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Introduction

**Adventure/exploration game seasoned with a bit of survival, set in the world of Slavic lore and fairy tales.

Main platform: PC Coming: 2024-2025 No. of Players: Single, Co-Op multiplayer Monetization: One-time purchase**

Steam link

Playable build link

Pitch Content

Teasers and gameplay video

https://www.youtube.com/watch?v=nHBsuGKwVMA

https://www.youtube.com/watch?v=VLvV6qJm1pE

Inspirational Titles

Gameplay

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Units sold: ~19.5m(+DST)
Gross revenue: $~178.5m(+DST)
Positive review: ~95%

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Units sold: ~12.5m
Gross revenue: $~161m
Positive review: ~95%

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Units sold: ~510k
Gross revenue: $~12.2m
Positive review: ~75%

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Units sold: ~30.6m
Gross revenue: $~1.2b
Positive review: ~97%

Atmosphere and Setting

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Units sold: ~150k
Gross revenue: $~2.5m
Positive review: ~94%

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Units sold: ~15.5k
Gross revenue: $~222k
Positive review: ~80%

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Units sold: ~30k
Gross revenue: $~600k
Positive review: ~85%

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Units sold: ~52k
Gross revenue: $~1m
Positive review: ~80%

Features

Setting and Art style

Setting based on Slavic folklore is popular right now.

This is evident from the titles presented above and also from the popularity of AAA games like “The Witcher”.

Drawing inspiration from the richness of Slavic folklore, our game offers a unique blend of myths across cultures augmented by our own fantasies and interpretations.

The art style is based on hand drawing and skeletal animation. Creating a fairy tale atmosphere resembling an illustrated book.

Generated world with pre-created locations

The generated open world divided into vast locations/biomes.

The order of these biomes will be fixed, but their content, the types of artifacts, NPCs, and points of interest will be random.

Some sub-locations will be built manually, but their positions in the world will vary.

The generation allows for high-handedness, and the manually created locations add interest to the exploration

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Exploration

The main goal of this game is to navigate through all locations.

But the player will have multiple ways of achieving it. One can simply travel around the game world investigating how to advance to the next location.

Meanwhile, locations are not isolated, and some quests may force the player to engage in extensive backtracking.

The generated world allows you to go through the game in a new way and find something new each time.

Quests

Our world is full of with NPCs and locations, each harboring tales and challenges.

Quests bridge various game mechanics, they're more than just tasks. They're stories, puzzles, and sometimes moral choices, with the possibility of non-linear solutions.

And though many are optional, each one adds depth to the lore and might pave the way to uncharted terrain or valuable artifacts.

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Surviving

The survival mechanics will be reminiscent of “Valheim”. It should not be too complicated.

For example, food and warmth will be a buff, not a necessity.

Crafting will be a crucial part of the gameplay and will assist the player in overcoming challenges, but will not a routine.

Likewise, there will be artifacts and items that the player can only obtain, not craft.

We want to strike a balance between survival and exploration mechanics.

Combat system

Simple but dynamic combat system based on one or two buttons.

With the use of various weapons and items.

More dynamic than in “Don’t Starve” and gives the player more control over the situation.


Audience and feedback