Inspired by the timeless horror fiction works of late author H.P. Lovecraft; experienced through a first-person narrative perspective. Set towards the end of the 19th century, Color Out of Space tells a bloodcurdling, nightmare fuelling, downright disturbing tale about the adverse circumstances of the Gardners, a family in the midst of moving to a rural farmstead in Massachusetts.
As they settle into their new home, a meteor is seen falling from the sky; finally landing on their property. The equivocal aerolite melts into the earth. The surrounding land emits a strange, shapeless stream of vapor that exhibits bizarre optical properties. An unplaceable color; unlike anything within the known visible spectrum, almost impossible to describe.
The color permeates the land, then ominously infuses itself into the water source by inhabiting a nearby well. Distortions in space-time occur as the color inoculates the local ecosystem, livestock and the inauspicious members of the Gardner family. They ultimately come to the dreadful realization that the alien presence is causing widespread genetic mutation. Devouring the vitality of all organic life in its vicinity and afflicting the Gardner family with devastating, unimaginable torment.
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!
I'm excited to officially reveal the details of my esoteric indie sci-fi/horror game. I've been streaming my work on Twitch for about a year now, handcrafting...
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