The indie team Labyrinth Team is seeking 8 million rubles to further develop Labyrinth of Light
Continuing our series of articles about games seeking investments or publishers. Up next is a feature on the Russian team, Labyrinth Team, which is preparing to release the spatial puzzle game Labyrinth of Light.
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The project is presented by Roman Glebov — the lead and main game designer behind Labyrinth of Light.
Roman Glebov
About the Team
We are a young team that formed while studying in the master's program at HSE. Currently, we call ourselves simply and succinctly — Labyrinth Team.
Labyrinth of Light is our first team project, but each of us has been involved in the gaming industry for some time. For example, I and one of our programmers have already released a project for iOS — Crazy Moto Taxi. The rest of the team has worked in game studios or as freelancers.
About the Project
Labyrinth of Light is a first-person puzzle game with platforming elements, where the player must solve spatial puzzles through a mechanic that allows changing personal gravity. The game is being developed for PC, but there are plans for a VR and smartphone version. We chose Unreal Engine 5 for "Labyrinth." The playthrough will take about 10 hours.
Initially, Labyrinth of Light was a student project; it has now reached the MVP stage, where we currently stand. At this point, we are seeking investment to turn our game into a full-fledged commercial product.
About the Gameplay/Mechanics
In Labyrinth of Light, players can ignore conventional gravity and walk on walls and ceilings if they are illuminated by sunlight or any artificial light source.
By exploiting the unusual gravitational properties within the game world, players solve spatial puzzles and find their way out of a giant concrete labyrinth while helping a withering tree. However, the light is not always static; the sun and spotlights can change position, and sometimes players must find ways to illuminate the necessary wall.
Our game features numerous light sources, each with its own characteristics, affecting gameplay in unique ways. The most interesting are the light gun, which can shoot light sources, and the light cube, which can be carried around.
About the Target Audience
The target audience for the project consists of fans of spatial puzzles and platformers, such as Gravity Rush and Portal, as well as The Talos Principle. We draw most of our inspiration from the latter two projects. It is also worth noting that we primarily focus on midcore and hardcore gamers aged 12 and older.
About the Business Model
We plan to distribute Labyrinth of Light on Steam and VK Play using the Buy to Play system. Additionally, we plan to sell DLC with new levels after the game's release.
Looking at examples like Portal, Talos, and other similar games, we hope to achieve sales in the range of 30,000 to 50,000 copies.
About the Metrics
It's still difficult to discuss concrete metrics. We have a page on Steam with 187 wishlists. However, we have not yet engaged in deep promotion of the game. Therefore, we are also interested in working with a publisher to test the project's appeal to the audience.
About What We Are Looking For
We are currently seeking investment and a publisher for our project. According to our business plan, development can be completed in 12 months, requiring RUB 8,194,394, which covers development costs excluding marketing. You can reach out to me for a detailed business plan.
We are prepared to share up to 40% of the project's profits, depending on the offered terms.
How to Contact?
- Roman Glebov: https://t.me/Cortez777rus