About
An isometric view open world action-RPG taking place in a corrupted world falling apart. You are a former officer of army of the Human Republic, forced to flee the death penalty because of the magic powers you have unwillingly developed. Being tracked down by humans and hunted by the monsters of the Wild, you are recruited by a mysterious group of Templars. And thus an epic adventure begins in which you will wander the world to fight inhuman, mutated monsters and discover the terrible secret of the extinguishing mankind.
The game features a unique mechanic called Apocalyptic Form that allows players to shape shift into a highly customized character! You’re free to mold your character thanks to a deep and rich customization system. And thanks to our complex crafting mini-game and our housing module you will be able to make your adventure feel as YOUR adventure!
As you can see from our video, the detailed environments, intense action and impressive effects are beautifully created thanks to the next-gen technology of the CRYENGINE.
Features
Umbra aims to deliver many features that will differ from the classic games of the genre:
- Open World : Discover the world and enjoy it at your own convenience
- Exploration and experimentation is rewarded with new powers, attributed according to your play style!
- Free character development - No class limitation. You have three resources: Rage, Stamina and Mana, and they all interact with each other in order to balance gameplay.
- Apocalyptic Form: According to your play style, you will develop special powers for your character, changing their abilities and look. Fierce melee warriors may gain a third arm to equip with a new weapon; a fire caster will have their skin turn into lava and heal from fire. Even wings and horns might appear on your character depending on your actions!
Here are some example of Apocalyptic Upgrades:
Demon wings: You can perform huge leaps and crush the enemies around you. You will also be able to access areas unreachable to other characters
Third Arm: You have a third arm, and you can equip a new weapon for it.
Horns: Run everywhere and rush into enemies to knock them down, crushing their faces while they are on the ground!
Body of Fire: You won’t take damage from fire anymore. Actually, fire will heal you. But beware of frost! You’ll also leave a trail of fire on your path.
Body of Shadows: You get a huge boost to your attack and movement speed and to your critical strike chance bonus while you are in a dark area. You also have a great dodge bonus.
Aura of Death: Undead raise everywhere you walk.
Horrifying visage: Enemies have a chance to run away in fear when they see you.
Increased size: You are bigger. Your strength and Constitution get a huge percentage bonus.
Tornado: Reaching high speed will turn your body into a tornado, attracting every enemy around.
- Tons of Loot: Weapons, Armor, Potions and randomly generated magic effects for more gameplay diversity!
- Semi procedural Weaponry: Blades, pommel and guard details can be randomized for more unique gear in the game!
- Advanced Crafting mini-game: Build your own weapons and armors thanks to a complex and challenging module in Umbra
- Tons of Destructible environments: From small walls to complete parts of an area. We hope you enjoy it!
- Housing: Create your own house and proudly showcase your special gear!
- Mature story full of secrets to discover exploring the world
- Kythera AI system: The automatic real time navigation adaptation of Kythera adapts to any change in the physics of the world, allowing us to create exciting scenes including large portion of levels collapsing or moving and fighting on the back of giant creature, creating never seen before gameplay situations!
- Dungeon challenge (Stretch goal): Transform a special part of your house into a dungeon and challenge other players to survive the onslaught!
- Multiplayer mode (stretch goal): Multiplayer is an ambitious goal we would love to achieve, but it must be done correctly. We plan to have different interesting stretch goals for you that will allow us to build the foundation of the multiplayer. In the best case scenario, we would like to have the following mods: Dungeon Challenge (see above), Co-Op mode, and Competitive Plaver vs Player vs AI.
Gameplay mechanics
Story
The corrupted Human Republic is falling apart: Starvation and disease are ravaging mankind, leading to violent riots everywhere.
In order to maintain their grasp on the population, the Republic is using vicious tactics, poisoning the population to weaken it and removing all children from their parents to better mold their minds. Newborn babies are rare, and few are born healthy.
An unknown curse has made men lose their memory, provoking a limbo that has eaten their own history and technological knowledge.
Rumors say that the leaders of the Republic signed pacts with occult entities, and monstrously mutated humans are appearing in the wild, leading raids against cities and villages.
Food became rare, leading to an extreme measure. In the name of survival, the Republic declared that anyone over the age of 50 should be killed. The same rule applies to anyone presenting mutation.
The Hero
You are a former officer of the Republic who developed magical powers. You tried to hide it, but your hierarchy found out. Instead of directly killing you, they tried to capture you and lead experiment on your body.
