combat system that’s highly dynamic, where every skirmish feels fast and snappy, the character obeys every input, while maintaining the illusion of weight and impact to the most devastating attacks.
Mobility
We want to put a heavy emphasis on mobility and versatility in combat. The player will be able to react to enemy attacks using various methods of basic and advanced controls. Apart from the fundamental movement, such as running, jumping, crouching, the player will have access to advanced movement techniques such as dashing, dodging or blocking. They can be used in combination with the directional controls, vastly modifying the performed move. Those advanced techniques will be granted by upgrades found during the exploration, and can be further enhanced to add various effects.
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Firearms
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The primary means of combat in Coma are firearms. However, we want to make sure the combat is not boring and tedious. To achieve that, different enemies will be vulnerable to different types of ammunition.
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Some enemies will have multiple defensive ‘layers’, such as heavy armor or energy barriers, which you will have to peel away. While fighting heavy-armored foes you will have to use armor-piercing ammo to strip them of their armor first, and then finish them off with the standard projectiles.
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Furthermore, we want to encourage the player to use close-quarters-combat. While fighting against enemies utilizing multiple defences described above, after destroying one of the layers, the enemy will enter a dazed state, which you can utilize to your advantage by performing a melee move that will permanently disable each type of defense. Otherwise there is a chance the enemy will recover that particular defensive measure.
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Further incentive will be in form of recovering a part of lost health or energy after performing those powerful attacks.
We plan for each character to have a weapon unique to them, ensuring you can pick your favorite fighting style based on fire rate, range, knockback, etc.
Abilities
Ranged and melee combat are fun, but being a cyborg brings much more to the table. Thanks to various combat implants you will be able to do much more. Hack an enemy exoskeleton to wreak havoc, use thermo-optical camouflage, hack enemy cyber implants to confuse them or hinder their abilities. Use everything in your disposal to defeat forces of your competition.
Energy
One of main resources you will need to manage, besides your health, will be energy.
Each additional passive implant will decrease the amount of available energy. Whereas every active implant will use up the energy at a constant rate when activated.
Additionally, your abilities will also use up your energy, so maintaining a balance between a number of installed and activated implants will be crucial to your success.
There will also be different ways to regain your lost energy. It will automatically recover over time, performing a melee finishing move on your opponents will replenish a substantial portion of it.
Enemies
There are many opponents that will stand in your way. Automated defense systems, cybernetically enhanced mercenaries or heavily armored combat vehicles. Your competition doesn’t like unwanted guests and will try to dispose of you by any means necessary.
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Remember, your enemies are also equipped with the latest military-grade tech and will utilize every advantage against you. Their arsenal consists of:
- optical/thermal camouflage
- combat exosuits
- hacking implants
- frag, stun, EMP grenades
and many more, requiring a different approach to every skirmish.
Bosses
While exploring the world of Coma you will face powerful boss enemies. They will range from AI-operated systems, through fierce mercenary commanders, to military vehicles, such as battle tanks.
Each Boss fight will be meticulously designed to offer the right amount of challenge and put your skills to the test. Some of the bosses will have multiple stages, where they will use more and more deadly attacks or become faster, shortening your reaction window.
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You will be able to defeat them in couple of ways, such as:
- direct combat - well timed evasive maneuvers and quick thinking will allow you to face the boss face to face
- utilizing environmental elements - lure the boss to a hazardous zone dealing massive damage, destroy sources of light making yourself harder to hit, hack and take control of defense systems forcing the boss to split their focus, and more
- exploit their weaknesses - e.g. destroy targeting systems on an enemy machine to make their attacks less effective
Hacking
What would a world set in a cyberpunk reality be without some good 'ol hacking?
Cyber warfare, while being one of the crucial parts of Coma's combat and exploration, it will be totally optional.
Combat Hacking
Characters equipped with a combat hacking implant will be able to take control over enemy drones, defense systems and disrupt other cybernetically enhanced adversaries, or even make them fight on their side for a short period of time.
Higher tiers of the hacking implant will allow the player to hack multiple enemies at the same time, or even perform a powerful burst hack, that will affect everything in a radius around the character.
