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Aloadae - Open World Horror Game
Sep 20, 2016 @ 6:13am
Sep 30, 2016 @ 11:56am
Recent Announcements View All (3)
Aloadae - Lighting and Performance Improvement

The Game:

Aloadae is a Open World Horror Game based on Cryengine V. Developed by a small team called Bleeding Colors . The game is set in the pacific northwest in Washington state. A thick fog will cover the game world during the whole experience. The view distance is very restricted to give the player the feeling of being isolated in a mysterious environment.

Core Features:

• Open world landscape which invites for exploring
• Intense horror gameplay
• Explore mysterious places which are so scary that you just exit the game
• Beautiful dynamic weather and day/night cycle
• Non-linear game play

Design choices :

First we wanna talk about the fog which covers most of the landscape. So what´s the idea behind all this and why did we decide to show you only what´s happening in front of you ? We have more answers for this so sit down and grab a cup of coffee or some other drink and relax. The first explanation for this is that we struggled a bit in the early development because of the very poor performance of the game.

We solved this problem by simply using the fog to restrict your view distance and deliver you a better performance. But that´s not all the benefit from it. As longer we tested the early game build´s we always end up getting lost in the forest because we did not see much due to all the fog . This is the next benefit.

Have you ever played a game where you´ve been lost in the landscape and did not know where you are or where to go next? Well I didn´t. What about you? That was the moment where we decided to make this one of the core features of our game. In theory you can walk everywhere on the map but you will end up walking and exploring very carefully because you can get lost very easy. The longer you gonna play this game the more you gonna know about it.

Map size :

It was clear from the first minute that we wanna create something unique. Something that you will remember for a long time even months after you played the end of Aloadae.

Delivering the player a memorable and outstanding experience in a open world game is always something that is hard to achieve. Having a big map size is gonna cause us some problems in terms of the concept but its our desire to solve these design problems and fill the map with content that you like and content that is unique in every aspect.

Lets Throw some numbers right away.

Map size= 16 square miles

Walking across the map = 35-45 minutes (depends on how fast or how slow you walk)

So in theory these numbers sound good right ?

Well yes and no.

In theory every map in every open world game is causing problems to game devs in terms of performance, content variation and how believable the "open world" actually is.

So basically producing a open world game is a horrible and devastating experience at the same time.

Its gonna be a long journey to find a way to tell a story and at the same time to deliver unique gameplay features and locations. If you solve one design problem you end up finding two more. Day after day.

Character development :

We all know all these generic horror characters right ? Honestly they are in every horror game these days and even in games which are still in development. Why cant people start developing their own outstanding horror characters which you have never seen before ?

I know the answer. They get their inspiration from other horror media like H.P. Lovecraft books or old horror movies. I can say for sure that you never saw our main character in some other game or movie. Not even in you most insane dreams. But isn´t horror something more then that ? Something more then a character ? Something that is happening when you don´t know what is real anymore. For example dreams. Nightmares.

Nightmares which are so strange in a way that you ask yourself how someone can dream something like that.

You wanna know where i got my inspiration from ? From my dreams. They are the best source for good Character development because we all dream our own dreams. We cant steal characters out of someone´s dream.

Future Plans :

As mentioned in previous articles we have plans to finish the prototype game build in the next few months. The prototype build will include the following :

- enemy AI system

- path finding system

- weapons with animations

You will find frequent project updates here on the greenlight concept page and on IndieDB.
Thanks for reading and don´t forget to rate this project ^-^


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S O L E L Y  [author] Sep 30, 2016 @ 7:12am 
@mld8831 @Gee @i am so trikert

Thanks for the nice feedback ! We are uploading a new trailer today. Dont forget to watch it.
mld8831 Sep 27, 2016 @ 4:14am 
This game looks really promising. I love it
S O L E L Y  [author] Sep 23, 2016 @ 10:44am 

Yeah of course btw we are happy that you show interest in our project. This game does not soley consist of an unknown terrain environment, so far we have only shown some screens from our Cascade woods environment to present the current quality of the large outdoor vegetation intensive part of the world. The game will feature a story which deals with themes of dark psychology and nihilistic philosophy. We want the player to be confronted with a lot of existentialist questions and the fear of the unknown primal danger in the wildness.
Edgar Allan Hoe Sep 22, 2016 @ 6:10pm 
Hm. The trailer and subsequent images spark my curiosity. Precisely what is the element of horror in this game? I understand that there's a certain fear of being isolated in an unknown terrain, but for me personally, I need something a little more than just the environment to truly get the "horror" feel. If you could clarify that for me, I could comment further.
[Dizzy Miss] Gee Sep 22, 2016 @ 2:03pm 
hoping this will happen at some point. looks great so far. ;)
KErTcarried Sep 22, 2016 @ 1:15pm 
promising, great idea
S O L E L Y  [author] Sep 22, 2016 @ 10:38am 

For us the CE is the best engine for this project. Having real time global illumination is the best thing that could happen to this project. For example in UE4 the lightning needs to be builded so it realy is limiting us in the workflow in general. Its much better if you have everthing rendered in real time. Also we realy like the AI system which is implemeted into the CE. The engine has several more features which makes it to the perfect engine for this project but those features made the bigest impact.

Its our bigest desire to make a game people would play and like. We cant satisfy everyone. But
we are trying our best.
S O L E L Y  [author] Sep 22, 2016 @ 10:35am 

Im gonna stay very objective. Yes there is a point in the game where there is no fog.
Further more we have several years of exp. working with the CE. Saying that the CE is known for being difficult to work with is also not the thruth. Every egnine you can use can be difficult to work with if you have a lack of skills in general. Which we dont have as stated before.

We also need to clarify that the game can run perfectly without any fog. It has a decent performance even without it. You will not feel a big difference if you run it with a GTX 1080.But if you run it with lower hardware specs the fog is a great way to still run the game with a decent performance and let it look very photorealistic and we want both. Good performance for everyone and a photorealistic look.

Its not limiting our design choices and the whole development. We definitely make the game how we wanna make it and there are no constraints at all. Just benefits.

_M Sep 22, 2016 @ 3:46am 
Amazing idea. looking forward for this.
Oamaje Sep 21, 2016 @ 3:44pm 
im looking forward to this game :D
i really loved it