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Tears in the Rain

A lovecraftian, cyperpunk tale, where a desperate man hunts for answers unfit for human eyes.

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Tears in the Rain

Tears in the Rain

Tears in the Rain

Tears in the Rain

Tears in the Rain

A lovecraftian, cyperpunk tale, where a desperate man hunts for answers unfit for human eyes.

A lovecraftian, cyperpunk tale, where a desperate man hunts for answers unfit for human eyes.

A lovecraftian, cyperpunk tale, where a desperate man hunts for answers unfit for human eyes.

A lovecraftian, cyperpunk tale, where a desperate man hunts for answers unfit for human eyes.

Liam Iverson
Liam Iverson
Liam Iverson
Liam Iverson
1 Campaign |
Saskatoon, Canada
$24 USD $24 USD 3 backers
7% of $346 Flexible Goal Flexible Goal

In the bleak future where mile high spires tower over an endless night an unnamed man wonders the catacomb city. A gun for hire he stumbles upon the bloody aftermath of a gang shooting which leads him onto a path of discovery unfit for mortal man." 

“Tears in the Rain” is a lovecraftian cyberpunk, horror game dealing with themes of existentialism, humanity, nihilism, post-singularity and artificial intelligence.

An Arthouse Game: 

Like many people I personally see gaming as an art form, comparable to film, literature, music and theater. I think the most important aspect of Video Games is they possess the capabilities to be a film, a play, novel and concert all in one. With the recent explosion of the Video Game industry, and the rise of the indie market I'd like to create something I little different then both of these. As an Arthouse project this game would be less focused purely on game play and mechanics and more so the personal experience one gets from it, raising important philosophical questions about humanity, existence, technology and science. 

As a gamer though I can attest that game play will obviously be featured just that unlike a triple a mainstream action title much of the game play here will revolve around puzzle solving, hacking, thinking and answering important questions within the game that will reflect on your own philosophical outlook on life.

I think what defines Art is its ability to make one feel something, whether it be anger, excitement, fear, wonder, euphoria, happiness, sadness or a plethora of other human emotions.  My goal for this game, along with scaring you and providing tension, is to draw out some of those emotions. Rather than cheaply triggering them I hope the questions I raise and the themes provided will allow you to draw your own conclusions and feel whatever your own personal experiences and views allow for.

Where the money's going

This project is currently aiming at a fairly low development cost for a couple reasons. One being that we are fortunate enough to have access to several in house artists and programmers so much of that cost has been covered.

The majority of our budget is geared towards licensing, advertising and eventually digitally distribution. These cost our fairly minimal which is why our development cost is only slated at $500. Any remaining money would be provided to the several individuals working on this project, though that is expected to be little as this is being done out of a passion for the idea, not the financial gains. 

The Game


Game play: 

Game play is heavily focused on exploration, investigation and player interpretation. Combat is something that will play into the game though it is by no means you're primary tool for progression. Players will spend much of their time searching, interpreting and planning rather than purely acting. Hand holding is something I do not plan on incorporating and players will be left largely unaided besides basic controls and mechanics instructions on how they will proceed. 

The game will be played as a 2D stealth action horror game intermingled with complex puzzles and investigative work. It will not be uncommon for the player to spend 30 minutes slowly murdering their way through a gang invested apartment block before spending an hour investigating and piecing together the mystery that is unraveling. 

Setting: 

Heavily inspired by films such as Blade Runner, Escape from New York, Soylent Green and Alien, Tears in the Rain is very much a cyberpunk universe that is the location for a Lovecraftian tale. Much of the setting is left ambiguous excluding several key points, 

Location: Eastern Sprawl, United States

Year: 2046

The geopolitical situation of the time deals with the run up to the Third World War as tensions over colonial rights and massive economic inflation due to asteroid mining have positioned the United States, China and the EU on the brink of total annihilation.

Due to massive overcrowding the majority of the East Coast lives in squalor, most residences are cramped apartments built within several of the modern mile high skyscrapers that dot the eternal night. Others squat within the decrepit 20th century buildings abandoned long ago and now rest in control of gangs, psychopaths and violent revolutionaries.

Technology is incredibly invasive, with the average citizen containing neurological implants allowing for physical or wireless connection to much of the nations tech. and networks. One of the most common uses now though has been an activity referred to as "bugging out" where users can overload their implants and experience a temporarily neurological boost, called achieving transcendence by some, a great psychedelic trip by others. 

Presentation: 

This game will be by all accounts an art house project, using progressive art and game design choices. As the main character is both a slightly unstable criminal, and frequent drug user much of the narrative is left ambiguous with psychedelic imagery heavily influencing the art design and levels. 

A little about myself:  

I am an undergraduate Computer Engineering Student from the University of Saskatchewan who moonlights as a software developer and programmer. Tears in the Rain has been a game I've wanted to create for some time, but due to my busy life style and other development projects I've been unable to actually create it. 

I love gaming, and fell in love with it at an early age. It was a huge influence on myself and was what inspired me to learn programming when I was younger and sparked my interest in Engineering. It stands as one of the most important creative mediums of this generation and I want to take full advantage of that by working on a project I've dreamed of for a very long time. 

Risks:

As an undergraduate Engineering student, who is also employed as an independent software developer free time, can be hard to come by at times. Though I have full intentions to finish the game how long that'll take is unknown though I can't see it taking longer than several months with I'm properly funded. Honestly my biggest problem with getting this project off the ground has been having enough financial security to work on this, rather than my other contracted work. 


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Early Access to the Game

Currency Conversion $1 USD
$1 CAD
I plan on retailing the game once its complete for around $2.99 so anyone that backs me a third of that price now will be allowed to have early access to the final completed project, rather then having to purchase the 3x more expensive version once its released.
Estimated Shipping
January 2017
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Beta Testing

Currency Conversion $3 USD
$5 CAD
Anyone who pledges $5 or more will be allowed to beta test the project and provide feedback to myself and the team directly. This will also get you early access to the final game as explained in the earlier perk.
Estimated Shipping
December 2016
0 out of 50 of claimed
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