GAME
INFORMATION

Game Type It is a 3D 3rd person role-playing game with strategic and tactical elements. You can toggle between Isometric and Perspective views.

Game Modes There are 3 possible Game Modes; Campaign is the single-player epic storyline, Freeform is a single player experience where everything is procedurally generated and your measure for success is affected by influence, resources and power. If Stretch goals are reached, we will be adding a Multiplayer Mode which is Team based PVP.

Distribution We are targeting on distributing the game on as many digital platforms as we can get on, including hopefully Steam, GOG, Desura and others.

Current State The game is in the pre-alpha stage. We have working prototypes for some of the core systems but we still need to build majority of the content. We estimate 14-18 months more of development time.

Platform

The game will primarily be released on PC (Windows, Mac and Linux). After launch, we will then port the game to mobile tablets (iOS, Android, KindleFire, Windows 8 Mobile) and some mobile consoles (Wii U, Ouya)

We hope to work this out through the Unity Asset Store and through our own site that will manage this program.

Technology

The game is being built on the Unity game engine. This will allow us to integrate many of the frameworks we have created in the past, as well as use existing frameworks and assets available in the Unity Asset Store. This will speed up our development process, as well as allow us to deploy much more easily to the different platforms.


THE VISION FOR GRAYWALKERS

“Our vision for Graywalkers Purgatory has several key foundations that will guide us through its development from beginning to end:”

The Best of Turn Based

“The first is that this game was inspired more than 10 years ago by some of the best turn-based games we love: namely, the Classic X-Com series, the classic Fallout series, the Jagged Alliance series, the original Wasteland, Baldur’s Gate and Arcanum. Our goal is to meld the best features of these games and put in our own thoughts, to create something entirely new but yet familiar and loved by many. We look at this game as a homage to them and our thank you for the golden age of RPGs.”

Epic Story with Deep Mythos in an exciting New but Familiar World

“The story for this game was started about 17 years ago which was originally planned to be a graphic novel. What we want to share with you, the player is an introduction in to this deep, mysterious and exciting world, one that is new but familiar. Graywalkers Purgatory is simply the beginning, and we intend to tell more about this story in the succeeding games and products that we plan to release in the years to come.”

Community Interaction

“The community is key in the development of this game. We want to build a game that the players will want to play. Beyond knowing that, we want them to participate as well. Not only through funding, but also through other means. This is why we are introducing Crowd Content as an integral part of our development plan. I’ll discuss this more about this later.“

Choices & Consequences

“The game is primarily about choice. We do not intend to force the player into a linear path. We may set where it will begin, and where it will end, but the journey is all up to the player. We will give you the player Choice…but with that choice will come the responsibility and consequences that go with it.”


GAME FEATURES

“The game will have an expansive list of exciting core features:”

Custom Hero

Your player character is a special one, even among Graywalkers. Your character is customizable, where you can choose his or her gender, race, appearance, path, skills, and special abilities.

Races

You can be Human or one of the Hybrids: the Cambion (half-demon), Nephilim (half-angel), Dhampir (half-vampire), Wolfkin (half-werewolf), and Hunterborne (supernatural hunter).

Character Paths

"Paths" are the equivalent to classes in typical RPGs. Choose a path to take such as the magic-wielding Arcanist, the weapon master Armsmen, the stealthy Agents, the spiritually blessed Diviners, the firearms expert Soldiers, the hand-to-hand specialist Martialist, the perceptive Scouts, the versatile Adventurers, the intelligent Techs, and the lucky Survivors.

Recruitment

Find, convince, and recruit your Graywalker team members from a pool of at least 50+ playable NPCs, each with their own style, personality, motivation, relationships and history.

Level and Experience

Gain experience points through missions, and improve your character's skills and abilities each time you level up

Strategic Management

Manage your resources, personnel, influence, technology, research, crafting and scavenging

Exploration

Explore a country sized island with different regions, each filled with interesting locations to visit, scavenge in, influence, and control.

Enemies

Encounter many kinds of enemies such as zealot cultists, rival gangs, dangerous criminals, demons, fallen angels, feral vampires, rabid werewolves, zombies, ghosts, witches and other supernatural creatures of legend.

Resources

Scavenge for resources, rebuild lost technology, recover ancient relics of power, and research entirely new technologies that fuse the powers of ancient magic and known science.

Combat Choice

When in combat, you can choose the quick and easy Strategic Combat or the down and dirty Turn-based Tactical Combat.

