Project pitch
Session-based Coop RPG - why would anyone want this?
Darkpath
Warcraft 3 and its WorldEditor have fathered or fostered entire game genres like runners, tower defense and the dreadful MOBA. Maybe its time to take another good thing from the cold hands of its creator and turn it into a stand-alone title.
The Warcraft 3 map I'm referring to (The Black Road) in its prime have bred a community only second to DotA Allstars. It had a custom save feature that allowed to transfer a character from one session to another by entering a save code each player received on the screen upon typing save command. This mechanic allowed the map to become a full-pledged MMO on Warcraft 3 engine.

Map had a city in the centre that was constantly under attack by the invading armies, coming in vaves on set periods of time. Eventually, the creatures grew stronger than players, destroying the city and causing a session to end. In between defending the city, the players were busy levelling their characters, solving quests, grinding and crafting for gear, and killing bosses with advanced mechanics.

The healthy diversity in mechanics and things needed doing kept players glued, it was taking about 30 hours to level a character to maximum level and a lot more to gear for high-end content. What kept players in is a great variety in gameplay between classes, the necessity of team interaction and engaging content that scaled with the players.
The differences Darkapth will have are all the improvements modern gamedev made upon the mechanics of ARPG, RTS and MOBA - shorter sessions, intensive decision-making gameplay, advanced player interaction, fast-paced encounters, various levels of customisation and character building.
Plotwise, Darkpath will force characters into a time loop, where world around them is constantly returned to the beginning of the siege when starting a new session. This will allow for more interesting time-traveling mechanics to be implemented in both plot and gameplay.
Today a market niche of Coop PVE-focused RPG is mostly empty, only having low-quality products that failed to deliver satisfactory experience.
Darkpath will not fall in any of the existing categories - being session-based, it will fit right with MOBA fans that need a break from toxicity of PvP environment, and with PvE crowds, longing for group challenges.

Gameplay will centre around ARPG-like grind, questing and boss fights. Constant need to repel the attacks on the city and eventual failure to do so will add to the session dynamics, playing right into the MOBA dynamics. There will be much more activities to explore - rich story and lore, engaging challenges and crafting, farm for rare items and character building.

Endgame will have additional content like uber-bosses, prestige levels, item enchantments and endless defence mode.

Khaos Champion
One of the 12 original classes of The Black Road
Market examples
Game is scheduled to launch on Steam in 2020.
Current development stage: Prototype development
Next development stage: Finding investments
Estimated development and marketing budget: $ 500 000
Production plan(s)
Our team
Young and aspiring professionals, experts in online games, design, development, narrative and marketing.
  • Andrey Petrunin
    Founder & Producer
  • Anastasia Sokolova
    Founder & Art Director
  • Vladimir Koscheev
    Lead Game Designer
  • Dmitry Shevelev
    Lead Developer
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