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Tom vs The Armies of Hell
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Platforms: PC, Mac
Languages: English
Players: Single-player
Posted:
Updated:
Jul 23, 2013 @ 5:21pm
Oct 29, 2013 @ 1:53pm
Recent Announcements View All (7)
Quick Update
Rumblings...
Description
Release date: Fourth Quarter 2014
Playable Demo Updated!
The playable demo is up for PC/Mac on the game's kickstarter page! (There is also a test linux version... I have no idea if it will work or not, but you're welcome to give it a shot and report back)

PC Demo[s3.amazonaws.com]

Mac Demo[s3.amazonaws.com]

Linux Demo[s3.amazonaws.com]


v1.01 Changes:
Early gamepad support added (enable in settings menu)
Mousewheel weapon scrolling added
Linux test version available

Tom vs the Armies of Hell (or AoH for short), is an isometric action/adventure game with a strong focus on story and humor. You play as Tom, a reluctant hero/software engineer with a newly acquired demon arm (and the powers that go along with it). The intended platforms are, for now, PC and Mac (though Linux and consoles are a future possibility).

Gameplay Style

If I had to describe the gameplay in as few words as possible, I would say think Ratchet and Clank meets Bastion. There may be some light puzzle solving, but mainly you will be fighting things and advancing the story.

Gameplay in AoH is fast-paced and skill based. That means that your ability to manipulate your character and, well, shoot things, is more important than any kind of “stats” on your weapons or character. There will be some light RPG elements, but I hesitate to call it an RPG because there aren’t classes and traditional leveling, so to me, that makes it not an RPG. I know, I know, it’s isometric. Doesn’t that inherently imply that it’s an Action RPG? The modern games media would lead me to believe that is indeed the case, but I am resisting such designations.

The game will support both mouse and keyboard as well as a gamepad. The primary development platform is mouse and keyboard, since it’s how I personally like to play, but don’t worry, gamepad support will not be half-♥♥♥♥♥ and tacked on. I have several plans to make sure that gamepad mode is every bit as fun and intuitive as mouse and keyboard.

As far as ways you can attack, there will be guns, melee, demon powers, and gadgets. Some will deal damage, some will have some other utility effect… you know… like in video games. Oh, and you can periodically turn into a giant demon and wreck everything in sight. That’s important too.

Story Telling

The story will be told primarily through the level opening narratives (like above), as well as in-game cutscenes, both interactive and non-interactive. Don’t worry, though, almost every cut scene will be skipable, as long as skipping it wouldn’t break the game state. I love exposition, but the 3rd time I’ve watched an unskippable cutscene I generally want to claw my eyes out.

The World

The game doesn’t actually all take place in an office, despite what the first level and intro video might lead you to believe. As much as Hell is invading the office, the office has actually invaded Hell, and Tom will spend a good deal of time in Hell itself, not just running around cubicles.

The Hell dimension in the AoH world has its own government and economy, and there are higher order demons who do more than growl and attack. The first level actually takes place in The Void, which is the space between Hell and Earth. Only lower order demons tend to leak into the void, but once Tom arrives in Hell proper, there will be much more to contend with.

While a good amount of the game takes place in Hell, the office and weapons lab beneath it remain important parts of the game. Several levels will be different sections of the office/lab that have been scattered around Hell after passing through The Void.

While traveling through the hellscape, Tom will run into a variety of different non-demonic entities as well. Everything from the Titans who have claimed a section of Hell as their own and don’t care for their demon neighbors, to survivors from the office who have formed rag-tag refugee groups in an effort to survive in their new home, or in some cases gone a bit nutty and set up their own fiefdoms in the ruins of the office complex.

Boss Fights

One of the areas I want to pay particular attention to is boss fights. I want the boss fights to really feel different than normal fights. To that end, bosses will generally be very large (you can see the first boss in the gameplay teaser), and will have multiple states. What I do not want is a boss fight that is just a scaled up version of a normal enemy with a sack of hit points.