Strategic Combat

Resolve combat quickly and automatically especially when fighting enemies you know you can overwhelm.

Tactical Combat

Control up to 6 characters per team, and have multiple teams working in concert to execute tactical maneuvers against many or more powerful foes.

Special Abilities

Each character has a list of special abilities which are dependent on his Race, Path and Style.

In addition to the core features, there are several features which may make the game stand out

Wyldekarde RPG System

The game will utilize a simpler version of the upcoming generic table top rpg system.

Emergent Gameplay

What you do and don’t do will affect the world and have consequences which will change it as well. This is common in strategy games but is rare among tactical turn-based games.

Crowd Content

This initiative will allow people to share their talents to the game by contributing content such as 3d Models, 2d Art, music, sound effects, animations and others.


GAMEPLAY

“Graywalkers gameplay is characterized by the following:”

Regionscape

This is the view where many of the strategic decisions are made from. It is an overhead map showing you where you and your teams are on the map. From here, you can control where your teams go, manage time movement, view strategic information and sometimes even see enemy movement.

Areascape

This is the 3d map where your characters can move in real time either individually or as a group.

Strategic Management

When not fighting, you need to coordinate your teams, gather and manage resources, negotiate with the various factions, and spread your influence. Ultimately, you need to gather enough forces to drive the demonic invaders out of the land. But how you do that is up to you. For example: Do you side with the disreputable crime lords of Lost Vegas? Or the well-equipped but bigoted human supremacists?

Factions

Like in a 4x Strategy Game, each faction in Graywalkers has its own agenda to pursue, with or without the player’s help. They decide on their own, and depending on the circumstances, may engage in war against each other. You will find the faction’s territorial lines moving back and forth, as each wrestles for control of valuable commodities. How you interact with them will determine your Influence Factor with these factions.

Missions

There are many kinds of missions to engage in. Some will push the story forward, some will convince recruits to join you, some will improve your relationship with a faction.

Strategic Combat

Resolve combat quickly and automatically especially when fighting enemies you know you can overwhelm.

Combatscape

The combat map or what we call Combatscape uses a square grid 3d map which you can rotate freely to see all sides of the action. This map looks similar to the Areascape except that movement is limited to the grid and by turns.

Tactical Combat

Control up to 6 characters per team, and have multiple teams working in concert to execute tactical maneuvers against many or more powerful foes.

Action Points

The combat system uses Action Points. A character can perform several actions in one turn, as long as he has enough Action Points to spend. This is in contrast with other tactics games that allow a character to perform only one move action and one attack action per turn. This grants a greater depth of tactics, allowing the player to perform more elaborate and concerted attacks on the enemy.

Personalities

Character personalities play a big role in combat and may influence how they interpret your commands. Discover who works best with who because some Graywalkers don't see eye-to-eye with each other. If characters in your team hate each other, make sure to keep them separated when fighting or you may just find one of them hitting your teammate "by accident"!


WORLD INFORMATION

The world of Graywalkers is a bleak and dark place. The majority of the world is either a total wasteland, ruins, or under the control of some supernatural entity or group such as demons, vampires, zombies, ghosts, and others. Most it is dotted by many locations where Heaven or Hell had merged with specific locations on earth. The world’s population has been reduced to about 1%, and many of those remain slaves or prisoners in various parts of the world. Only Purgatory remains a free and relatively habitable area compared to the rest of the world.

THE LANDS OF PURGATORY

Purgatory was forged during the cataclysmic event called the Rupture. It merged parts of Heaven and Hell with our world. The result is, the locations where these parts appeared mystically displaced what was there before to different corners of the world. Many of these displaced lands were “caught” by the area known as the Bermuda Triangle and this new land mass was formed.

Location Map of Purgatory in the Atlantic Ocean

20 Years later, Purgatory and its people have survived and thrived. They have been protected from most of what happened to the rest of the world and were hidden by the same energies that protected the Triangle the way it always has. Unfortunately, Purgatory has finally been discovered and denizens of Hell are slowly moving into it.

The status quo on Purgatory is slowly changing and you will now decide the course of what will happen for its future. This place is where your adventures and legend begins.

KEY LOCATIONS

"Though there are many locations on Purgatory to visit and discover, there are several key locations that every neophyte Graywalker should know."

HEAVEN'S GATE

These are areas where pieces of Heaven have merged with Earth, acting like protective sanctuaries against supernatural evil and oases in the vast wastelands.