You managed to escape and take refuge in the wild. There, you were attacked by a large pack of the monstrous creatures. Outnumbered, you were about to fail when the mysterious order of the Templars saved you.
Technology
A word from the dev.
QUOTE
Hi there!
Some people are asking questions about how the funding will be spent, why you're asking for a specific amount, etc., so here is some information for you guys
As we said before, we have great tools, and awesome partners. All these things combined makes our development process extremely fast.
Quixel MEGASCANS helps a lot by allowing us to make the most of our budget, so we don't have to spend a lot of time on environments.
As for the other environments, like ruins, cities or other specific areas, again, we have our great tools, and this speeds things up considerably.
What about characters? Thanks to Exocortex Species and the tech we developed - again, please remember we started this project 4 years ago and we knew what we were getting ourselves into - character integration has been optimized as much as possible.
From a technical point of view, we can optimize rigging / texturing a character thanks to the tools available in CryEngine3. Same goes for particle effects!
After years of hard work (yes, after 4 years!), our focus was to develop the optimal pipeline for us to use after the Kickstarter is (hopefully) funded.
We applied everything we learned and all tools at our disposal to build our GDC prototype, and we were very happy with the result (which you can see in the videos we've presented to you so far).
CryEngineSome people are asking questions about how the funding will be spent, why you're asking for a specific amount, etc., so here is some information for you guys
As we said before, we have great tools, and awesome partners. All these things combined makes our development process extremely fast.
Quixel MEGASCANS helps a lot by allowing us to make the most of our budget, so we don't have to spend a lot of time on environments.
As for the other environments, like ruins, cities or other specific areas, again, we have our great tools, and this speeds things up considerably.
What about characters? Thanks to Exocortex Species and the tech we developed - again, please remember we started this project 4 years ago and we knew what we were getting ourselves into - character integration has been optimized as much as possible.
From a technical point of view, we can optimize rigging / texturing a character thanks to the tools available in CryEngine3. Same goes for particle effects!
After years of hard work (yes, after 4 years!), our focus was to develop the optimal pipeline for us to use after the Kickstarter is (hopefully) funded.
We applied everything we learned and all tools at our disposal to build our GDC prototype, and we were very happy with the result (which you can see in the videos we've presented to you so far).
All key members of the team have years of experience working professionally with this engine. We have knowledge on pretty much each aspect of the engine, from coding to particle effects creation.
CRYENGINE offers us a great system for rendering, lighting, animation, particles effects and more. It allows us to forget about creation the technology for the game so that we focus on MAKING the game.
The amazing real-time environment we can create will allow us to present a beautiful world full of life and wonderful magic effects.
Kythera
In real time, Kythera AI System adapts to every change in the world without any additional setup, allowing level designers to quickly test and reshape their work. Kythera is already used in the game Star Citizen.
The amazing part of Kythera is that this system also works in the final game! So when a bridge explodes, AI will still find a way to come and beat you! It also means that scenes including moving platforms or walking on the back of giant creature without QTE is possible!
We have a great connection with the Kythera team. We have worked with their lead developer on previous commercial projects, and an early version of Umbra was the very first game to be integrated with Kythera, more than two years ago.
Video of how Kythera dynamically changes pathing:
Quixel Megascans
We are using the most cutting edge scan data available to create rich and high fidelity environments, with the help of early access to the Quixel Megascans library. It helps us as a small indie team to create really high quality graphics in a short amount of time, on par with AAA projects
Video of how environment can be manipulated and the texture quality of Quixel Megascans.
Quixel Megascans scans real physical material and store the texture in a library that developers can use. Umbra is the first game ever to partner with Quixel and using this technologu in their game.
Link to Quixel:http://www.quixel.se/dev/megascans
Exocortex Species
Exocortex Species is a great tools for our character creation pipepline, allowing us to quiclky model and integrate new enemies in Umbra!
The Kickstarter for this game is now live:
https://www.kickstarter.com/projects/106268...bra/description
Some gameplay from the prototype:
Edit: This game is no longer open world and is now an instanced world. Player housing is not in the game now and will not be in the game for the forseeable future. Apocalyptic form is also scaled back to only 4 fixed type types instead of the "pick your upgrade" style promoted in Kickstarter. Crafting system also completely removed in favour of an enchantment system instead.
This post has been edited by nakal_mode: Feb 14 2020, 07:48 PM
May 20 2015, 04:37 AM, updated 6y ago
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