By the year 2030, 6 out of 10 humans will live in cities. The way our cities evolve to manage their energy and waste will determine the fate of the planet. Deep City 2030 asks the question, ‘What if cities could save the world?’
If you are passionate about the earth, this is a powerful way to extend your personal influence by driving cultural change through entertainment. We invite you to back this campaign to create a quirky game for grown-ups. It's a mash-up of An Inconvenient Truth, systems thinking, urbanism and resilience.
The game combines a gritty steampunk aesthetic and off-beat humour with ongoing opportunities for players to demonstrate strategic prowess by inventing possible world futures.
Megastorms, zombie schoolchildren, flying monkeys, toxic trouble from neighboring cities. You never know what surprises are around the corner in Deep City 2030. Gameplay inspired by the classic Romance of the Three Kingdoms, as well as Fable and Clash of Clans among other games we love.
The GoalThe goal in Deep City 2030 is to survive and build a livable city, using whatever tactics you choose. It’s in your power to create a city that reigns supreme in the face of hostile competitors, a greedy Overlord, and cataclysmic world events. Be the leader of your own futuristic empire in Deep City 2030!
The game starts in a city in the year 2030. Dark, whimsical characters inhabit and can change the city as you play. Players explore deeper post-apocalyptic settings or work towards building resilient cities, solo or multiplayer. Your friends in social networks can be key advisors or adversaries. As in the real world, there are a lot of ways to “get ahead”. You can forge alliances with other players to make your city a better place for everyone. Or you can embrace the dark side and go rogue.
It's about having some fun while inventing possible futures.
You'll be able to play it on any iOS device (tablet, mobile).
The Who and the Why
We're a group of gamers, designers and storytellers who love games and entertainment as much as we care about city life. Mark Kolody and his creative team are making the game in partnership with Ecotone Productions (Wild Culture: Ecology and Imagination),
Planet Greene Productions (The End of
Suburbia) and not-for-profit sustainability innovator Evergreen CityWorks, bringing
decades of real-world insight into the infinite intricacies of city-building
A portion of proceeds from the game will go to Evergreen CityWorks’ programs.
Greg Greene, Chris Lowry, Colin Turnbull, Tara Luxmore
The Big Picture
As you've probably guessed, for us this is more than a game. Those who play Deep City 2030 will make choices that lead to alternate futures – not on some made-up sci-fi planet, but on our own.
We believe our game will spark imaginations and debate about the kind of future we want, and how to get there.
It might just be transformative.
Where You Come In
And that’s why we’ve been working for two years without funding to create storyboards and develop game mechanics.
All the partners, including Chris Lowry and Evergreen CityWorks, Kolody and Greg Greene, have put in hundreds of hours of sweat equity since we started working on this two years ago. What you see is the result of a lot of initial investment and fire in the belly.
Our goal is to launch Deep City 2030 in the fall of 2015.
We need your help to get this to the next stage of production. Your generous donations are much appreciated, whether you choose to do it just for the climate karma or for the rewards, or both!
We’ve also got help from some heavyweight gamers and urban planners who believe in us. For example...
Asi Burak is Founding President of Games for Change in NYC, and Executive Producer of the games inspired by the Pulitzer Prize winning book Half the Sky.
Jennifer Keesmaat is Chief Planner, City of Toronto. In 2013 she was named 41st most important person in Canada by Macleans Magazine.
Steven DeNure is President and COO of DHX media. DHX is an international leader in production of family entertainment with offices in eight countries.
What We Need
Let us know that you want this game to be built! Your contribution to the campaign shows us, and our partners, that we have your support. The media coverage raises our profile, and your contributions will generate $25,000 of foundational funding for Deep City 2030. We’ll leverage the strong show of support from Indiegogo contributors to access full project funding sources after the 30 days are up, to build the game for release in 2015.
Your contribution – large or small – will not only provide much needed financial support at this critical time, but will show the funding agencies that Deep City 2030 has popular support.
You want to know more about how the game plays...
