Omen of Sorrow is a horror fighting game, where 12 iconic characters engage, either locally or online, in a single deathmatch or through the unholy trial story mode to define who’ll cast its shadow over the hearts of men for the next century.
Play on PS4, Xbox One or PC; We currently have console devkits, and we are testing builds daily to ensure that performance will be optimal across platforms.
The team is led by ex-Ace Team developers (Zeno Clash 2, Rock of Ages) , with Art by the internationally acclaimed Genzoman (Double Dragon: Neon, Ultra Street Fighter IV, Hearthstone), Music by Francisco Cerda (Jamestown, Gunpoint) and the best young talent from SCL.
Master its hardcore combat mechanics; The game’s combat system is intended to be challenging, deep and fluid, based on player skill rather than stats or random chance. Timing, reflex, deception and pattern recognition are emphasized, yet we are striving to make it accessible to new players.
Compete Online; Using a netcode technique called rollback (the same used in GGPO), we’ll provide you with a near-lagless online experience.
Fight your friends in Local Multiplayer; Having someone in the same physical space when playing a game is a very different experience than playing with them over the internet, you know that, and so do we.
We'll convey horror using a dramatic, dark and grim art style influenced by various sources; from the heavy chiaroscuro of Caravaggio and Rembrandt, to the dramatic framing of Tod Browning´s Dracula, to contemporary gore like Saw and classics such as Jan Svankmajer's shorts.
Each of the environments will have a distinct mood, but darkness will always play an important role, and that, couple with game mechanics that emphasize mind games, will be used to convey tension to the players.
Omen of Sorrow's music is an ambitious mix of diverse influences, we want to integrate the traditional sonority of orchestral instruments and the ominous nature of gregorian chant with contemporary genres such as industrial metal and djent, infused with the energy of admirable soundtracks like Tsutomu Ōhashi's Akira and Tom Holkenborg's Mad Max.
Omen of Sorrow has been in development by AOne since May 2015.
Funded by the Chilean government through Corfo Capital Semilla and Fondo Audiovisual, we’ve attended Gamescom, MIGS and Festigame with the support of ProChile.
We've made improvements on IASA code, and the "forest fire" stage, check them outRead more
+6 years of experience on Videogame Marketing, has released games for PC, iOS, and Android, planned and executed the first successful Kickstarter campaign for a Chilean Videogame, during his time at Startup Chile generation 6.2 he produced the first Orchestral videogame soundtrack in LATAM for Evilot with F.A.M.E.'S. Film Music Recording Company and the Macedonian Radio Symphonic Orchestra.
+11 years of video game industry experience as a 3D Animator, working at Bandai Namco (Tokyo, Japan), DeNA and Behaviour (Santiago, Chile), on titles such as Evangelion Beginning (ヱヴァンゲリヲン:序), Gundam Memories (ガンダムメモリーズ ～戦いの記憶), After Earth and Star Wars: Galactic Defense, among others.
Tomas Herrera graduated from Digital Animation, he worked 3 years creating animations for the advertisement industry. At AOne Games he works as a technical artist, integrating the work from artists and programmers, developing pipeline optimizations between 3d modelling software and the engine, also does memes.
Sebastian Beltran has been programming since he's 16 years old, competing in multiple university organized high school competitions, continuing his studies at UTEM where he graduated on Computer Science and Civil Engineering. He's passionate about video games, and spends his free time working on Neural Networks (supervised NNA) and probability function models (Kernel Estimation Density), currently he develops Omen of Sorrow using C++ on Unreal Engine 4.
Crístofer Leal, graduated from Digital Animation and Video game Design, where he learnt scripting and vfx. His career began at Sky Line Studios, where he developed real time architectural visualizations, while he specialized in assets and scenes optimization on Unreal Engine 4. Now he works at AOne as our Technical Artist, making Omen of Sorrow run at a solid 60 fps across platforms.
Max Kübler, provided outsourcing services for Wanako Games (On hits such as Assault Heroes 2 and Scuba Snap). He also has been an entrepreneur the last 12 years founding two 3d visualization companies ( South Sky and Sky Line Studios) and one Post production company (Fosforo).
+6 years of experience, Software Engineer, has released games for all platforms from PC, Xbox 360 and PS3 to iOS, Android and LG Smart TVs. (Zeno Clash 2, Rock of Ages, Kokori, Selknam Defense).
+15 years of experience as a Digital Artist, alongside Sebastian, they have worked on games for all platforms from PC, Xbox 360 and PS3 to iOS, Android and LG Smart TVs. (Zeno Clash 2, Rock of Ages, Kokori, Selknam Defense).
Gonzalo has worked for Capcom, Blizzard, Salo, and was chosen as the Best Fantasy Illustrator on 2013 ImagineFX Awards. (Double Dragon: Neon, Ultra Street Fighter IV, Hearthstone).
Francisco Cerda is a pianist and composer. He started composing music for videogames when he was 14 years old, when he created the soundtrack for a shmup that he programmed (from that point he has worked on titles such as Jamestown, honorable mention by the IGF for Excellence in Audio, and won the second place for OSV’s Best Indie Game Soundtrack of 2011. )