While fighting bosses, it may be beneficial to disrupt their targeting systems, disable the most devastating weapons or hack part of the level itself to open a new path in order to exploit their weak points more effectively.
Hacking While Exploring
Hacking will be a great source to obtain new intel about forces you're fighting with, get access to previously closed paths, or get some top-secret information. That information may be valuable both to your employers or to some 3rd party that's also interested in your work.
In contrast to combat hacking that lets the player instantly take over enemy systems in exchange for energy, we want the "exploration hacking" to be more involved. However, we would like to avoid making a simple minigame that leaves you with just the taste. We would like to create a cyberspace where the character gets "transported" and is represented by their avatar, where they have to face various obstacles and challenges. Failing those challenges or getting detected will trigger defensive countermeasures. In this cyberspace the character will still be controlled like normal, but will have a different skillset and equipment. You can think of it as something similar to Shadowrun's cyber combat, where a character is represented by a powerful avatar, facing manifestations of different firewalls, defensive subroutines and tracking programs.
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Engine
In its core, Coma uses Unity engine. We chose it for this project due to several reasons. First and foremost, our team had previous experience in working with it, which is a great advantage, since we know the engine’s strengths and shortcomings.
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Unity offers great support for 2D and 3D objects out of the box, allowing us to mix and match various elements on the scene to achieve the look we want.
Due to its versatility, Unity can be easily expanded or modified to support new features, building on its core.
Environments
We want all the areas in Coma to be represented by beautiful, hand-crafted artwork along with real-time, atmospheric in-engine lighting that will show the duality of this dark, industrialized world, ironically lit with ubiquitous billboards advertising the latest and greatest products. Zones such as high-class districts, being gilded cages for their residents; dirty, overcrowded slums, teeming with illegal implants trade; corporate megastructures, hiding many dark secrets, for which the competition would pay a hefty price.
There’s no place for procedural world generation, no constant deja vu while visiting new locations. Every area in Coma will be handcrafted and unique while maintaining the artistic cohesion and our vision of the future.
Animation
To bring Coma’s characters to life we are using Spine. It allows us to achieve great animation fidelity thanks to its advanced skeletal animation and mesh deformation systems. Combined, these two techniques let us show off every small detail, such as movement of character’s outfit, gear, hair or facial expressions.
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Thanks to the synergy between Spine and Unity, we have control of every aspect of the animations, so they can be transitioned smoothly from one to another without the erratic appearance, but where it’s necessary they can be quick and snappy to eliminate the feeling of unresponsive controls.
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Using Spine’s Inverse Kinematics and Weights systems we can create complex behaviours with relatively low effort and in a timely manner. For example we can assure the character is pointing the weapon directly at an enemy, regardless of the position - whether the character is standing, jumping or kneeling. No need for hundreds of redundant animations.
That said, we need to hire animators, who can take the advantage of all those neat features, and who can create detailed, yet dynamic movements, for every playable character, enemy and boss.
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By supporting Coma, we assure you that 100% of the funds will be used for financing the project. With your help we'll be able to hire more talent and buy or license any software needed to deliver a complete and polished game.
We realize we are asking for a hefty amount of money, especially in view of us not having much experience. However the final amount has been carefully calculated, and represents the overall budget we need to finish the core game. Without your support we will not be able to bring Coma to life.
It goes without saying the more money we raise, the better the game is going to be. Beyond adding features listed as stretch goals, we will have the luxury of adding some extra touches and making sure the experience you get from playing our game are nothing but positive.
We should also mention, that this campaign is the only form of financing Coma. We don't have any deals with publishers, it also isn't designed to measure interest.
In order to help you understand how the money will be split among various portions of the project, here's a handy-dandy pie chart:
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As you can see a lion's share of the money will go to pay for things that don't directly contribute to developing the game itself. Nevertheless, as a legally operating company, we can't avoid those costs. We hope you see that the final amount we ask for the project is fully justified.
Thanks to you we'll be able to provide a fair pay to the hired programmers and artists, no matter what part of the world they come from, as well as existing members of our team. In turn we promise to deliver a compelling game in terms of its story and gameplay.
