Neutral
Game Content
Deep Sea Episode 2 is a new experience (1x2) with survival horror features inspired by Lovecraft’s universe and a NFT collection. It takes place right after the events of the first Deep Sea, where you follow one of the survivors that fled and crashed in the Arctic. Aim, shoot, explore and manage your resources to face the undead and the cold of the Arctic.
We aim to produce a true survival horror game with weapons, craft, ammunition and resources management. We seek to create a new saga on TSB, with a reactivable NFT collection with NFTs expected to have an impact on the game: NFT pass for secret area access, playable equipment, wearables, Avatar.
With a team of mainly 5 people working full-time on the game for 3 months, we are requesting 80,000€ to help us fund Ep2 of the saga. The rest would be funded by the NFT sales.
This experience will be launched in April 25 (Deep Sea 1:-65, -119 Deep Sea: Chapter 0: -65, -120 Deep Sea 2: 1x2 TBC)
Yobiké is an independent video game studio creating its own IPs on PC, VR and has developed an expertise in metaverses, notably The Sandbox. Deep Sea: Chapter 0, The Smurfs, Marcel Pagnol en Provence.
8 months ago, we self-published Deep Sea, an original license in The Sandbox, with the aim of offering the metaverse community a brand-new horror gaming experience.
We were convinced that it was possible to produce dense, mature and demanding content using The Sandbox tools, which is why we highlighted the most advanced features of Game Maker (GM 0.8 and 0.9), both in terms of visuals and gameplay.
As a result, as well as becoming a showcase for Game Maker’s capabilities, Deep Sea proved that there was a target audience within The Sandbox community who were passionate about this kind of experience.
On the strength of this reception, we accompanied Deep Sea with a complementary experience that we called Deep Sea: Chapter 0. Conceived as a prequel, this experience tells the story leading up to the events of the main Deep Sea experience.
Today, we want to continue to explore this license that we imagined and extend its lore by offering a new experience.
Deep Sea Episode 2 is the sequel to the first Sandbox experiment. It follows the adventures of the only known survivor of the crew of the Deep Sea oil rig (events of the first experience), who escaped on board a submarine and sank in the Arctic.
A team from a scientific base not far from the wreck rescues him and discovers traces of mutilation on his body, along with an ancient artifact. What do these mutilations mean, what is this artifact and why was he shipwrecked here? These are the questions these isolated scientists will try to answer.
The player takes on the role of one of the crew of scientists returning from a multi-week mission to explore a climatic phenomenon. On his return to base, he discovers the wrecked submarine, his base devastated and its crew mysteriously decimated.
The player must then investigate the scene in the hope of finding the missing members of his team, while a threat is about to awaken.
We’re aiming to develop an even more intense experience than our previous episodes by offering a real Survival Horror thanks to the new Game Maker 0.10 features.
They give us the opportunity to build the experience around new gameplay mechanics that are key to the survival horror genre:
Deep Sea Episode 2 is the ideal opportunity for us to take full advantage of the technological evolution of Game Maker, but also to contribute to the diversity of gameplay experiences offered in The Sandbox.
Early prototype showcasing the gun made in Deep Sea.
The objective is to make a game to interest gamers who are fans of the “horror” universe. So we need a game with a narrative, where the games are quite long. We're intentionally moving away from today's Speed Runs, in order to create an immersive, addictive universe.
Replayability is ensured by players' determination to succeed in all the quests that unlock access to hidden spaces. Saga's logic also encourages replayability, as certain elements of the new episodes will make reference to the old ones.
Deep Sea is a saga with many episodes (on average 3 per year).
SIP’s role is to finance the 2nd step of the Saga, which will then become self-financing with the sale of NFTs (NFT Pass and Utilities).
Our goal is to reach out to a Gamer audience. As we did with one of our VR games (Oculus Quest and Pico), we could make a free game in Fortnite, with the aim of promoting DeepSea and encouraging people to come and discover the full version in TSB. This would be in addition to animating the community on Discord and buying traffic via specialized platforms/influencers.
The game production will mainly be supported by The Sandbox and it is up to you to choose what new kind of game you will play on the platform.
With Deep Sea Episode 2, the community will get a fresh new experience further developing the gaming aspects possible on The Sandbox in the popular genre of survival horrors.
A new NFT collection will be on sale on which you can invest your SAND. Here are some of the proposals:
NFTs will be available in various forms and some will give access to dedicated areas in the game, but also to certain Discord channels, and to specific advantages (beta tester, contribution to the scripting of future episodes, presence in the Credits...).
30% of the net amount of NFT revenues will be transferred to the DAO to help finance other projects, and set up a virtuous circle.
We want to work on highlighting and implementing the new features enabled by Game Maker 0.10. However, this work remains to be done and we may not be able to implement all the features we want to develop due to features evolution of the GM.
We have different anticipated production levels with a MVP and 2 key features around which we first want to focus for the experience:
Zombies and limited ammunition, for example, are 2 other important features around which we want to build the experience but which we can just as easily remove from the scope if we don’t manage to develop and integrate the feature satisfactorily (without bugs and without worrying about optimisation).
Budget: 80,000€
3 months of development from December 24 to April 25: