Three and a half years and we are finally done!
Run From Mummies is out now! The launch has left Matt and me feeling a bit nostalgic. Looking back on the last three years and how we ended up where we are today.
While we had been sitting on a vague idea since 2011, born of brainstorming between rounds of Halo 3 or Team Fortress and a random first sketch, things did not kick off in earnest until much later.
The first sketch that would eventually start it all.
Once we were committed to this concept, prototyping began at rapid speeds. It took a mere couple of weeks before we had levels that were playable. These levels werent exactly what they are now but they had everything to take out a tourist, boulders, spike traps and rudimentary mummies. Run From Mummies was starting to quickly take shape but there was still much work to be done.
Early concepts of levels and level loops
From the bare bones, we began the long road of experimenting, balancing, and innovating, refining the game modes we wanted to add, levels, and tourists. At one point on death, tourists would reset back to the levels start and have to run all the way back through all the rooms. Thankfully, that was changed and tourists now start at the beginning of the room they died in.
Run From Mummies would go through a series of small changes just like that until we refined and better-defined mechanics. Even the levels themselves got multiple decoration passes to make sure things like lighting, sprites and secret passages were exactly how we wanted them.
Tourists did not slide by these passes, also going through design changes as we went on. Remember the first guy in the blue hat? Well, he became Steve, the very first character players have unlocked. Our wonderful and painfully normal guy.
Be This Guy became Be That Guy! Steve .0 vs. Steve now.
More of our Tourists then vs. now.
Eventually after a year and a half of bold changes, milestones (the addition of Eric Benaim to the team to create the music being no small triumph), tweaks and manymanylessons along the way we began to see Run From Mummies turning from a simple sketch to a fully formed game made out of a collective labor of love.
As levels were tweaked (some being much larger than they are now) abilities and game modes adjusted we took our lessons from the previous years and the age of innovation began! Finally, we were in the home stretch and could look towards release plans, reworking and tightening what we had, and releasing our Kickstarter and demo.
Assets and levels slowly coming together!
Looking back its easy to see how much changed in the early years of Run From Mummies. Yet the last year saw significant change for the better. Game modes, locking down the story, refining the art and levels, and even hiring voice actors who did an amazing job bringing enemies and tourists to life. Its a lot like having a loose sketch and now having a fully drawn illustration, at times barely recognizable yet you cant help but be proud of the change and where you ended up. All of this was done with the help of our friends, family and the amazing strangers - now also friends - who came along for the journey with hearts full of support.
At the end of the day, there would be no Steve in his current rounder form without that support. Now with with Run From Mummies released and a hell of a journey, thank you for supporting us during this time and for reading this far.
From the bottom of Matts and my hearts, Thank You, and we sincerely hope you enjoy Run From Mummies.
[ 2024-11-07 16:12:11 CET ] [ Original post ]
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Pile in the tour van for an expedition to a forgotten pyramid, long lost to time. Take pictures and unearth ancient relics, all while exploring decrepit tombs, arid wastelands, opulent temples, and a slew of other unique locations. But be warned - the mummies inhabiting these locales won’t be happy entertaining visitors…
Run From Mummies is a top-down 2D action adventure for 1-4 tourists. Delve deep into the unknown with nothing but your wits and trusty camera. Use flash photography to stun mummies, fend off skittering scarabs, and uncover ancient plots spanning thousands of years. Oh - and make it out alive.
- Challenging action adventure with satisfying movement and combat mechanics
- Combines light puzzle elements with untold dangers and pressure
- Varied enemies and traps, and of course, plenty of different mummies!
- Over 120 unique levels, each presenting different ways to challenge even the hardiest adventurer
- 6 distinct regions capped off by exciting boss battles
- A roster of diverse and interesting tourists with their own unique abilities and quirks, facilitating a multitude of playstyles
- Experience a rich lore and backstory inspired by Egyptian mythology, told through cutscenes, stelae, and hundreds of codex entries
- Discover secrets and unlockables hidden within each level
- Deep replay value with several additive game modes planned
- Tour Solo or Couch Co-Op/Remote Play Together 1-4 players
- OS: Steam OS 3.0
- Processor: Zen 2Memory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: RDNA 2
- OS: Steam OS 3.0
- Processor: Zen 2Memory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: RDNA 2
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