The Game World
It’s a terrible time - the cities have descended into feudal fiefdoms in a scorched and polluted land with no centralized authority outside a sociopathic, godlike Overlord (Laser Cat) who demands tithes in the form of energy. Only three edicts rule the land:
1. Give unto the Overlord that which belongs to the Overlord
2. No violence shall exist without swift and merciless punishment from the Overlord
3. Failure to give unto the Overlord will result in swift and merciless punishment
Players are on their own in this stark, broken land, having to build up self-sufficient cities, establish and grow their own fiefdoms, and create a functional future alone. How they go about this - whether through working together in peaceful expansion and cooperation, or through shady meta-conquest of other players - is entirely up to the player.
The player is put in control of a failing city, plagued by pollution, ignorance and the rogue “justice” of unpoliced streets. It’s a dangerous, ugly, post-apocalyptic vision, but it’s home!
1. Appearance of the City
As the player develops their city, its appearance will change. The appearance of a city is a direct representation of its City Attributes (reflecting development, or lack there-of) and any temporary effects it is currently experiencing (such as riots, pollution, and media campaigns)
2. City Features
Your city has 6 distinguishable features that are direct representations of City Attributes: Education, Agriculture, Infrastructure and Public Services, Industry, Health, and Power Grid
Each City Attribute / Feature is rated on a scale from 1-15. Every 3 levels of attributes corresponds to a level 1 feature attained.
Synopsis of Mechanics
1. Energy is the only currency: it powers ambitions such as upgrades and campaigns, is used to expand your fiefdom to take control of cities, and appeases the Overload in the form of a tithe.
2. Morale is the only metric of conquest: when a city’s morale is run into the ground, they’ll welcome your leadership and protection of your fiefdom. Citizens who are happy are resilient to disruptions, negative campaigns, and contribute to the health of your fiefdom.
3. City attributes can be upgraded: by utilizing one of your action slots, you can spend energy and prioritize the improvement of your cities, unlocking increasingly advanced campaigns, resources, and increasing the morale of your fiefdom’s citizens.
4. Campaigns create buffs and debuffs: you can execute campaigns that yield positive or negative effects to cities within your fiefdom, protectorate, or those controlled by other players. Buffs and debuffs have various effects to a city’s attributes, energy, and/or morale ratings.
5. Buffs and debuffs can stack: a city can have multiple campaigns (de)buffs affect it at the same time, with the effects being cumulative. These can come from the actions of players or from the game world itself (ex: if a city’s attributes fall below certain thresholds).
6. “Combat” is effectively the application or mitigation of buffs and debuffs: preventing a debuff costs an action plus less energy, but requires having an action slot available and matching level in the city attribute used to create the debuff
7. Players lose control of a city if the citizens’ morale bottoms out to zero. A conquering player needs to expend increasing amounts of energy to expand their fiefdom when conquering cities (ex: at the cost of 100 energy multiplied by the number of cities they control).
8. Players can play cooperatively or go it alone: players can start/join a Protectorate (collection of players) to enjoy the camaraderie, and expanded options for coordinating attack and defence, and access to the UN (if part of the top 50 Protectorates). Alternately, they can go it alone, expanding their fiefdom through wits and determination in the post apocalyptic game world.
9. Players can succeed in the game through both “positive” and “negative” strategies: DeepCity 2030 isn’t prescriptive in that success can be generated through working collaboratively, investing additional time/energy in self-sufficient cities with high morale, or through rapid/aggressive acquisition. (Or combinations thereof). Players from multiple mindsets (ex: “farmers” or “tyrants”) will have equally viable, game-balanced paths.
10.Achievements will be linked to game play: a robust achievement system will be systemic to gameplay, rewarding users with points, badges, unique content, and ideally premium/relevant video narrative material at key events. The achievement system will encourage users to explore all paths of gameplay available (solo, multiplayer, “good” or “bad” play styles, acquisition plateaus, etc.)
Contribute to our Campaign and get more than just good game and good climate karma...
At any level that you choose to contribute you'll receive all kinds of great 'perk' rewards—advance access to the game (of course!). So if you love strategy games and/or you love cities and/or you are intrigued by the ideas we've expressed so far... we invite you to make a contribution.
Get Deep City 2030 (All Pledges)
All backers will will receive the game before anyone else and will have the opportunity to shape the game through our forum.
Beta Access: Those who pledge $50 or more will be invited to play a Beta version of the game at least 2 month's before the official release of Deep City 2030.
Alpha Access: Pledge $700 or more and you will receive an Alpha prototype of the game eight months before release.