Power Ups

Power ups are going to be a major part of the game as well, because I like them, and we don’t see enough of them. Things like damage multipliers, shields, speed boosts, all kinds of temporary effects. There will also be a super-charger powerup for your guns, which will temporarily give you unlimited ammo and dramatically change the function of your weapon. So, for a laser blaster, it would transform into a laser gattling gun, whereas a rocket launcher would go from firing one normal rocket to firing 5 drunken rockets that arc all over the screen sending ragdolls flying. Things like that.

You mentioned RPG elements?

The RPG elements I mentioned will come in through the weapons system. As you unlock/find new weapons, you will also be able to upgrade your existing weapons. These upgrades will be structured as short trees, much like a talent tree in other games. Fully upgrading a weapon in different trees will result in a weapon that actually functions, somehow differently than the other (at least that’s the intent). An example would be a rocket launcher. By default you could either upgrade it towards single rockets with massive damage, or a cluster of small rockets, a rocket shotgun, as it were. They would both start as the same gun, but the final product would actually work and feel quite different (and serve a slightly different purpose).

There will also be similar options to upgrading your character and/or demon powers. There will be the same standard upgrades you find in most games, health, damage resistance, speed, as well as upgrades related to specific powers/functions.

Will there be loot?

Maybe? This is a tricky one. On the one hand, loot isn’t particularly hard to add, and I love it. I already have a functional item system in the game. On the other hand, implementing loot in a way that is not ♥♥♥♥ty and tacked on is much more subjectively challenging. The more you make a game about loot, the less it is about skill, and so the balance of those two things becomes kind of tricky, and the more you focus on balance, the less you focus on fun. If the game is focused on, for lack of a better term, “twitch skill”, then loot becomes functionally meaningless. If, on the other hand, you make loot important enough that the player actually cares, now the game is less about skill and more about making sure you’re decked out in the best gear. So, I am leaning toward some loot, but it certainly won’t be a paper-doll simulator like Diablo 2 (I say Diablo 2 because I chose to live in a world where Diablo 3, like the second two Matrix movies, does not exist).

Game Length/Size

The game’s final length is always going to be a slightly moving target, and is somewhat subjective anyway, considering everyone plays games at a different pace. The story is written and divided, as one does, into 3 acts of approximately the same size. The goal is to produce a game with a main story-line that takes around 5-7 hours to complete. In addition, the plan is to have at least a New Game Plus style mode, to provide some replay value, but there are other plans for increased replay value as well which I’ll detail in the stretch goals area.
Popular Discussions View All (2)
6
Oct 30, 2013 @ 2:08pm
Linux Support?
McMarius11
3
Aug 18, 2013 @ 5:44am
Co-op Forecast?
Mordor
260 Comments
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Joppi Mar 8 @ 12:41am 
Ok, thanks! I'll try it
SGoon  [author] Mar 7 @ 10:49pm 
@Joubba Yes, to a point. The demo is the first level of the game, but a very early version that is missing many of the primary mechanics (the game actually focuses around building your own custom weapons out of parts, which isn't in the demo). So while the level itself will be the same, the actual gameplay will be a little different (better enemy placement/behavior, totally revamped gun/loot system), and the writing will be different too. Consider the current demo more of a proof of concept than anything else. I'll be showing off the new stuff in th next few weeks, so be sure to check back for updates. Thanks for checking the game out!
Joppi Mar 7 @ 1:31pm 
Looks really cool! If I try the demo, will I replay same parts in the full version?
alex.prevett Feb 22 @ 10:54am 
Amazing!
JaxGear Feb 7 @ 8:26pm 
SO FUNNY/AWESOME
neogoki Dec 3, 2013 @ 3:16am 
Looks interesting
WilliamCz Nov 11, 2013 @ 5:17am 
We did it! This game will be on steam! I think it deserves it.
SGoon  [author] Nov 10, 2013 @ 11:50pm 
@avstaim, I'll be adding multiple control options. I'm not sure click to move will work well though, since it's a bit faster paced than diablo, but I will definitely test it and see if its workable. If I can make it fun, I'll put it in as an option.
WilliamCz Nov 8, 2013 @ 5:03pm 
THIS GAME IS SO BAD ASS!!! NEED TO BE ON STEAM!! DOUBLE THUMBS UP
the evil soultaker Nov 1, 2013 @ 9:04pm 
how about dlc tom vs the armies of heaven?