
Background |
States had been weakened by fast-paced technological innovations and overpopulation. Some of them collapsed. Mutations, due to pollution and biological wars, had bred fear and hate. Poor and disillusioned people had been crammed into the outskirts of cities where an atmosphere of civil war and constant chaos were prevailing while new aristocracies, emerging from multinationals, were living in opulence in real fortresses. To decongest the cities, the UN started building several artificial islands in international waters across the globe. INé is a city-state consisting of three of those artificial islands, in the Pacific. |
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The world |
YBERIS: is the financial and technological heart of the archipelago but also of this zone of the Pacific. The island is essentially covered of business districts, residential areas and entertainment places. Inhabitants are mainly employees of multinational and local companies. Enterprises from the whole world have settled theirs headquarters, research labs and sometimes, a few production units. The most powerful of them have gathered their staff into monolithic and quasi self-contained urban complexes. YBERIS offers varying degrees ofcomfort and luxury but especially order and security privails above all. QAZ: Qaz concentrates the poorest populations. Only underground economy allows the mass of down-and-out to survive in commonplace, mundane violence. Some places are real cut-throat and are left in the hands of gangs or mafias. The local economy relies heavily on the black market and illegal sex, cybertechnology and drug activities. REB: totally destroyed, many years ago, by an earthquake and the tsunami it generated. Buildings, factories, research complexes: everything is in ruins. Clans who decide to leave the civilization, live there. Several kind of mutant creatures lurk around. Before the disaster, it was what YBERIS is these days. But now all is ravaged: the landscape is apocalyptic. Partially flooded, the island is terrifying, dark, and hostile. |
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The gameplay |
The atmosphere |
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"THE NOISE UNDER" is neo-noir/cyberpunk. |
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An adventure MMO RPG |
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Currently, a good adventure videogame means one single-player through one main story-line. If you want another story in the same setting, you have no choice but wait for the sequel, pay the full price and so on. No interactivity with others players. No re-use of your character attributes in the sequel. On the other hand, computer RPGs, mainly Third or First Person Shooter, are too focused on developing skills and accumulating items to the detriment of the richness and the complexity of stories. What are called "quests" are widely nothing but pretextes to hack and slash or to shoot-shoot-shoot. To top it all off, the social part is too constrained by Guilds. |
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NARRATIVE: The heart of "THE NOISE UNDER", that will focus most of our efforts, is what we call the adventures. |
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RPG: "THE NOISE UNDER" is tactical, not based on physical reflexes. It's turn-based during interactions and fights.
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MMO: Your narrative experiences will take place in the backstreets and the cut throat bars of QAZ, in the ultraprotected arcologies of YBERIS, or in the devasted land of REB and its buried research labs. ![]()
Game views:
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Miscellaneous |
Technology: Even if the game views are heavily 2D, "THE NOISE UNDER" application will mainly rely on UNITY4, the fantastic game development framework. Languages: From the first release, "THE NOISE UNDER" and all the adventures will be available in both English and French. Hardware and O.S.: Windows, MacOsX, Linux, Android tablets, Ipad, thanks to UNITY4. |
The campaign |
Why do we need your support? |
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"THE NOISE UNDER" concept is totally new: the narrative system (with the adventure shop and the different types of adventures) and the gameplay which includes hacking, crafting system and reputation gameplays, all of that in a persistent world. The completed territory will be huge (about 100 km2), so will be the in-game Net.There will be a plenty of NPCs, places, items. That means hours and hours of narrative experiences. |
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The campaign |
How much do we need? |
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The budget for a complete world and full features is between $2,5 to $3 millions (depending on the degree of outsourcing). We ask for $500,000 as an initial goal to build the fundations and the basic gameplay. But we need to raise $1,650,000 to have 100% of the gameplay features and 50% of the open world. That will enable us to hire the relevant people and contractors to do this right, essentially writers and 2D artists/illustrators. |
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Stretch Goals |
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Support us! |
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By visiting our indiegogo project page to contribute via: Or more simple, by choosing a reward below and clicking to contribute. It will lead you directly to the relevant perk page on the website of IndieGoGo. Carbon $20
Carbon $20 EARLY BIRD: Quantity limited! Same content as Normal "CARBON" + the following BONUS:
Concrete $40
Concrete $40 EARLY BIRD: Quantity limited! Same content as Normal "CONCRETE" + the following BONUS:
Asphalt $60 EARLY BIRD: 25% off! Quantity limited. Same content as the $80 reward for $60 only!
Asphalt $80
Data $120 EARLY BIRDS: 35 off! Quantity limited. Same content as the $160 reward for $120 only!
Data $160
Corpo $450 EARLY BIRD: 35% off! Quantity limited. Same content as the $700 reward for 450$ only!
Corpo $700
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How it will work? Supporting the project will grant you automatically a player membership corresponding to the reward you've choosen. Neither payment information request nor membership renewal will be asked to you until the end of the period of the reward. And if you want more (period or adventures), it will be possible with the adventure shop. For example, W. Gibsoon, a famous writer, supports the project by choosing the "DATA" reward. He gets an access for 23 months that will give him access to 69 adventures (23 months * 3 adventures per month). At the end of the period of 23 months, W. Gibsoon will be asked to confirm his membership by entering his payment informations or to cancel it |
The milestones |
This forecast macro-planning is based on the assumption that all the stretch goals of the crowd-funding has been reached. DEVELOPMENT START: July 2013. ALPHA RELEASE: December 2013. OPEN BETA RELEASE: December 2014. Observations: The main problems with MMO are to synchronize of players actions accross the internet and to keep game data consistency. From this point of view, The technological/technical risks are low. First, because the game is no realtime but turn-based, which is less consning. Second, because the application will mainly rely on UNITY4, that already include tools for network communications and data synchronization. |
Keep in touch |
Join the Community forum to ask questionsabout the game, the universe, the gameplay. |