Forum Badges (Pledge $10+)
All backers will receive exclusive access to our private Deep City 2030 Discussion Forum. You'll have the power to shape the world of the future, influence gameplay, and interact with the development team. Backers who pledge $10 or more will receive a digital Deep City 2030 badge that can be used in the game forum, on your website, portfolio page or printed as a physical reminder of your commitment to shaping the future. Each reward tier comes with it's own exclusive badge.
News From The Apocalypse (Pledge $5+)
Stay one step ahead of the apocalypse with quarterly updates on news, technology, and bizarre internet culture that inspires our team.
Credit Tiers (Pledge $10+)
All backers who pledge $10 or more will receive credit right alongside the makers of the game! The position of your name will be based on your pledge level.
Tier 1 Overlord (Pledge $5,000 +) - 1st line of credits underneath the Producers & Development Leads. Plus a 140 character bio, a link to your website, or preferred social media site.
Tier 2 Luminary (Pledge $1,200 +) - 2nd line of credits underneath the Programmers. Plus a link to your website or preferred social media site.
Tier 3 Protector (Pledge $300 +) - 3rd line of credits underneath the Artists.
Tier 4 World Shaper (Pledge $50 +) - 4th line of credits underneath the Game Designers.
Tier 5 Survivor (Pledge $10 +) - 5th line of credits underneath the Game Testers.
Digital Wallpaper (Pledge $10+)
Get an exclusive digital wallpaper pack for your devices featuring original game artwork from Deep City 2030.
Sticker Pack (Pledge $25+)
All backers who pledge $25 or more will receive an official Deep City 2030 Lazer Cat membership sticker pack that you can place on your beverage cup or any surface of your choosing.
Deep Dive Collector Pack (Pledge $200)
Those who select the The Deep Dive Collector Pack will receive an exclusive media package featuring the work of Deep City 2030's friends, partners, supporters and influencers. Includes;
A one-year subscription to Spacing Magazine: Canadian Urbanism Uncovered (www.spacing.ca).
A copy ofWild Culture Reader: Ecology and Imagination, edited by Chris Lowry and Whitney Smith
Escape From Suburbia DVD by Greg Greene
A signed first edition of the comic book Bleedback, a dystopian sci-fi thriller set in the year 2065 (bleedbackcomic.com)
Urban Warrior Shopping Bag (Pledge $100)
Get your very own Urban Warrior eco-friendly tote bag to help stave off the apocalypse.
Design a Character (Pledge $300)
If you choose the Character Designer Edition, you get to design one non-player controlled character (NPC). You provide the team with a name, photo of yourself (or a friend), along with a short character description. Our team will place your character into Deep City 2030.
(The copyright to the character name and background you provide will be held by Kolody Inc., which reserves the right to reject inappropriate, anachronistic, or vulgar content.)
Deep City Builder Trophy Brick (Pledge $1,200+)
For the first five contributors over $1,200, we have a rare and precious brick from the kilns that built Toronto, courtesy of the Evergreen CityWorks.
Your brick will be inscribed with your name and the title, 'Deep City Builder' along with a description of this remarkable piece of North American urban heritage.
Design A Buff or Debuff (Pledge $1,200)
If you choose the World Maker Package, you will help to create an in-game item used to either attack neighbouring cities or repair your own. You provide the team with a short description of the item, along with an equally cunning name. The team will use your diabolical concept to create a Buff or Debuff soon to be feared by players all over the world.
(The copyright to the Buff or Debuff you provide will be held by Kolody Inc., which reserves the right to reject inappropriate, anachronistic, or vulgar content.)
Become an Advisor (Pledge $2,500)
As a Game Architect, you will contribute to an early Deep City 2030 design meeting either at Kolody’s Toronto studio or via Skype or Google Hangouts! We'll prep you with background info and you'll participate in the brainstorming, problem solving, wise-cracking and lunch! (Transportation and lodging not provided).
To show our gratitude we’ll name a city structure after you.
Your contribution will be evermore inscribed in the "Luminary" section of the Deep City 2030 credits.
Other Ways You Can Help
- We want everyone to know about the game. Please help us get the word out and make some noise.
- It's easy, and it might just bring something new to the world of games and the future of cities. Use the Indiegogo share tools!