❤️ More details: https://www.kickstarter.com/projects/longduegames/hopetown/description
⭐ Social media: https://www.longduegames.com/
☕ Support me on Ko-Fi: https://ko-fi.com/extralife
Hopetown is inspired by narrative-first RPGs such as Disco Elysium and Kentucky Route Zero, and is being built by some of the key talent behind these games, such as Martin Luiga - founder of the ZA/UM Cultural Movement and writer of several characters on Disco Elysium, Lenval Brown - the narrator of Disco Elysium, Piotr Sobolweski - oversaw all technical development on Disco Elysium as CEO of the Knights of U, Ben Babbitt - one of the trio of game developers that created Kentucky Route Zero, and Paweł Blaszczak, music composer on the original soundtracks of The Witcher & The Witcher 3: Wild Hunt.
These games, and the RPG genre as a whole have been home to some of the most beloved stories and characters in the history of video games. From feeding a canine companion an iguana kebab, to whistling on a swingset with a fellow detective, there's a strong legacy of rich narrative and unforgettable moments in the genre.
With Hopetown, we aim to continue that legacy. We're drawing inspiration from modern classics, while paying tribute to days gone by — but making something new and resonant. And we're doing it in a safe, healthy, and sustainable way: there's a lot of chaos, prejudice, exploitation, and worse in the world.
WHAT IS HOPE TOWN
It's a game about exploration, conversation, and excavation — in the world and in your mind. You won't roll dice to see if you hit with your magical blade; you'll use words like daggers, finding the weak spots in your target's armor. You won't have a tank, healer, or crowd control in your adventuring party; but the voices in your head, and companions at your side, will fight with you and against you all the same. You'll reach the darkest depths of the soul and the brightest zeniths of human connection.
Just do it quick, before the end of the world.
An isometric view of the entrance to a mine. There's an aqueduct converted to a railway bridge, industrial equipment, a twisty tree, and a stream.
Decades ago, a coronal mass ejection sparked an impossibly huge solar flare and subsequent geomagnetic storm — wiping out electronics and global communications for what felt like years. And with no salvation to be found in the skies, humanity looked under its feet: a resurgence of mining swept the globe.
The village where our story begins is one of the hundreds of company towns that sprouted in the aftermath — a mix of small-town charm and big-time mining operations, teeming with life above and below the surface. In the years since the flare, it had slowly depleted the region's mineral (and spiritual) reserves, and was destined to be another casualty of capitalism resurrected...
...until they found the quicksilver.
⭐ Social media: https://www.longduegames.com/
☕ Support me on Ko-Fi: https://ko-fi.com/extralife
Hopetown is inspired by narrative-first RPGs such as Disco Elysium and Kentucky Route Zero, and is being built by some of the key talent behind these games, such as Martin Luiga - founder of the ZA/UM Cultural Movement and writer of several characters on Disco Elysium, Lenval Brown - the narrator of Disco Elysium, Piotr Sobolweski - oversaw all technical development on Disco Elysium as CEO of the Knights of U, Ben Babbitt - one of the trio of game developers that created Kentucky Route Zero, and Paweł Blaszczak, music composer on the original soundtracks of The Witcher & The Witcher 3: Wild Hunt.
These games, and the RPG genre as a whole have been home to some of the most beloved stories and characters in the history of video games. From feeding a canine companion an iguana kebab, to whistling on a swingset with a fellow detective, there's a strong legacy of rich narrative and unforgettable moments in the genre.
With Hopetown, we aim to continue that legacy. We're drawing inspiration from modern classics, while paying tribute to days gone by — but making something new and resonant. And we're doing it in a safe, healthy, and sustainable way: there's a lot of chaos, prejudice, exploitation, and worse in the world.
WHAT IS HOPE TOWN
It's a game about exploration, conversation, and excavation — in the world and in your mind. You won't roll dice to see if you hit with your magical blade; you'll use words like daggers, finding the weak spots in your target's armor. You won't have a tank, healer, or crowd control in your adventuring party; but the voices in your head, and companions at your side, will fight with you and against you all the same. You'll reach the darkest depths of the soul and the brightest zeniths of human connection.
Just do it quick, before the end of the world.
An isometric view of the entrance to a mine. There's an aqueduct converted to a railway bridge, industrial equipment, a twisty tree, and a stream.
Decades ago, a coronal mass ejection sparked an impossibly huge solar flare and subsequent geomagnetic storm — wiping out electronics and global communications for what felt like years. And with no salvation to be found in the skies, humanity looked under its feet: a resurgence of mining swept the globe.
The village where our story begins is one of the hundreds of company towns that sprouted in the aftermath — a mix of small-town charm and big-time mining operations, teeming with life above and below the surface. In the years since the flare, it had slowly depleted the region's mineral (and spiritual) reserves, and was destined to be another casualty of capitalism resurrected...
...until they found the quicksilver.
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