The indie team Labyrinth Team is seeking 8 million rubles to further develop Labyrinth of Light
We continue our series of publications about games seeking investments or a publisher. Up next is an article about the Russian team Labyrinth Team, which is preparing to release the spatial puzzle game Labyrinth of Light.
This column is supported by the service for finding games for publishers and investors, WN Game Finder.
Roman Glebov — the lead and main game designer of Labyrinth of Light — talked about the project.
Roman Glebov
About the Team
We are a young team that formed during graduate studies at HSE. Currently, we call ourselves simply and concisely Labyrinth Team.
Labyrinth of Light is our first team project, but each of us has been working in the gaming industry for some time. For instance, one of our programmers and I have already released a project for iOS — Crazy Moto Taxi. The other team members have worked in game studios or freelanced.
About the Project
Labyrinth of Light is a first-person puzzle game with platforming elements, where players solve spatial puzzles using a gravity-altering mechanic. The game is in development for PC, with plans for VR and mobile versions. We have chosen Unreal Engine 5 for "Labyrinth," and completing the game will take about 10 hours.
Initially, Labyrinth of Light was a student project, and we've reached the MVP stage, which is where we are now. At this point, we are seeking investments to turn our game into a full-fledged commercial product.
About Gameplay/Mechanics
In Labyrinth of Light, players can disregard conventional gravity and walk on walls and ceilings, provided they are illuminated by the sun or an artificial light source.
By utilizing the unconventional gravity properties in the game world, players solve spatial puzzles and find their way out of a giant concrete maze while helping a withering tree. Light is not always static; the sun and spotlights might change their position, and sometimes, players need to figure out how to illuminate the necessary wall.
Our game features many light sources, each with its own characteristics and unique impact on gameplay. The most interesting ones will be the light cannon, which can shoot light sources, and a light cube that can be carried around.
About the Target Audience
The project's target audience includes 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's also worth noting that we primarily focus on midcore and hardcore players aged 12 and up.
About the Business Model
We plan to distribute Labyrinth of Light on Steam and VK Play using a Buy to Play system. After the game's release, we also plan to sell DLC with new levels.
Looking at examples like Portal, Talos, and other similar games, we hope to sell about 30,000-50,000 copies.
About Metrics
It's difficult to speak about actual metrics at this moment. We have a Steam page with 187 wishlists. However, we haven't engaged in deep marketing yet. Therefore, we are also interested in working with a publisher who can test the project's appeal to the audience.
Who We Are Looking For
We are currently looking for investment and a publisher for our project. According to our business plan, the development can be completed in 12 months, requiring 8,194,394 rubles, which is what we need for development without considering marketing. You can contact me for a detailed business plan.
We are willing to share up to 40% of the project's profits, depending on the proposed terms.
How to Contact?
- Roman Glebov: https://t.me/Cortez777rus