We approach the original book by Daniel Defoe with great respect and want to recreate the story for players of all ages to enjoy.
We try to achieve as much of a cinematic atmosphere as possible using realistic mocap animations and the state-of-the-art Unreal Engine. The main story will be interwoven with lots of cutscenes that will immerse the player into the character of Robinson.
We know very well that gameplay makes fun, so we put a lot of emphasis on combat mechanics, which combined with mocap animations from experienced actors are very natural. We didn't forget the build system and the possibilities of human or animal companions.
Thanks to years of experience in professional game developement, we know that optimization is important, so we designed the entire project from the beginning to run smoothly on as many devices as possible. Also, the game has full gamepad support, which we would like to use for distribution on modern game consoles.
When creating the island, we made sure that the player always has the feeling that something interesting is happening. We tried to achieve this by approaching the level design very thoroughly and by drawing on extensive research into the fauna and flora of similar climates. The land area of the island is 36km².
A big part of the game are the animals that live on the island, over 50 species in total. Throughout the game, they will pose both a threat and a support to the player. You can be the best hunter and hunt down all the trophy pieces or you can try to tame and domesticate, for example, a wolf, a tiger or a parrot, which will be very helpful in combat or when occupying bases.
We currently have all the game mechanics programmed and plugged into the game, we are still optimizing them. We have a very detailed island with enemy bases and main temple. Also majority of the assets are game ready, so now we're focusing on tweaking the mechanics and finishing the story.
The vast majority of the animations involved in the game come from a professional mocap studio with experienced actors. For an even more intense game experience, we would like to film all story animations using this technology with realistic facial capture.
There is currently a team of four people and a few freelancers working on the game. Our goal is to grow a bit more and still keep the indie philosophy, showing that modern looking games don't have to be made by big studios.
A passionate gamer who has been involved in professional game development for over 10 years and has worked for companies such as Black Element Software, Bohemia Interactive, SCS Software, he has released many titles and gained valuable experience.
He tries to compensate for his obsession with modern technology by spending time in nature, playing sports or enjoying time with his family and friends.
Experienced game developer who went through studios like 2K Games, SCS Software, where he stayed for more than 7 years and learned a lot. Then together with Jan Lovrant they started a small studio and started to learn how to produce games on their own.
In his free time he likes to travel, attend cultural events, play sports or enjoy with his family.
A talented colleague who, even while completing his PhD in German Studies, has been a great support to our team. He has been involved in 3D modelling and related things since his youth, which he has been successfully making a living out of for several years now.
He was born in 1989 in Prague. Gymnasium Voděradská in Prague's Strašnice gave him his first insight into the world of theatre. After graduating he entered the Faculty of Law at Charles University in Prague. After five years, when he realized that law was not his clear choice, he joined DAMU, where he studied and still studies dramaturgy under the guidance of Daria Ullrichová and Jan Nebeský. For ten years he worked in the student art group Oldstars, where he also made his first dramaturgical and directorial attempts. In his spare time he translates dramatic works from English.