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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
Jul 31 @ 11:32pm
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Description
Release date: Fourth Quarter 2014
Tom vs. The Armies of Hell is a comic-inspired action rpg for PC/Mac and very likely Linux (I say “very likely” because I’m told the build works, but until I have a Linux box setup to test myself, I don’t want to over promise). Levels contain a mix of hand-placed and procedural content to strike a balance between replayability and interesting story-telling and encounters. If you want a game that sits somewhere between Bastion and Diablo, with a dash of Office Space and Army of Darkness, this is the game for you.

Play Style

Tom vs. The Armies of Hell (AoH for short) is played from a familiar isometric point of view. Unlike games such as Torchlight and Diablo however, you are in direct control of your character’s movement. This allows gameplay to lean more toward an arcade feel, as you can more easily move and shoot in all directions. The player will have access to various custom built guns, a multitude of improvised and traditional melee weapons, and super-natural powers that get unlocked as you advance.

Enemies

Enemies will range from the low-tier demons seen in the demo to possessed versions of your former coworkers, deranged science experiments, malfunctioning security robots and intelligent, humanoid demonic forces that are non too pleased with the human incursion into their dimension. Certain tougher enemies will be procedurally generated based on the various enemy types and given greater powers, making them more dangerous, but providing better rewards for killing them. In true rogue-like fashion, each playthrough will shuffle what color tint is associated with what bonus powers, so you won’t know exactly what you’re dealing with until you fight it.

Weapons

Melee weapons are pretty straight forward, but the guns in AoH are all custom build from a modular system. Guns are constructed from, at a minimum, a body and a chamber. A body determines how a gun shoots (single shot, multi shot, rapid fire, charged shot, beam…) and the chamber determines what it shoots (bullets, rockets, lasers, elecrticity, plasma…). Each module will have procedurally rolled stats, and different combinations of parts will yield very different feeling guns. Finding the right parts will allow you to build anything from a flame pistol to a rocket machine gun. Balancing gun damage, capacity, and stability (rocket machine guns have a nasty habit of jamming… and a jammed rocket is not your friend) will be a big part of the game. Sticking with the rogue-like theme, you won’t know the details of a weapon component until you either A) use it, or B) scan it with a consumable identification device. While you can certainly always experiment, some components may turn out to be badly made prototypes that either backfire, or worse, permanently fuse to another otherwise useful component. A game involving goblins and dungeons might call those items “cursed”, but we’ll go with “pre production”.

The World

The world of AoH will range form a dystopian future prison where humans are herded into cubicles and forced to bath for 8-10 hours a day in harsh florescent light, also known as an “Office”, to a top-secret government lab where all sorts of unholy and ill-advised experiments are going on (and running lose), and finally into Hell itself, a twisted, corporate-run dimension that imports negative emotion and exports executive management.

Multiplayer?

Yes. There will be local coop. Not sure if it will be 2 or 4 player, that depends on how crowded and terrible it feels to have 4 people running around. I actually have some fun and I think relatively unique ways to make a multiplayer work without ruining the challenge (ie: make sure that you can’t just chain resurrect each other, but also that no one ends up watching the other person play for more than a few minutes), and I’m itching to try them out. Online coop is something I can’t really commit to just yet, because network code is a bit of a beast, and I under no circumstances want to over-promise/under deliver. I’m certainly leaving that door open in the way I’m building the game and its systems, but I’ll leave it at that. Oh, and since I failed to mention it earlier, despite the game being named after Tom, there will be other playable characters. Their precise identities and how many will be available to start vs unlockable is still being determined, but they will exist, and they will play differently than Tom (different advantages/disadvantages and different powers).
Popular Discussions View All (2)
6
Oct 30, 2013 @ 2:08pm
Linux Support?
McMarius11
3
Aug 18, 2013 @ 5:44am
Co-op Forecast?
Mordor
265 Comments
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SGoon  [author] Jul 7 @ 8:06pm 
More details incoming, but likely by the end of the year.
Maktub Apr 27 @ 6:31am 
Some estimate of when the game will be released?
Retsopmi Apr 26 @ 11:16am 
I'm sure that if you get him the demo he'll stream it again. Even without it, the game still looked fun. We were all just a little sad it was so short of a demo and that looking around gave no real up to date info on the project.
SGoon  [author] Apr 25 @ 4:36pm 
Yeah, sorry about the lack of updates. The game is still going strong, and has had some major re-work done on the scope/design. I'm doing my best to get a big update out, but perhaps I need to put a smaller one up in the interim. Didn't realize Indie was going to stream the demo or I'd have given him more up to date info/a newer demo with the new weapon building features. Still thrilled he streamed it though.
Retsopmi Apr 24 @ 2:26pm 
Any update on this? I see indie streaming it but everything seems behind. Not to mention the demo says pledge to the kickstarter at the end which you canceled in Aug of last year. Game looks cool so look forward to seeing updates.
Raptor 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!
Raptor 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