Why crowdfunding?
We have been working on Coma full-time for over a year. We’ve invested many hours and private funds, which are unfortunately running low.
As fans of cyberpunk and metroidvania-style games we would love to contribute to both by marrying both of those genres of fiction and games. However such small budget and team we currently have are not enough to fully realize our vision.
Thanks to your support we will be able to expand our team by hiring the right people for the right job, especially programmers, environmental artists and animators who will help flesh out and populate the world of Coma. We will also be able to give the game the soundtrack it deserves, filled with music that properly conveys the uncertain atmosphere or packs a punch for the boss battles.
There are many ideas we would like to realize in Coma, and without your help it won’t be possible. With every new stretch goal achieved, we’ll add additional elements, which will help in portraying a lived-in and rich, complex world, and make the experience of playing the game more fun and memorable.
We simply ask you to play the prototype, and if you find it enjoyable, please consider pledging to the campaign. If you thought it wasn't your cup of tea, or you think a prototype stage is too early to decide, THAT'S TOTALLY COOL WITH US! :)
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A Brief History
Light Echo is a team of enthusiastic video game geeks from Poland, who spent their lives playing a vast selection of games from multiple genres. At some point in our lives, after graduating college (you can trust us, we're engineers ;) ), we realized that games are a big part of who we are, and a vision of working in the game industry was born. In 2012 we realized that vision by starting a company dedicated to making games.
At the beginning of our endeavor we decided to start small and target the mobile market. We quickly realized that without prior experience in game development it won't be an easy task. We had to learn everything, from choosing the right people for the right job, managing the team and the workflow, through choosing the best tools, to all the boring, but equally important, legal and accountancy stuff.
The first fruit of our labor was Final Dusk - a simple action-puzzle game, designed to be played in multiple short sittings, with colorful graphics and funny, easy-to-follow plot. Soon after the release it became apparent, that without an enormous stroke of luck or a huge marketing budget, a new game appearing on mobile market is destined to get covered with countless new apps (and clones of clones) flooding the app stores daily.
Seeking new sources of revenue, we decided to publish Final Dusk on a PC. After converting the game to best suit the PC platform, we gave Steam Greenlight a shot. In 2014 Final Dusk was approved to enter the retail space of Steam.
The experience and knowledge we gained from creating, and trying sell our first game was invaluable. We fully understand the pitfalls of game development and self-publishing. If we were to repeat that process today, we'd do a bunch of things differently from the get go. But we want to grow and expand, work on a more ambitious project, that's designed for more mature platforms and for more mature audiences. We hope Coma will be that project, and for that we need your help.
The Team
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Krzysztof Bareła
Light Echo co-founder, Project Manager, the Brain behind the operation (he knows numbers).
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Aleksandra Radzikowska
Character Designer, Lead Artist (responsible for all the art on this campaign page).
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Artur Madeła
Lead Programmer (the code wizard).
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Michał Głowacki
Light Echo co-founder, Art Director, Temporary Animator (puts stuff together).
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Corporate Subscriber
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$5 - Your name in the credits
Apart from our deepest gratitude for making Coma possible, your name or nickname will be displayed in the game's end credits.
Business Class Subscriber
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$10 - Corporate Subscriber Tier + Digital game key (LIMITED SUPPLY)
Once the development of Coma is complete, you will receive an activation key for a digital version of the game at a discounted price. The availability of this perk is limited.
Corporate Drone
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$15 - Corporate Subscriber Tier + Digital game key
Once the development of Coma is complete, you will receive an activation key for a digital version of the game.
Assistant Manager
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$25 - Corporate Drone Tier + Digital OST + Digital artbook
Get the all-digital version of the game with a full soundtrack and an artbook, filled with high-resolution concept images created during the game's development!
Manager
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$35 - Assistant Manager Tier + Backer-exclusive weapon skin + Developer forum access
With this tier you will get a campaign-exclusive weapon skin, available only for the campaign backers, and an access to a special section of the forum, where you will be able to influence the development process, for example by participating in polls regarding different aspects, such as appearance of characters based on concept sketch variants etc.
