You find yourself in a world of secrets and decadence. Amnesic and unaware of circumstances which brought you into this place, you begin your journey which should reveal the mystery. Moving through a peculiar world you'll have to kill in order to survive, to solve different puzzles and to learn when to be brave and when to hide.
This strange environment looks like a sub-reality relegation, a world of banishment, a sub-world of a modern, mechanized future.
The game, ultimately, is a metaphor of our daily condition, living in a modern hi-tech world fighting with ancestral fears, an introspection into the dark side of unconscious.
They wonder the world apparently with no aim but their most basic needs. Sometimes they act crazy and sometimes they run, but they are always on the lookout for food. Be cautious of the Preacher's song as all Natives will be drawn to it.
No one knows what they are and where they come from. Their soulless eyes always seem to spy on the living. Although the natives fear them, a strange symbiosis is at work.
Solving one problem may lead to another. Choose your path wisely as things are not always what they seem. Jump, slide, climb or hide to overcome obstacles. Discover how to operate the strange machines that dominate the landscape but beware of the outcome.
Explore every corner for you never know what you can find. Treasures may hide in dark secret places. Scavenge for resources as you can craft powerful weapons and special ammo.
Be weary of the clouds for they bring a strange vibe into the world. The Natives react differently to it. Some may hide into the ground and lay in wait, others may become feral. Don't believe that lighting doesn't strike twice in the same spot as nothing is natural about this place.
Winter brings silence and peril as the black becomes white. Warming up becomes crucial, but you are not alone, as all things need fire to survive.
Use the environment to your advantage. Clever tactics allow you to pass, kill or avoid foes. When in need hide to escape. Make sure no one sees you when you do it.
Enemies can be obliterated in a fun and brutal combat. Take aim carefully as a well placed bullet can save you. When fighting you can chose from a wide variety of weapons.
The loud ones inflict more damage but quickly reveal your presence. Silent takedowns are always an option when you don't want to leave a mark. Don't hesitate, if they escape you, others may be alerted.
Clear your path using your trusty dynamite pack. If all hell brakes loose hold on to your gatling and don't stop shooting.
When all alone you might want to build your own friend. It might come in handy when fighting or solving puzzles.
Play our demo here: blackthefall.com/play-demo
We are now in alpha stage with our first chapter. It includes some of the features that we want to integrate in the final game. Our playable demo lets you catch a glimpse of this strange, black world.
You can experiment basic interaction with the Natives and meet some of the Machines. Explore, shoot, hide, use objects and collect ammo and weapons. You also have to solve a few basic puzzles.
Your feedback is paramount and will help us a lot in our development process.
When designing Black The Fall our main focus was to create a distinctive atmosphere. From characters to background elements and art style, we thought that exploring the world should be an unforgettable experience.
In the first chapter (the one you play in the demo) you meet the Natives and some of the Machines. In the next chapters the setting will slowly change from natural to mechanized. You will find parts of the story as you figth through desolated landscapes dominated by industrial behemoths.
Inspiration came from movies like Sin City, The Colony, Brasil, Dark City, The Matrix, The Mist, old-school games like Another World or Flashback and new ones like Thief, Limbo, Dishonored or Deadlight.
The most important thing for an indie game developer is an open and direct relation with the gamers community. Chatting with you and knowing what you think about our game is one of the coolest things that Collective brings. It's also a big opportunity for a small team like ours to share it's project with you.
We strongly believe that games should become more than just a toy. They should be a way of experiencing new and stimulating realities, a place where developers and gamers come together to share cultural diversity.
Visit us: blackthefall.com
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Follow us on Twitter: @blackthefall
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Sad Sand Sailor
I'm an experienced 3D generalist, highly skilled in creating character and organic models and textures with more than 12 years of experience. During this period I've been working on different cool projects for companies like Activision, Ubisoft, Qol, Funlabs and others.
For the last 10 months I've been working exclusively on my own pet project, Black The Fall. From graphics and animation to scripting and sound design it's been a wild and fantastic journey so far and I'm happy to share it with you.
I'm a 3d Character Animator, a graduate of Animation Mentor, with over 8 years industry experience, having worked among other places in UbiSoft, lead animator at City Interactive and senior animator on a feature film and several commercials.
I’m a Graphic Designer with a life long passion for video games.
Part of my working experience comes from Advertising. I worked for Leo Burnett and as a freelancer. Anyway, in the last years it became clear to me that my real passion is somewhere else, and that I would love not only to play games but also to participate in creating them. So here I am.
For the last 2 years I've been studying Graphics at National University of Arts, and for the last 10 months I've been working at this wonderful project that our team calls ”Black The Fall”.
I'm a game programmer with more than 10 years of experience. I started programming games on Atari clones, then I moved on to PC platform with an affinity for 3D programming, game engines and advanced graphics shaders. I worked at various game projects covering different areas, from MMOs, car simulators to more casual puzzle games. My recent work and research has been in the fast evolving mobile space. I always search for challenging new projects and Black The Fall has been an amazing ride until now so we don't plan to stop anytime soon.