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Sunken
 
 
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Genre: Action, RPG
Platforms: PC
Languages: English
Players: Single-player
Posted
Updated
Sep 11, 2015 @ 3:04am
May 26, 2016 @ 8:51am

View Sunken in the store

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Recent Announcements View All (7)
GREENLIT!!!!
New Screenshots!
Description
Release date: Q1 2016
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GREENLIT!!!

We want to thank everyone who voted for us, Sunken getting greenlit in only 10 days is an amazing accomplishment which wouldn't be possible if it weren't for the community believing in our game!

We will do our best to finish this game in a reasonable time frame, rough estimate is Q1 2016

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An atmospheric, dungeon crawling ARPG with a touch of a Roguelike, “Sunken” is intended to be a marriage of genres with several aspects listed (and explained) below.


1) Permadeath – Since the beginning of the project, we wanted “Sunken” to be hardcore. When you die, you lose your levels and equipment, however, the skills you have unlocked stay that way. It is important for us to tell this to you, the players, early, as we do not want you to be surprised when you lose the items you have crafted or looted or the levels that you gained by progressing through the dungeon. Go big or go home!

2) Crafting – Crafting is an important part of “Sunken”. More than anything, you will be looting crafting materials. Crafting is done exclusively in the ‘crafting room’ found on every level of the dungeon. To be able to craft anything, though, you will need to find recipes for the items or the abilities that you want to craft (yes, the abilities are not gained through leveling, but by crafting!).

3) Randomization – Although the levels aren't randomized (the reason for this will be written below), the monsters and the loot are random. Whether you’ll get a weak sword or a great armor, whether you’ll run into a few zombies or an elite Impaler with Tormentors following in his wake, is left to chance, the chance you will have to take in “Sunken”.

4) Leveling – Soooo, where is the real RPG element in all this, right? By leveling, you gain stats. They are Might, Dexterity, Vitality and Intellect. With each level gained, you have five stat points to distribute as you see fit. Even when you find the best-in-slot gear, the game is not over, you keep leveling and fighting. Just be sure to use the distribution to follow your style, as you cannot get back the points you have invested. As the death is permanent, invest these points well!

5) Atmosphere – Sure, we like games that are simply fun, but the immersion through visuals, sounds and storyline is irreplaceable for us. Thus, “Sunken” will try to be heavy on immersion. This is also the reason why the levels aren't randomized – they look too generic, at least with the very limited assets available to us. This is also one of the reasons (the other one being permadeath) why “Sunken” isn't as fast-paced as some other games of its genre, thus there are no stats like “attack speed” or “movement speed”. Stomping the content as quickly as possible isn't the goal – survival is. “Sunken” is set in an eerie dungeon out of this world and we want that atmosphere to sink into your bones

6) Narrative – We like story-driven games. Although “Sunken” is an ARPG, we have tailored the narrative to our liking, and we tried not to allow the action to overshadow the story. There are many lore books lying around in each level of the dungeon, and we hope they will be a treat for the people who love having a good story in their games. The narrative is not spoon-fed, and you will have to figure out some things on your own. Of course, for those not interested, skipping any narrative piece is always an option.

7) Competition – You will fight – until you die. Compete with other players by checking the leaderboard. Whoever reaches the farthest ‘spin’ and ‘level’ (hey, we do not have to reveal everything, right?), is leading the boards. Go get them, tigers. You don't want to compete with other players? No worries, completing single player campaign will give you just as much satisfaction. You make the decision.

-Who are we?

We are, originally, an artist and a writer, but, we came to be just about anything needed to finish this game. We both worked in the gaming industry before doing this, but, this is the first project of this magnitude for us. The main thing about us is that we hate giving cheesy speeches. So, we just want to be informal and friendly with you guys, and simply have fun while developing “Sunken”, like we have had so far.

We believe in open door policy. If you've got any questions, we want you to know the answers. Ask us anything you want (although beware, we wish to keep some secrets about the game... well, secrets) but pretty much everything else is open for discussion.

Ask questions in the comments section. We will give our best to answer quickly. We value your questions, support, and interactions, so we will do everything possible to make you smile. Our E-Mail is sunkenarpg@gmail.com
Popular Discussions View All (2)
17
Sep 24, 2015 @ 6:07am
What are your favourite features in RPGs?
Ludi Mrav
11
Sep 21, 2015 @ 12:14pm
Mac and Linux version?
HenriqueCarioca
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330 Comments
straafe Jan 26, 2016 @ 10:32pm 
Would you mind quickly explaining your lighting setup in Unity? If you used a plug in or asset store asset, could you point me towards it?
KoffeePiksel Dec 4, 2015 @ 9:32am 
Jim Sterling played "Sunken" :steamhappy:
https://www.youtube.com/watch?v=eLSX_1Tvrq0
Ludi Mrav  [author] Oct 11, 2015 @ 8:51am 
@Stimpylicious! - Although our first wish was to make a game based on Slavic folklore, Sunken draws from many cultures. As you will see while you descend down the dungeon, the levels of the dungeon are vastly different from one another. Thanks a lot friend!

@♥UMR♥ - Since we are a team of only 2 guys, we will try our best to implement multiplayer, however we can't promise it will be there. We know how important it is for a game, but we'd rather have a good single player game than a bad multiplayer one.
♥Rina♥ Shld i get MHW? Oct 10, 2015 @ 11:38am 
would be great to have multiplayer added in because me and my friend is interested in this!
Feelin'Good Oct 10, 2015 @ 9:14am 
Good way to differentiate this game, from the aspect of identity, is to give it that Slavic folklore feel and draw on creatures from Slavic mythology, mixing it with Ortodox Christian elements (I've already seen the halo on the character's back in the video, so that is a step in the right direction). People are fed-up with your typical western gothic premise and are looking for something new (Witcher wouldn't be as half as popular if it weren't set in an universe that was completely unknown to the majority of your typical western gamers), so drawing from the roots of your Servian and Slavic heritage could really do the game a lot of good. Thumbs up for you guys succeeding in your endeavor!
Duh Blu Seal Sep 27, 2015 @ 3:29pm 
true dat
Ludi Mrav  [author] Sep 27, 2015 @ 3:27pm 
@The WindWalker - Well, Unity's default is C#, if you already learn C++ why not start with Unreal Engine? Although it is possilbe to write in C++ in Unity i think it is more convenient to write C++ in Unreal and C# in Unity.
Duh Blu Seal Sep 27, 2015 @ 2:18pm 
me and some of my friends are learning unity and C++ not C# yet
Duh Blu Seal Sep 27, 2015 @ 12:17pm 
cool
Ludi Mrav  [author] Sep 27, 2015 @ 10:06am 
@The WindWalker - We're using C# and Unity5 engine