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Pollux568

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Reply with quote  #1 


Hello dear Artemis fans!

4 years ago, I participated to a convention with some friends, where Artemis was playable. We had loooooots of fun with it, we became fans, we even created an Artemis club in my university.
So that after a while, we wished to change of universe, but found no equivalent of Artemis. That's why we created Abyss Crew, a game which takes place aboard a submarine in a steampunk universe.

An underwater cooperative videogame that allows 1 to 4 players to assume the roles of the Pilot, the Sonar Operator, the Gunner, and the Engineer. Activate the engines, watch the sonar, load the torpedoes, maintain the hull, and complete your mission: retrieve precious orichalcum crystals!

Pilot Station

The pilot controls multiple engines and guides the submarine through the cavernous waters of the Abyss. During battle, the Pilot must maneuver evasively and communicate with the Gunner to coordinate torpedo firing vectors. Visibility is limited and danger is everywhere, but listen carefully to your Sonar Operator and you’ll keep everyone in one piece.

Sonar Station

The Sonar Operator is the submarine’s eyes and ears in the treacherous darkness of the Abyss. He can scan the environment for threats, mark points of interest, and set waypoints. During battle, the Sonar Operator can reveal the weaknesses and track the movement of hostiles, providing life-saving information to the Gunner.

Gunner Station

The Gunner uses a fearsome array of torpedoes, mines, and flechettes to defend the submarine from pirate vessels and hostile creatures. The Gunner can also illuminate the surround area with flares and destroy debris. Or launch a harpoon against a stray Kraken…

Engineer Station

The Engineer processes the valuable orichalcum crystals the crew has gathered. Refined orichalcum can be used to repair the sub, to upgrade modules, or to create more powerful torpedoes. Just remember to refine and stockpile enough orichalcum to turn a profit!

Here are some various GIF:


Abyss Crew focuses on teamwork and aims to draw players into an immersive experience. As the creator of the game, I designed a melting pot of some of my favorites, including Artemis Spaceship Bridge Simulator (obviously), Sunless Sea, and Faster Than Light, with some unique twists.

To get some additional infos:
Facebook: https://www.facebook.com/aquarealmstudio/
Website: http://www.abysscrew.com
Newsletter: http://www.abysscrew.com/newsletter
Discord: https://discord.gg/VJHfQjS

What do you think about it?
We have many ideas to improve the game, such as adding a player playing "the Abyss" itself, but we'd like to know your opinion first!

notsabbat

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Reply with quote  #2 
Neat!
Where can I buy it?

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Pollux568

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Reply with quote  #3 
Thanks for the support!
Right now the game is not released, but on the 23d of February there will be a small Kickstarter campaign to help me paying some artists and audio designers to create assets for the game.
If you want to participate you will have access to the alpha (and the game when it will be released, naturally!)
I'll keep you informed on this topic 😉
notsabbat

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Reply with quote  #4 
Please do!
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parpar88

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Reply with quote  #5 
This game looks amazing! Thanks for the heads up.
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Longbowman1346

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Reply with quote  #6 
Fantastic!!!!


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parpar88

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Reply with quote  #7 
Man I love FTL! I am really looking forward to your game.
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ryleyra

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Reply with quote  #8 
This game is very similar in concept to HMS Maruklen, but VERY different in execution. I don't know if you had seen that other game here before, but it seems like you are aiming for a much faster-paced and exciting action game, rather than a realistic WWII submarine simulator. I particularly like the variety of weapons, and apparently there are monsters as well. 😃

I would definitely like to try out the game and playtest it for you. There has been a LOT of talk of turning Artemis into a steampunk-style game, and while the idea usually revolves around airships, a Captain Nemo style submarine would be more than cool enough to get some attention.

I also assume you are sticking with the Artemis style of a set of console interfaces and a viewscreen, instead of trying to implement a VR interface like HMS Marulken, Pulsar: Lost Colony, or Star Trek: Bridge Crew.
Mike Substelny

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Reply with quote  #9 
This is a great concept! It has tremendous potential for awesome cosplay, not to mention awesome hardware interfaces.
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Pollux568

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Reply with quote  #10 
@all: Thanks for the support!
Sorry for the delay, I have been sooooo busy preparing the Kickstarter page, it takes so much more time than I would have expected! But I think (imho) it was worth the amount of time.
And the trailer for the campaign is almost ready, I'll share it with you very soon.