HELLZONE

These are areas where pieces of Hell have merged with Earth. They are mostly inhospitable to people but perfect for demonic and devilish creatures.

BLACKGOLD CITY

Blackgold City was built around a refinery around an oil reserve. They are the most influential city due to its almost absolute monopoly of oil.

ZOMBIE FIELD

This is a larger area of a barely scavenged ruined empty city filled with hordes of zombies of all kinds. They are separated from the mainland by cliffs that fall into lava pits.

LOST VEGAS

Formerly part of downtown Las Vegas before it got moved to Purgatory. It is still the center of all kinds of entertainment, both legal and illegal.

NEW AVALON

Formerly a castle from the British isles, new Avalon is a settlement for the revival of the code of chivalry and the Knights of Avalon. Rumor says the King on the Hill has returned.

UNITED STATES OF PURGATORY

Originally a US military base and rumored to have a nuclear missile silo within its walls. This place is now the capital to rebuild the US Government.


A NEW WORLD OF MAGIC

With the event called the Rupture, one of the most significant changes is the return of magic in force and the full influx of supernatural energies into our world. Though magic has been accessible prior to the Rupture, very few people had access to true magic back then. Nowadays though, at least 10% of those born post-Rupture have the innate ability to access magic. However, to be an effective spellcaster one requires proper training or tutelage from an experienced caster.

VIEWS ON MAGIC

As a whole, people now believe and know of the existence of magic. It’s an accepted way of life though people seeing real magic power are few and far between. Though it is known to exist, many distrust magic. Like with most people, there is fear of the unknown and the fact that magic is connected to all the misfortunes that’s happened to the world in the past 2 decades, hasn’t helped people to trust it more. The more educated an area is, the more accepting they are of magic. There are settlements where all things magic are outright banned and in contrast there are settlements that have embraced magic more than they accept technology.

TYPES OF MAGIC

"There are 2 general types of Magic in the world of Graywalkers: Arcane magic and Divine Magic."

Arcane Magic

It is the manipulation of reality through a formula of gestures and incantations. In essence, an arcane spellcaster forces his will upon the universe utilizing the energy around him or his own energies to make it happen. Though arcane magic is very versatile, it’s strength is in the area of offensive and utility type of spells.

Divine Magic

It is the magic that flows through to the spellcaster from an outworldly divine source. This source can vary but the simple idea is that the power comes from somebody else giving it to the caster. This can be in the form of prayer, chants, pacts or other similar arrangements of communication between caster and source.

MAGICAL SPELLS

"To be able to cast spells in the game, you must have the “Spellcaster” special ability which at this point is available only to the Arcanist and the Diviner."

NATURE OF SPELLS

"No matter the type or source of the spell, they all have the following features:"

Spell Requirements

All spells have a requirement to cast. These requirements can be a verbal requirement, a gesture requirement, a focus requirement or a combination of the above.

Energy Points Cost

all spells require energy to cast. Each spell has a specific amount of energy required for it to happen. If you don’t have the needed energy, then the spell or effect cannot be completed.

Target

Every spell requires a target. It can be yourself, an ally, an enemy or an object.

Duration

All spells have a duration on how long it remains active. This can range from instantaneous to minutes or hours. All spells can be instantly dismissed by its creator. Duration

Caster's Power

This is how powerful the spellcaster is. The more powerful the caster or in game terms the higher the caster level, the more effective a spell is in its damage, effect, and duration.

TYPE OF SPELLS

"There are many kinds of spell categories available such as:"

Utility Spells

These are general type of spells available to both the Diviners and Arcanist. Example of utility spells are “Light”, “Night Vision” or “Unlock”

Offensive Spells

These are combat spells designed to deal damage to the targets (Single, Multiple, Area Effect) Examples of these are the classic Fireballs and Bolts of Lightning.

Defensive Spells

These are spells meant to avoid getting hit or to resist damage from attacks. Examples of these are spells like “Armor” or “Deflection”.

Healing Spells

These are spells that allow you to cure injuries and ailments. The diviners are the experts in healing spells.

Divination Spells

These are spells used for gleaming information from a target or surroundings. Examples of spells are “Detect Enemies” or “Clairvoyance”.

Deception Spells

These are spells meant to deceive a target’s perceptions. This includes spells like “Invisibility” or “Distracting Image”.

