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Out of Action

Action-packed FPS with a unique dark anime aesthetic, set in a brutal cyberpunk universe.

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Out of Action

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Out of Action

Out of Action

Action-packed FPS with a unique dark anime aesthetic, set in a brutal cyberpunk universe.

Action-packed FPS with a unique dark anime aesthetic, set in a brutal cyberpunk universe.

Action-packed FPS with a unique dark anime aesthetic, set in a brutal cyberpunk universe.

Action-packed FPS with a unique dark anime aesthetic, set in a brutal cyberpunk universe.

Doku Games LTD
Doku Games LTD
Doku Games LTD
Doku Games LTD
1 Campaign |
Horsham, United Kingdom
$5,394 USD $5,394 USD by 95 backers
$5,137 USD by 87 backers on May 29, 2024
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Out of Action is a dystopian cyberpunk PVP FPS with an additional offline mode. Drawing inspiration from the likes of Blacklight Retribution, The Specialists (Half-Life mod), and NeoTokyo, Out of Action revives the golden age of FPS with modern mechanics and a unique visual style.

It is already ranked among the top 80 most wishlisted games on Steam.


Brutal Cyberpunk combat
 

Players will experience extensive loadout customisation and deep progression, allowing them to finely tune their desired playstyle. The game employs a skill tree based unlock system, where combat performance and challenges determine advancement, providing players with the freedom to choose their path.


'Airborne sniper' - play how you want to play

With the following options available for players to unlock and master, a significant variety of builds will be possible:

  • 5 combat Shells: Bison, Hydra, Dragon, Ghost and Rhino.
  • 20+ weapons, with impactful attachments
  • 30+ perks and augments
  • 15+ high tech devices

While the different Shells offer unique baseline attributes and augments, they are not necessarily considered classes. Perks and other loadout choices can customise their functionality further. Want to be a stealthy glass cannon with a rocket launcher? go ahead! Want to be a tank with augmented legs for additional speed and akimbo pistols? why not?!


'Shell' concept art, courtesy of Björn Hurri


Small selection of possible weapon loadouts


Small selection of the weaponry available to unlock

Cosmetic unlocks are also tied to progression and challenges, all constrained to the games aesthetic and grounded within the faction lore. Players will not encounter outlandish or unfitting cosmetic items, and there will be no in-game monetization. Cosmetic options will initially comprise of colour palettes, camouflage, decals and head gear variations, with plans to expand this after release. Additionally, basic levels of customisation such as skin colour will be included to personalise your Shell.


Shell basic head with skin colour example

The game incorporates adrenaline-fueled, fluid movement reminiscent of action movies, including dynamic dives, slides, dodges, air-dashes and rolls. These skill driven movements are woven into other game mechanics, such as combat rating, Core charge and takedowns, with loadout and progression choices influencing their effectiveness and additional bonuses.


Reverse dive into rolling takedown


Sliding into an ambush

As a baseline mechanic, all Shells come equipped with an area scan, enabling players to locate all detectable enemy targets within the scan's range. It is possible to augment it's effectiveness and functionality with various loadout options, while certain perks and devices also allow players to become undetectable.


Scanning for enemies

Additionally, the game introduces an advanced multiplayer 'bullet time' mechanic known as 'Core'. This mechanic affects scoring and other gameplay elements, also leading to regular cinematic encounters. The player's Core is charged proportionally to their combat effectiveness and style, and can be activated to gain a temporary advantage over opponents. The benefits gained while active can be further augmented by player loadout choices. Importantly, it only affects players within the line of sight of others who are affected, leaving obscured combat in different areas of the map untouched.


Activating the 'Core' to wreak carnage on enemies

Footage of PVP testing in an earlier prototype, with some clips showcasing the movement and Core useage in a multiplayer setting:

The gameplay elements offer a high level of interactivity. Use the Shell's Nano-wire to retrieve dropped weapons at a distance, even while they are mid-air; reflect projectiles back at enemies with a sword; launch a weapon into an enemies face with a punch; intercept rockets with a well-aimed shot, and even attach a turret to a teammate's back!  With so much emergent gameplay players will be able to pull off highly creative kills and look good while doing it.