While I am finishing the last steps, here is the last version of the logo:
[logo_radar_grid] 
It has evolved a lot since the very first one:

[logo_evolution] 

Also, there is a good news about the game: it's now possible to play the game on Linux, using Wine, and it works cross-platform 😉

@ryleyra: Yep, I discovered HMS Marulken/Wolfpack a few months after beginning the development of Abyss Crew 😉
I really love its concept! But it's a different game than Abyss Crew, as it aims to be a realistic simulation, while Abyss Crew focuses more on player interactions and experience, similarly to Artemis.
Feedback will be very important for us, for example the mechanics of the Engineer are still not fully fixed - right now he does not have many things to do while in combat, so we might do something closer to Artemis.

@Mike Substelny: you can't imagine how I would looooove to have dedicated hardware interfaces, such as the one people have use for Artemis!

Small anecdote: A few months ago, an escape room in the USA contacted me to create a special room for the game. We designed a scenario where we begin in a submarine crashed in an abyss, with smokes, lights flickering, everything powered off. With some puzzles the players could repair the submarine, and progressively switch to the videogame (sonar is reactivated, then engines, then a torpedo is found, etc). At this moment a guy from the escape room would play as the game master to give a challenge to the player. I was soooo excited by this concept!
Right now it is in a long-term pause however, because the game still needs a lot of development before creating such escape room.
Pollux568

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Reply with quote  #11 

Hi fellow Artemis fans!
So, it is time for the official announcement:
Abyss Crew is coming on Kickstarter!
This is it... Two years after starting the project, the game has evolved a lot, and is still evolving.
For those who are not familiar with Kickstarter, it's a crowdfunding platform, where you can support a project you like. If the project doesn't reach its funding goal before the end of the campaign, no money is spent. If the project exceeds its funding goal, the game may include new stuff (stretch goals).

Funding goal for Abyss Crew is 4000 CAD$, i.e, about 3100 US$ or 2600 EUR. It will help to remunerate young, quite talented artists/audio designers/coders. The campaign will last from next Friday (Friday, 23. February) to Sunday 18. March.

To support the project, you can:
-like the Facebook page, suscribe to the Youtube channel, suscribe to the newsletter. If we reach 500 likes on Facebook, 500 Youtube subscriptions and 500 newsletter subscriptions, the next stretch goal is automatically unlocked!
-give 1 CAD$/0.80 US$. It may not be a big amount of money, but for us, it is worth a lot!
-buy the game at 14 CAD$/12 US$, which is a bit of a discount compared to the retail price (20 CAD$/16 US$)

And right now, you can discover the Kickstarter campaign trailer:

I count on your help to support this project, which Artemis was a great source of inspiration 😉
Especially next Friday, as the beginning of a crowdfunding campaign is particularly critical!

Pollux568

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Reply with quote  #12 
And...
The Kickstarter campaign has just started!
Here is a link towards the page that we have prepared during the 2 last months: https://www.kickstarter.com/projects/98046098/abyss-crew-a-coop-submarine-game

You can discover a new video, the last game graphics, some great drawings...
For now it goes well, and the game has been selected in the "projects we love" on Kickstarter 😉

Here is the first stretch goal:
[image] 

To support the project, you can share the page with your friends and on Facebook, and make a pledge naturally.
Thanks!

Sandman

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Reply with quote  #13 
Holy Guacamole! How did this slip past my radar, err... sonar.? I already love it!

As a former submariner and Trek fan, I've thought a Nemo-style reimagining of Artemis would be cool. Though I don't really cosplay, when I run Artemis at con, one of my 'uniforms' is sort of nautical steampunk inspired. Really looking forward to seeing this get made.

Just backed at the Captain level. Woot!

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Pollux568

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Reply with quote  #14 
Hi!
Little update: we're at three quarters of the first stretch goal! So great!
Before everyone else, here is the next stretch goal:

[stretchgoal_2] 
In this mode, the goal is to get the highest score: you dive into the depth trying to get as many crystals as you can. The level are generated fully procedurally!

sunnyalan

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Reply with quote  #15 
Hi
Love the look of this game. I would love to build a submarine interior as an Escape Room. Will it have a mainscreen view a bit like Artemis, where we can see a murky view of the depths in front of us? Will it have a periscope option so we can pop up and take out targets?  Both of these would be totally awesome and see a lot more support from me.


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