Support Spells

These are spells primarily used to enhance or weaken existing abilities or skills. Example of spells would be “Aim” or “Distract”. These are more commonly known as buff and de-buff spells.

Transformation Spells

These spells change the target. They can make them stronger, weaker or give them an ability that they did not have before by changing the form of the target.

Occult Spells

These are spells specialized in dealing against the supernatural. Examples of these would be “Banish” or “Counter Spell”

Summoning Spells

Summoning spells allow you to instantaneously call forth a creature or spirit to aid you in combat or fulfilling a task. Right now this is limited to combat summoning only.

GETTING NEW SPELLS

A caster (either Arcanist or Diviner) begins the game with several “Path Abilities” which are basically some starting spells. They can choose their spells from the list available to them. They can also spend their Special Ability points to purchase more spells at the beginning if they so choose or use those for other things.

As they gain in level and power, they gain additional Special Ability points to choose more spells if they so choose. They will also get at least 1 new spell every level. As they grow in power, the spells available to them grow in number as well.

MAGICAL PATHS

"There are 2 spellcasting paths in the game. They are however not the only magical paths in the game."

Arcanist

Arcanist are your typical magical experts. Other names for them in the past have been sorcerers, magicians, illusionists, and the like. Their knowledge of the secrets of the universe allow them to enforce their will upon reality.

Diviner

Diviners are commonly individuals have very strong faiths and beliefs that empower them with magic. Due to the nature of the magic, many practitioners normally have a profession of faith such as priests, shamans, holy men, spirit-guides, prophets, witches and the like. It is however possible to draw upon a divine magic without being of those professions.

In addition to these spellcasting paths, there are 2 other paths that are somewhat mystical in nature. They don’t allow you to cast spells but you will have the chance to get special abilities which can simulate certain spell effects.

These paths are the Martialist and the Armsmen. Both of these martial Paths allow them access to supernatural energies by drawing from their inner spirit (chi) and combining it with their extreme martial skills to simulate certain supernatural effects.

For the Armsman, their focus is their weapon while with the Martialist, their weapon and focus is their own bodies.

MAGICAL ITEMS

With the presence of magic back in the world, the number of magical items available have gone up as well. Now there are people with the skill and knowledge to build magical items. The beauty of magical items are that they do not require the person to possess magic to use them. There are exceptions of course but the average person can use any magical item provided he knew the proper way to utilize them. (ex. Trigger word)

Many magical items can fulfill various functions. In essence, the item powers a specific spell or spells in the item which the user can then use. Some items can also be passive wherein in their constant use provides a specific bonus to the user's attributes, skills or ability.

MAGICAL WEAPONS

As mentioned before, there are magical weapons existing in the world of Graywalkers. Most of these weapons are mystically enhanced to deal more damage, be more accurate or have an additional special effect (ex. Flaming sword). The magic is normally added to archaic weapons such as swords, axes, hammers, bows, crossbows, spears and the like.

MAGICAL ARMOR

Like it’s magical weapon counterparts, these are magically enhanced suits of armor or objects (ex. rings, amulets, etc) that provide additional protection and abilities. The protections provided vary from providing you with dodge bonuses to avoid getting hit or reducing the amount of damage you take when you are hit. It can also render you temporarily immune or resistant to specific types of attacks (ex. fire, cold, magic, etc)

RELICS & ARTIFACTS

Relics are ancient magical items that have lost their power through the years but who's power has come back with the resurgence of magic. This includes items like the "Honjo Masamune" or Durendal.

Artifacts are unique and extremely powerful magical items that have maintained their power through the years. This includes legendary items of such great power such as "The Spear of Longinus" and "Excalibur".

Be they artifacts or relics, these items are unique, extremely rare and hard to find. You won't be able to just buy them off any merchant and getting one is more often than not a mission or quest in itself.

MAGICAL TRAVEL

Magical travel does exist in the Graywalkers world. They are hard to get to and hard to find but is sometimes worth it if successfully found. With Purgatory being located in the Bermuda Triangle, there seems to be an abundance of mystical portals that can transport you instantly from one place to another. These are normally fixed points but knowing which portal goes where can save you a lot of time and energy. It is said there are also portals which lead to other points on the mainlands all over the world.

MAGETECH

MageTech is a new thing. This is the name given to technological items merged with mystical energies to produce a new breed of techno-magic devices. Not much is known about them and no one knows where they came from. MageTech was created from the belief that Magic is just another form of technology.