Tweedpunk shooter Sir, You Are Being Hunted has succeeded in reaching its £40,000 ($63,896) Kickstarter goal. The game (as of this writing) has received £42,322 in funding, with 24 days left to raise cold, hard pound sterling.
“Wow, we’re stunned by how quickly we’ve hit target. Thanks, everyone! This money is going to help us turn our prototype into a fully-fledged game of being hunted by robots,” the team at Big Robot wrote in an update. “Animation and new art will be the priority, and we’ll be revealing new NPCs and other details in the coming days.”
Prepare to be hunted sometime in 2013 on Windows, Mac, and Linux… and now we imagine penguins running. It’s funny in our heads.
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Sir, You Are Being Hunted is a single-player first-person game of desperate survival in a world where mechanical aristocrats hunt humans for sport.
We love our weird heritage of British science fiction and horror, and we’re aiming to bring it to life with some of the best tools that game development has to offer.
Sir, You Are Being Hunted gathers up elements of our favourite things: exploration, non-linearity, AI interaction, survival, robots, sinister butlers, and hot drinks, and blends them into a rich pixelly pulp.
Combat is a big part of the game, but choose your battles wisely. This is primarily a challenge of brainy stealth: so flee across the countryside, hide in dense woodland, and sneak into villages to loot the haunted buildings for biscuits and shotgun shells. The approach you take in escaping the island is up to you.
And do be careful: you are being hunted.
What Are The Key Game Features?
Sir, You Are Being Hunted is a first-person game set in an open world. Your mission is to escape from the archipelago on which you have been stranded. That means surviving being hunted, looting abandoned buildings, and collecting up scattered fragments of a mysterious machine which should enable you to get home.
Sir, You Are Being Hunted includes:
- Procedural tools to generate, save, and explore your own landscapes.
- Open-ended gameplay: choose how you want to play. Complete the game non-lethally, or use whatever you can find to bring down the tweedbot menace.
- A Thief-style visibility-meter combined with our own foliage-based stealth system.
- Unique generative soundtrack.
- A disembodied sinister butler!
- No DRM!
- Varied loot including weapons, traps, booze, marmalade, tea, something that may or may not be bacon, and a dead rabbit.
- Fires to cook that rabbit on. (And other things besides!)
- Mac, Windows and Linux versions.
- Strange lore and pipe-smoking moustache-wearing mechanical locals.
Please note that all of what we’ve listed here is already present in our prototype, but much of it is currently in a early, undeveloped state. Kickstarter will help us deliver the game with final, professional art. It already looks pretty good, but we want it to look and sound breath-taking.
What Will Kickstarter Money Do?
The target we’re aiming for here is going to allow us to complete the task that we’ve already put so much time and effort into. We’ve invested so much in the prototype, as you can see in these screenshots and videos, but they nevertheless contain lots of placeholder material – particularly in animation and audio – and now we need your help to make that into a full-fledged game.
We don’t have a full time artist, so Kickstarter money will be vital to helping us commission the art and animation we need to fill the game up with exciting assets: new biomes to explore, new buildings to explore, more robots to flee from and do battle against, more strange things to collect up and pack your inventory with. Most importantly, we need money to tweak the systems that will bring this project to life: the robots themselves.
The robots need quality animations, and lots of them, which does not come cheap. They also need better-developed AI, which is all about giving our two programmers more time with their tools. Furnishing our robots with intelligence and personality is no simple task, and we need time and money to get on with it. This project is about us making the kind of game we want to play, and as experienced and dedicated gamers, we know that this is the kind of game many of you will want to play, too. It’s an open-ended experience which you’ll decide the pace and direction of as you play.
The better we do here on Kickstarter, the deeper that experience will become in the finished game.
Reblogged from: joystiq.com