Stealing enemies weapon with an augmented Nano-wire during an air-dash
 

Deflecting projectiles with the sword
Along with some FPS staples (FFA etc.), the game will include a flagship, team based (5v5) objective mode which is lore driven and assymetrical. These modes will all unfold in dystopian, cyberpunk environments, such as cityscapes and industrial facilities.  Objectives found within the game modes include: breaching, hacking terminals, stealing data, destroying key locations, and more.
 
 

Download the demo from the Out of Action Steam page
 
 

After observing some of the development footage, numerous content creators expressed interest in engaging with an early prototype of the PVP gameplay. The game was recieved with great acclaim, here is a selection of that footage:


 

 

 

 
 

Some of the gameplay inspiration
 

Some of the visual inspiration

 
 
 
The intention is to also bring and incorporate deep lore into the game, through environmental story telling, lore-based game modes and readable sources outside of gameplay. Here's a brief overview:

Shells
The Shells were the epitome of Arika Biotech's groundbreaking research, blending synthetic materials with harvested organic components. These biomechanical marvels were designed to surpass the limitations of traditional soldiers, pushing the boundaries of what was considered ethically and technologically acceptable.
 

'Shell' concept art, courtesy of Björn Hurri
 
Arika Biotech - Megacorp and creator of the Shells.

The background behind Arika Biotech is one of moral ambiguity, corporate secrecy, and the clash between unchecked scientific progress and the consequences of playing with the essence of humanity.

Faction 1: Jin-Sec
As Arika Biotech grew in influence, it birthed Jin-Sec, a specialized Shell security branch, dedicated to safeguarding its operations. Jin-Sec plays a crucial part in suppressing any opposition to the Shells program, especially from the Onryō, who initiate focused terrorist attacks on Arika Biotech's facilities and key personnel.


Jin-Sec 'Dragon' Shells, night raid

Faction 2: Onryō (Vengeful spirits)
Awoken Shells / terrorist organisation. The Onryō have experienced a partial reconnection to their former human essence, latent memories, emotions, and a sense of identity that had been submerged during their creation. Their goal is to expose Arika Biotech's unethical practices, dismantle the Shells program, and bring the megacorporation to its knees.


Onryō - sending a message
 

My name is Ranulf Busby, online I go by the pseudonym Doku.

I am the owner of Doku Games LTD and currently the sole developer behind Out of Action.

With over 20 years of experience in the gaming industry, I've worked in both the AAA and Indie space as an 3D artist / generalist / game developer, including several lead roles
 


Some examples of previous artwork
 

Throughout this extensive period, I have accumulated significant knowledge in most disciplines related to the industry.

My passion lies in game development, and my focus is on creating games that players can enjoy as much as I do crafting them.
 


 

Why crowd funding?


Up to this point the project has been entirely self funded and solely developed.

The initial focus was on creating solid gameplay foundations over content, having a functional multiplayer prototype and really honing the mechanics to ensure the game actually works and is fun to play.  

The project has advanced to a point where the fundamental mechanics and gameplay elements are well-developed, and the priority now is on incorporating fully realised content, including art, animation, audio, maps etc. Simultaneously, work on finalising server related tasks, including backend development, hosting setup, and implementing persistent progression. These efforts are essential to prepare for upcoming playtests and the eventual release of the game.

While the project has attracted interest from many publishers, the goal is to try and retain full control over all aspects of development, if possible. Acquiring funding will significantly contribute to maintaining this autonomy and sustaining the project's momentum.

With your support, I can secure any additional help required for Out of Action to reach its full potential, and create a unique and enjoyable experience for players to sink their time into.

The funding received will be divided between and go towards the following:
 

  • Outsourcing of additional work as required. 

  • Covering server costs for release and early playtesting.

  • Additional marketing.

  • Allowing me to continue working full time on the project.


Risks and challenges

As with any project, unforeseen technical issues or unexpected delays may arise during development. I will be dedicated to maintaining the transparency shown thus far, keeping the community and supporters informed, and remain committed to crafting a game of the highest quality possible.

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