[UNPAID] Help Revive Undoing – Build a Team to Develop and Fundraise (Contract if Fundraising Successful)

Project Title: Undoing

Description:
Undoing was originally published but didn’t receive the marketing and awareness needed for success. We’re now looking for talent to help revitalize the game, utilizing existing assets as well as creating new ones where necessary, to develop a polished vertical slice, build community interest, and prepare for a fundraising campaign. If the fundraiser succeeds, contributors will transition to paid contracts to continue the project.

Undoing is an intense multiplayer survival game with support for up to 64 players, featuring diverse gameplay modes like Team Deathmatch, Free-For-All, and Survival. Players can battle as humans or monsters, leveraging unique melee and ranged combat mechanics.

Key Goals:

  • Develop a polished vertical slice to showcase the game’s potential
  • Build community interest and grow awareness
  • Prepare for and execute a successful fundraising campaign

Team Name:
N/A – Currently forming a team.

Team Structure:
We’re looking to assemble a collaborative team of passionate individuals who can contribute to both the development and promotional efforts of Undoing. The team will work together to create new assets, enhance gameplay, and promote the game to a growing community. Roles will be remote with flexible hours. Contributors will be expected to work together to ensure consistency and progress toward the game’s goals, which include building a polished vertical slice, attracting a supportive community, and successfully executing a fundraising campaign.

Talent Required:
We are prioritizing the following roles:

Environment Artists

  • 3D Environment Artists to create immersive game environments.
  • LOD Optimization to ensure performance.
  • Niagara VFX to enhance visual effects.

Unreal Engine Developers (C++/Blueprint)

  • C++ Development for core gameplay mechanics.
  • Multiplayer/Networking to ensure smooth online play.
  • Blueprint Scripting to implement gameplay features and interactions.

Marketing Specialists

  • Fundraising to help secure financial backing.
  • Social Media Management to build and engage a community.
  • Video Editing to create promotional content and trailers.
  • Apparel design for potential game-related merchandise.

We are also open to other roles that can contribute to the project’s success, especially in community management, creative support, and game development. These roles will help us grow the community and raise awareness for Undoing.


Website:
A website will be created if we find an ample team to contribute to the game’s revival.

Social Links:

Contact:

So you want to Undo what was done to the Undoing. LOL. Undoing on Steam looks pretty cool. But its going to be a very tough sell to get Game Devs in this community to work on a Commercial product for Free. You should already know this.

In regards to investors, what makes this game special? Whats the hook?

Thanks for checking out Undoing on Steam! You’re absolutely right that it’s a challenge to rally devs for a commercial product without upfront funding, which is why we’re focusing on creating a polished vertical slice. This will help attract players and investors, and if successful, we’ll transition contributors into paid roles for the full project.

What makes Undoing stand out is its unique blend of gameplay elements:

  • Playable as humans or monsters: A variety of characters on both sides, each with distinct abilities, stats, and playstyles.
  • Skill-based combat: Quick-time grapples, explosive enemies, bullet ricochets, and fast-paced action that requires quick thinking and reflexes.
  • Combat variety: A balance between long-range and close-range combat, with strategic use of pickups that affect the flow of battle.
  • Control customization: Tailor your controls to your preferences, with both first-person and third-person perspectives, and full controller support.
  • Multiplayer modes: Designed for both solo and team play, supporting varied player counts. We’re also considering smaller-scale modes like 4v4 to facilitate quicker lobbies, provide an easy entry point, and cater to streamers.
  • Achievements: A range of in-game achievements to track progress, challenge players, and provide rewarding milestones.
  • Art style: The game features photorealistic visuals with a focus on space soldiers in advanced suits, offering a unique aesthetic that blends horror-themed mythical creatures with futuristic combat. We could also develop the lore behind these characters, exploring how they ended up fighting for survival in this intense world.

We’d like to hear your thoughts on this direction, and thanks again for taking the time to check out Undoing on Steam! Feel free to join our community on Discord or follow us for updates.

Hello @UndoingPC,

  1. Take anything I say with a grain of sand. You have accomplished a feat I have yet to. You published a Game.

  2. Devs possessing the skills and experience you need for your vertical slice, are most likely developing their own vertical slice for their own games. I’m one of them LOL.

  3. Theres a lot of competition with Games, so maybe marketing and awareness needed for success (whatever metrics used to validate this) is not the only factor. Consider the game was released early access alpha.

  4. Why not pitch the existing Game? You already possess a vertical slice. But I have to be honest, the gameplay has been achieved in many other games already. My game is also humans versus monsters with the same elements. Lol.

Frankly this list contains nothing new at all, all that has been done by many games over and over.
You should come up with some creative new ideas, otherwise there is no reason or market for such a game.
You wont get any skilled person to work unpaid for for your project, so you can try to get funds. If you want to try a commercial project, then you have to bear the economic risk.

Hello @TechLord, thank you for your feedback and insights. I agree there’s a lot of competition in the gaming space, and standing out requires more than just marketing. That’s why we’re focused on collaborating with others to refine Undoing’s core elements, such as playstyles, combat mechanics, and art direction, to offer something unique and engaging.

We believe Undoing has a solid foundation but see opportunities for improvement, such as expanding character abilities, fine-tuning combat, and enhancing the photorealistic art style with mythical horror elements. We’re also exploring different game modes and player counts for quicker lobbies and a more accessible experience, especially for streamers. We’re still looking for feedback on these ideas. Our goal is to approach fundraising carefully, ensuring success before transitioning to contract work. We want to spend enough time building awareness and growing a community, especially as we prepare for fundraising. If we receive ample support, we could potentially speed up development, which would be exciting to continue.

We want to focus on gathering feedback and giving people the opportunity to contribute. We understand that many people work on projects because they’re interesting, have promise, or offer a chance to grow their portfolio. The expectation is a relaxed work environment for hobbyists and those looking to take on tasks while contributing to something existing and exciting.

Could you clarify what you mean by “consider the game was released early access alpha”? Are you suggesting further testing or a different approach to gain early feedback?

We’re getting interest from various roles and will update everyone as we solidify the team. We’re excited to collaborate to make sure the game stands out in the competitive gaming market.

What type of ‘Success’ did you expect with Undoing being released early access alpha? What did you do to market and and spread awareness?

Perhaps the lack of ‘Success’ by whatever metrics those are, is the feedback. Perhaps the premise and presentation of Undoing is just not that appealing to Players at the time.

I’m really curious how you approached marketing and awareness for Undoing.

Hi @Vollgaser, thank you for your honesty. It’s important to hear this kind of critique. We know reusing familiar ideas isn’t enough, which is why we are focused on refining Undoing with fresh mechanics and a unique execution. Our goal is to balance accessibility and skill progression, ensuring new players can jump in while still rewarding mastery.

We are prioritizing dynamic combat, including reactive quick-time events that feel intuitive rather than intrusive, bullet ricochets, and diverse playstyles. We are also looking at ways to make the game more engaging for different audiences, such as varied game modes, player count options, and streamer-friendly features.

Right now we are building a strong team to collaborate on these ideas, refine where to spend time effectively, and grow awareness. We plan to secure funding to transition into a sustainable development model while compensating contributors. If there is enough support, we could accelerate development and make it an exciting opportunity for those involved.

Thank you again for your feedback. It is pushing us to make Undoing something truly memorable. If you have further thoughts we would like to hear them.