Color Out of Space
First Person ShooterA Lovecraft inspired fast-paced science fiction horror FPS of pure cosmic dread.
I'm a dedicated solo developer currently working on an H.P Lovecraft inspired fast-paced old-school cosmic horror FPS game.
This project was born as a cinematic survival horror game, with a team of 2. Things don't always work out though. My previous game was canceled after 4 years (RIP Survivor Zero) and I, unfortunately, found myself in a familiar situation after many months of grinding, fuck it, I went solo. Pushing 35 years old, I knew I had to downscale in scope if I ever wanted to publish a title on my own before I hit the dreaded milestone of 40. I began to think about starting fresh with a much more feasible FPS title.
I've since found a nice compromise by re-designing the game from scratch while still keeping the core story, art style, and salvaging the 300+ Victorian-era game assets I worked so hard to create.
My aim for Color Out of Space has always been to make a well-crafted indie title that pays homage to my gaming roots. That remains unchanged; as my love for games and my childhood desire to make them one day was spawned from both survival horror and classic FPS genres.
My soft spot for old-school FPS games akin to Quake/Unreal that I grew up on has only grown as I get older; I'm a sucker for that iconic gritty Lovecraftian art style combined with high-intensity action, freedom of movement, grappling hooks, rocket/grenade/nailgun/double jumping, an arsenal of unique weapons, as well as CPMA/GoldSrc/Source Engine style air control and bhopping.
Movement mechanics will be a hybrid of CPMA/Reflex Arena and Quake 4/Slash's crouch sliding, with a ludicrous speed cap. Weaponry will take influence from many games old and new, but especially Painkiller.
My intentions have changed from making a cinematic art piece to now making this game as genuinely fun to play through as possible from a gameplay standpoint. While the storyteller in me will have to wait; I'm happy with the changes. I still achieve the same goals, just from a different angle, with a much higher chance of finishing before dying of old age!
A Lovecraft inspired fast-paced science fiction horror FPS of pure cosmic dread.
We strive to push the boundaries of game design in order to create experiences that players have not seen before. This is not only because we think that...
A developer of first person shooter games including Project Warlock.
Team of people fond of classic survival-horror with pre-rendered backgrounds games! We are using AI upscales and a lot of manual tweaks and touch-ups...
Indie dev studio located in Turkey, building innovative and localised content.
"Command & Conquer: Generals 2" MOD team Production Team Leader: mahailong008 Deputy head of the production team: Trinity