VIP
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$40 - Manager Tier + Your message in the game (LIMITED SUPPLY)
Want to have your unique message in the game in form of a note or an e-mail on one of the computer terminals in the game? With this tier you will be able to do just that!
Deputy General Manager
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$50 - Manager Tier + Closed beta access + Backer-exclusive armor skin
If you want to get your hands on the early build of the game before everyone else - this tier is for you! In addition to that you will get a campaign-exclusive armor skin for every character! (number of available playable characters depends on fulfilling certain stretch goals)
Junior Manager
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$50 + Deputy General Manager Tier + Physical Game (LIMITED SUPPLY)
Do you like having your games neatly arranged on a shelf? Be quick and you can grab a physical copy of Coma at a lower price! The Providers would love to have you as a long-term client! The availability of this perk is limited.
General Manager
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$60 - Deputy General Manager Tier + Physical Game
Do you like having your games neatly arranged on a shelf? With this tier you will have a chance to add Coma to your collection!
Executive Manager
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$75 - General Manager Tier + Physical OST + Lithograph set
You can get a physical copy of the soundtrack along with the game. You will also get a set of exclusive printed lithographs featuring art of Coma, not available anywhere else.
Managing Director
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$100 - Executive Manager Tier + Steel case + Poster
With this tier you will get Coma with its soundtrack in a shiny steel case, along with an exclusive printed poster.
Director
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$200 - Managing Director Tier + Physical artbook + T-shirt + In-game companion
By choosing this perk you will get a T-shirt with the game art to show off to all your friends and make them jealous. You will also get a physical copy of the artbook, highlighting the key art of Coma, and in addition to that, you will get an in-game robotic companion.
CFO
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$350 - Director Tier + Bandana + Sew-on patch + Dog tags
With this tier of rewards you can fully gear up with Coma swag - get a stylish bandana, a sew-on patch and a set of stylized dog tags with your name or nickname on them!
CAO
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$500 - CFO Tier + Figurine + Pen drive + Exclusive collector's box
You can get a campaign-exclusive figure of Kamila along with a stylized USB flash drive, all neatly wrapped up in a big collector's box!
COO
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$1000 - CAO Tier + Design a billboard (LIMITED SUPPLY)
This tier will let your creativity thrive by designing one of many billboards, seemingly omnipresent in vast cities of Coma. The availability of this perk is limited.
CIO
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$1250 - CAO Tier + Signed collector's box + Design a weapon skin (LIMITED SUPPLY)
Do you want your weapons to have a badass paint job? Or do you want them to be inconspicuous? With this tier you can do whatever you want to them (within reason :) and share your design with the rest of the players! The availability of this perk is limited.
CVO
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$2000 - CAO Tier + Signed collector's box + Design an armor skin (LIMITED SUPPLY)
Designing a weapon skin is not enough for you? Do you need more "advertising space"? The Providers would be proud of you! You can submit your design, or work with our artists to create a unique skin for the characters' armor! The availability of this perk is limited.
CEO
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$5000 - CAO Tier + Signed box + You as an NPC (LIMITED SUPPLY)
Do you want to be transported directly into the world of Coma? Well, even we can't make that happen, but we can give you the next best thing - we will create an NPC in your likeness! You will also get the game in a collector's box signed by our team! The availability of this perk is limited.
Vice Chairman
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$7500 - CAO Tier + Signed box + Design a billboard + Your message in-game + Design an enemy (LIMITED SUPPLY)
Do you want even more? Help our team design an enemy, with their signature moves and unique appearance! The availability of this perk is limited.
Chairman
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$10000 - CAO Tier + Signed box + Design a billboard + Your message in-game + Design a boss (LIMITED SUPPLY)
The most awesome and jam-packed reward tier! Help our team bring to life a whole new boss by being a key part of the design process! The availability of this perk is limited.
Note
Please note that any backer-submitted design must be original and not infringe on any existing copyright or intellectual property. We also reserve the right to refuse any submission due to various reasons (e.g. offensive work or "trolling"). All submissions have to fit in the world thematically.
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