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The Cadence project has been through a whirlwind of exciting possibilities and indie experiences since we last posted (multiple projects, eating strange food and careful conservation of resources -- check out our words on www.madewithmonsterlove.com for more on that!) and we’ve been eking out what we can in a part-time environment for the past few months while building up more contacts in the business.
But despite our intentions to stay on hiatus for a while, opportunity came a-knocking rather firmly. Building on the momentum of game festivals like AMAZE Johannesburg and rAge, we’ve managed to secure some very exciting attention from events like Rezzed (where we now feature in the Leftfield Collection – that’s good news for Londoners wanting to see the game!) and perhaps most excitingly, we’re involved in this year’s SXSW as an audio finalist. In less than a day, Peter will be hopping onto a plane and travelling to America for this and GDC.
Exciting times. And we’re not sure when we’ll find a better moment to launch the KS campaign. Over the next month – over the next few days in particular – your likes, shares and support will be critical in enacting exactly what you wanted to achieve when you originally supported us on Greenlight – the eventual completion and release of a unique audio generation game.
Even before backing us directly, you can still help us in a way that means a LOT. Sharing, telling your friends, just making them aware of the Kickstarter’s existence in this critical time frame can make the difference between a failed campaign and a fully-funded project that we can work on full time until completion. And a completed project would carry all of the indie pazzaz and musical wonder that we can squeeze out of this money injection.
If you want to be one of our favourite people today, follow, like, share, or comment on some of our official announcements related to the Kickstarter campaign:
Are you a Redditor? Member of a specialist forum? Existing somewhere we haven’t impacted yet? Those locations are the most valuable of all, and giving us a post there would mean the world.
Thanks again for the support, folks! Our early successes have given us the confidence to continue now, and as crazy and sleepless and exciting as the next few months are going to be, we’re really looking forward to all of it!
Cadence is an open-ended puzzle game that empowers players to create real musical experiences.
More than just a sound toy, the game is built on connections between logical nodes that create loops of music. Puzzles demand careful thought and can be solved in multiple ways, generating unique melodies from real-time synthesisers.
All of these solutions can be personalised in an intuitive environment inspired by audio creation tools, allowing players to compose rich music that holds meaning outside Cadence itself.
The game’s novel way of visualizing and composing music strives to bring in two kinds of players: those who want to discover music, and those who want to embrace it.
Q: Level Editor? Cadence has been built from day one with a level editor in mind - as we'd love to see what musically creative things you guys can come up with. But there's one problem: the budget for this game might run out before we get there - and being indie there never was much budget to begin with! So we might have to do something creative, like save the level editor for the first post-release update, or sell a kidney, or something...
Q: Will Cadence only be English and not other languages? I want everyone to enjoy this game, no matter what language you speak. Right now the demo uses english, but we're going to try very hard to make the final version with as little language as possible so that you don't need to speak English to enjoy Cadence.
Q: Linux? A: We think Linux gaming is going to become very significant, especially with SteamOS on the horizon. And normally Unity makes this straightforward.
However the possibility of supporting Linux depends on the audio engine we decide to implement, which may be 3rd party and therefore make Linux support non-trivial. As a two-person development team we think it's important to concentrate our efforts and make the game we know we can deliver well. Making technology choices that exclude particular platforms is not one we take lightly, but you can be sure that if we go down this road it will be because we believe there is no other way (within the capabilities of our resources) to deliver a game that reaches its full potential. It's a tough one but we hope you guys understand ;)
Made With Monster Love Picks
While we have your eyes, here are a couple of games we think are worth your time: