.curator
Is a serialized single player adventure role-playing game with a cinematic-
vibe visuals where you can alter course of events with the help of the event
prediction simulations.
.platform
PC, PS4-5, XBOX series S|X, mobile (later stages)
.why
.curator brings a fresh and unique blend of
adventure, roleplay
and deep variable
narrative
combined with advanced
optimized
graphics approach reaches a wide audience
of players, from single narrative enjoyers to roleplay lovers on
all of the platforms
possible.
Episodic structure will develop a tv-
show like feel of addiction in just 10 episodes
of the first season, lowering the cost of a "try" and giving us a possibility to
release earlier and act on the feedback sooner. Gameflix.
.target audience
We are covering fans of such games asSherlock Holmes Chapter one, Disco Elysium, Telltale
The Walking Dead and Detroit: Become Human.
Wide range of age 18 to 45 thanks to slow pace, balanced gender distribution with a
significant proportion of female players, which is characteristic of narrative and detective
games.
.usp
.event prediction system[usp]
This gives player a possibility to predict and, well - alter future events. Become an architect of consequences. Minor or major.
You're not boringly traveling to future, you're shaping it staying in the moment.
.roleplay[usp]
System of skill-checks and gadgets that will take you even further in terms of YOUR way and roleplay.
Want to be a firestarter? -Kk A silent no-trace-leaver -Sure
.not a movie game[usp]
Gameplay first - it's a game you should play, not just watch huge cutscene and press (X)
No cutscenes - everything will happen on screen without separation from the gameplay, you are there, in the game, no interruptions.
.single pace[usp]
We're building a game that praises thinking over fast reactions, we don't want to distract our players from it with some sudden needs to make something fast.
We've invented something that we call Reactive simulation instead. This is the combination of the turn-based action with the prediction system.
.spiral narrative[usp]
Is how we call games narrative flow with unprecedent amount of variables and decisions. True "decisions matter" flow. True roleplay.
There is a plot line, which we want to control to make sure the whole narrative will keep players on the edge.
So we invented the spiral narration, where players decision change their perspective of the events. This way you will see immediate results of your actions remaining "in the plot"
.movie- grade visuals[usp]
Cinematic-funky- painted style, think Love Death Robots episodes
Movie-grade visuals, thanks to enormous experience and clever tech solutions from the movie industry based on projecting of painted images onto 3D geometry that will run on most of the platforms including modern mobile and save us time developing striking scenes.
And the preproduction of this approach is already done.
.project timeline
Month 1-6
Month 7-18
MVP
Episode 1
Month 19-24
Month 25-33
RELEASE
BREAK EVEN
Episodes 2-3
Episodes 4-6
Month 34-45
Month 46-51
Episodes 7-10
Post support
.what we are looking for
We are seeking an initial investment of $592K to fund the development of the game’s MVP as the first round, with the total project funding requirement estimated at $8.5M to reach break-even.
.contact us