No More Heroes: Project Awakened Not Phosphor’s Focus

By Nathan Grayson on September 17th, 2013 at 11:00 am.

When last we checked in on Phosphor’s every superhero/all-the-things sim Project Awakened, morale had taken a hit in the wake of a narrowly missed $500,000 Kickstarter goal, but the developer wasn’t ready to hang up its cape, tights, shotgun, Tron light cycle, cowboy hat, ninja sword, and mechanized cybersuit just yet. There were plans on the table. Another crowdfunding drive. A playable prototype. A community driven “part-owner” program. Unfortunately, however, plans change. Now the DayZ-inspired Nether – which has been kicking around in Phosphor’s glowy green chambers for about a year – has moved to the forefront, still almost entirely community driven, but with markedly more survival and less, er, everything else ever.

“Project Awakened is on the backburner,” creative director Chip Sineni admitted to RPS. “There are still people working on it, but it’s definitely not the studio’s focus right now. We’re still totally in love with the idea, but we’re still trying to figure out the right way to do it. We’ve taken a step back and said, ‘OK, let’s not rush this. If we’re gonna do this, let’s do this right.'”

“But Project Awakened is still definitely something very near and dear to us. We might reconfigure some parts of it to use some of the same kinds of design stuff we’ve got [on Nether]. Things like a persistent world.”

So then, at best we’re looking at a bit of a wait. And at worst? Well, there’s clearly a lot riding on Nether, and Project Awakened was beyond the scope of what Phosphor could achieve all by its lonesome to begin with. The passion’s still there, though, so all we can do now is hope for the best. And in the meantime I plan to never, ever, ever stop playing Saints Row IV.

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7 Comments »

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  1. TheTingler says:

    The big problem I had with Project Awakened, and why I didn’t back it, was that there was no way in hell they could make a game that ambitious with the brand-new Unreal Engine 4 for only $500,000. I think a lot of people were suspicious and felt Phosphor were being overambitious or just not explaining properly how they could make a next-gen game like that for so little money. Especially scrapping all their UE3 work to go UE4.

    • notha says:

      its because it’s incredibly easy to transfer a gamespace from ue3 to ue4. if youve seen any of epic’s behind the scenes videos, you’d know that. and also, you’re assuming 500k is that being the only time they work. like most indie game developers, there are tons of hours spent going unpaid, trying to get the game done. if every indie dev got paid the actual hours they worked, every budget would be about 2-3 times bigger

      • TheGameSquid says:

        Well, I guess transitioning from an UE3 workspace to a UE4 workspace is one thing, actually working within that completely new environment without previous experience or a vast pool of knowledge from other people is probably another thing altogether. I don’t recall many projects that underwent successful engine transitions (at least when the engine wasn’t largely developed in-house).

        But then again, what the hell do I know…

  2. FlammableD says:

    Did you *have* to title a post No More Heroes and get my hopes up?

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  4. Allenomura says:

    I was only looking at their successfully Greenlit campaign on Steam yesterday. How sad that the game that could be called All of the Physics (and gorgeous graphics) is having this much difficulty getting off the ground.