
Down We Go…
Dive into the dark age of mankind and manage a group of wanderers in a truly hostile environment, with drastic climatic issues.
Project Overview:
Down We Go is a 2D mobile post-apocalyptic survival game mixed to strategy ideas where you control a group of wanderers in an harsh world.
” Dive into the dark age of mankind and manage a group of wanderers in a truly hostile environment, with drastic climatic issues. ”
OVERVIEW :
This is a game about strategy and management. You’ll have to lead a group of wasteland wanderers with the main goal of taking care of their lives. Problem is, after several dramatic events, the world has drastically changed.
Nowadays, people on the surface of the globe are faced to harsh climatic issues. Their only hope to not die quickly is to dig down rudimentary shelters before sandstorms, radioactive clouds, acid rain, violent storms, heatwaves, psychic drones or other bad events occur.
Nevertheless, your wanderers won’t be safe only by being scared down in their holes. Supplies will run out soon and squads will have to be sended out there to help your group survive.
GAMEPLAY :
– Interactions :
You’ll be able to give orders to your group of wanderers by interacting with furnitures and screen zones, everything with the power of your finger.
This is not the only interaction possible as your wanderers will be able to sculpt/terraform the world around them, gather ressources, dig the various materials that make the planet layers and then construct a functioning shelter that can will warm and keep your people safe.
Later, you will have to manage encounters, combat, multiple-choices dialogues, the crafting of survival needs, and plan the enlargement of your shelter.
– Characters sheets :
At the start of a new game, a list of wanderers will appear with randomized skills points, randomized look, and each of them with special abilities/mentality, their own names, identities, social abilities, and many other things that make a wanderer unique.
The game will let you customize the looks and names of each wanderer and, according to the difficulty you selected, rearrange their skills points. Many elements of customization will be available to offer you a brand new experience at each new start.
– Environment :
A big part of the gameplay will be the weather. Many events will occur during a run, as precised way above, this is a non-exhaustive list: sandstorms, radioactive clouds, acid rain, violent storms, heatwaves, psychic drones…
The weather will have a direct influence on the wanderers and the creatures. Effects would be either temporary or permanent. For example, radioactive level will stack up to a point that can influence the life of the wanderer’s future childs, his/her future diseases/health, abilities, social interactions. Sandstorms can blind a wanderer permanently due to the eyes damage. Possibilities of repercussions are wide.
– Wanderers :
Wanderers will have backgrounds, mentalities, social skills and interactions between each other. This tend to make the game more alive and wanderers more interesting. Wanderers can get sick, can change their mood according to their environment. But also speaking to each other, make friends, ennemies, social groups, and some romances can start between two lovers, leading to increase the population in the shelter.
I don’t want to say to much about the project, here is already as many informations as you need to get interested in the project.
If you want to follow the project, give any suggestion, speaking to me, I created a Discord Server where I will be writing about the progress of everything. Here is the link : https://discord.gg/USqtB43
Game Details
Language/Software: Godot Engine, GDS (C++)
Theme/Setting: Post apocalyptic - Alt History
Genre: Survival / Strategy
Musical Direction: Music prod. for the game will be supervized by myself, I have professional acquaintances who will gladly work on some tracks for the game. Mainly, the music tracks will be oriented to a dark, gloomy style, ensuring the player to feel the constant presence of death upon its characters.
Artistic Direction: DWG will have a specific artistic style. Everything will be in 2D sliced view (like Terraria, to get an idea). Most important thing, the art will be in low-res pixel art, like some 16 bit games. If you need a visual example of what I would like to see, you can look at games like "Party Hard".
Marketing Details
Payment Terms: WILL DISCUSS
Target Market: The game is mostly aimed toward people who like strategy and management game with high replay value. The game won't be providing a precise ending, because the aim is simple to survive into a ruthless wasteland. Sure thing, the game will be hopefully provided to customers through plateforms like Google Play, Amazon Store and others, which all tend to have great visibility for products.
Device/System: Formerly on Android. Will be discussed.
Budget Plan: If some tools, ressources or marketing campaign will be needed, I will provide part of my personal funds to ensure the project is always facing progression. If through various events the game came to get an important reputation ("fanbase") and bigger expectations, a funding campaign would be considered.
Profit Plan: This part has to be discussed later in another development stage, first with every people working on the project, and then with the marketing/funders team. Actually I'm on my own for this project, but I have received some funding possibilities and marketing campaigns. This will be discussed and I will be managing this part of the project.
Project Blog: https://discord.gg/USqtB43
Team and Role Details
My Role: Formerly I'm the lead programer of DWG and the Bathysphere Game Studios. Recruiting people for the project (and the studios) will of course force me to become the lead project, so I will be supervising any aspect of the project. I will do my best to stay listening and answer every questions, this "part-time" team will only operates with smiles and good mood.
Roles Already Taken: I won't need any other programmers as I have a big part of my time to spend on the projects of Bathysphere Game Studios. If by any chance someone who master Godot Engine is passing by, I would be listening and considering some help if you have a clear sense of teamwork, because programming could become something messy with more than one person on a code. Voice Artist will be for no use on this particular project (Down We Go...), so I won't seek for one. This also applies to roles like "Script Writer", "Producer", "Level Designer", "Project Manager", and "Game Tester". For every other roles that are non-mentionned, I would be listening to your availability for the project, so try your luck.
Looking for:
+1 Sound Effects
Explanation of roles: ARTIST(S) - We are in need of a(n) (half) talented 2D artist who will be able to produce user interface elements and pixel art furnitures, weapons and characters in a 16 bit low-res style. Ideally I am looking for someone who can do both, or two separate person. COMMUNITY MANAGER - This role I'm not sure about it. We will be in need of someone who will be available a lot of time approx. at the end of the project and after the release(s). Of course community manager isn't an easy task, it demands a big availability accross a day, flexibility, courtesy with customers/users, maturity and be capable to fill the gap between the customers and the dev team. Why I'm not sure about this? Because it would be a long time (some months) before we will be in need of a CM. And surely because it's a huge responsibility to manage a community. I will see according to the candidates if someone gets my attention. SOUND DESIGNER/EFFECTS - I'm seeking for someone who can produce simple sound effects for this game and other projects that will interest him/her related to Bathysphere Game Studios.
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Sound Effect Artist(s): 1
Voice artist(s):
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Artist(s): 2
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Level Designer(s):
Community Manager(s): 1
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Payment terms:
WILL DISCUSS
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Godot Engine, GDS (C++)
About this project in 150 characters or less:
Dive into the dark age of mankind and manage a group of wanderers in a truly hostile environment, with drastic climatic issues.
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