TWO WAY GAMES & COIL ARTWORKS PRESENTS
Surrealistic action-RPG in sci-fi setting of future far away about humanity, its future and things, that makes us human.
Just sit back and enjoy watching! We've prepared a video version of the pitching for you. Scroll down for reading text version.

(turn on subtitles just in case)
Remain human — surrealistic action-RPG in sci-fi setting of future far away. Main character woke up in front of save capsule in the middle of the forest on unknown planet. Pillar of black smoke rises from far alien jungles - there is a place which he must reach. Strange whispers between trees pursuit him, and all planet around speak with him. Will he separate reality from unreality, voices around from voices from his own head?
It is non-linear story about humanity, its future and things, that makes us human.It is story about exploration of world beyond man and its reflections within him. And, of course, it is a psychedelic horror, violence and rapture. It is an isometric action-rpg, that contains some survival mechanics and text quests.

GAME FEATURES (press here for video version)
25+ hours of gameplay. No grind, no boring activities.
• Story based on philosophical, anthropological and futurological works.
• Visual style inspired by works of surreal artists of XX century and artists of Renaissance.
• More than 30 different enemies with their own tactics, attacks and advantages.
Player-skill-based fighting system. You can trap enemy, poison enemy, lure them and make fight against each other. And of course you can kill it by your own hands in melee or range fight.
• Unusual exciting world to explore. Unknown planet with different flora and fauna in different locations.
• Exclusive subconscious mechanic that will give you new narrative experience. Explore the procedural world of mind, that reflects events and things from real world.
• Exclusive exploration mechanic. Hunting animals, studying plants and environment - it all give you real advantages, not only abstract experience points.
RPG without quests - just do what you should do using way you want to use and see what happens then.


Sources of inspiration, and spiritually similar works:
• Talos principle, Pathologic, Torment: Tides of Numenera, Don't starve, The Forest
• Tarkovsky's films, David Lynch's films, Space Odissey 2001 by Kubrick, Ghost in the shell and Angel's Egg by Mamoru Oshii
• Yuval Noah Harari books, Selfish Gene by Dawkins, Embassytown by China Mieville, Sigmund Freud's and Stanislaw Lem's books

Story
(press here for video version)The game takes place in the immeasurably distant future. The character wakes up in the forest on an unknown planet near the rescue capsule. In the Distance a column of black smoke rises at the horizon many miles away. That's what character needs to reach. The character sees silhouettes among the trees around, he is surrounded by indistinct whispers and someone is constantly chasing him.
Geographically events takes place in a huge crater on the unknown planet, on the edge of which character woke up. The game's events mainly told us about hero's path to the pillar of black smoke. He will meet different physical obstacles on his way. This obstacles divide the plot into chapters. For example, the sheer slope of a crater hundreds of feet high at the very beginning of the game. Within the prologue, the character will have to find a way to go down, where the events of the first Chapter will begin.
As he moves towards the pillar of black smoke, the story will evolve. The character will find neatly cut off parts of other people. Then he will remember the events that never happened. And something alien, through strange hallucinations, will try to contact him. Blurred silhouettes will come out of the shadows, for hunting the character.
Geographically, with each new Chapter, the character will getting closer to the center of the crater, getting deeper into it. The deeper he goes, the harder it will be to explain what is happening around.

It's known that when a person meets something he does not understand, he will try to find an explanation with all his nature. Even on a subconscious level. Even if there is no rational explanation, the subconscious mind will find invisible connections and create its own explanation, just not to leave holes in person's vision of the world. It often happens during sleep.
The subconscious of the main character is the game mechanics that will reflect the events that happen to him during the game. The player, being in the subconscious, while sleeping, will find answers to his questions, creating links between the events that occur to him in reality. It is spoiler, but subconscious will be also filled with events from the past lives of the character.
So, understanding himself, the hero will advance to the goal, overcoming a variety of obstacles. He will meet other people who, for some reason, speak in verse and take poses similar to the poses of ancient statues. At the end of the path column of smoke reveals its deception, and pursuing the hero silhouettes come out of the shadows, showing its true form. Without going into details, we can only say that they are androids who created in the crater their religious society based on the worship of their imperishable bodies.
They'll kill the character, but it won't be the end of the story. He will rise and understand his true self through resurrection. The source of hallucinations, which were confusing the character, also show themselves: the crater itself. Crater is an enormous organism with consciousness. Then the last Chapter will begin. In the chapter our hero will resist to religious society of mad androids and to the selfish organism which tries to embody itself, having created an avatar from parts of bodies of different people.
And somewhere on orbit of the planet someone throws on the surface of the planet capsules with the same people as the character every few months. Then the player will raise the question of the origin of the character, about what is going on with mankind, and is there something outside of this unknown planet? Where does the character come from, and whether he was born at all. Is he a human being? This will be the climax.
The story is non-linear: the game analyses the most of the character's actions, including micro-actions, such as gathering items or feeding animals. Not just obvious solutions in important events. Each action shifts the balance to one of three dimensions of humaneness. We call this the three domains of humaneness. Maintaining balance is the way to a good ending.

Well, there's also a love story, and sex in the end, if the ending is good. ;)
Text quest on peaceful location. (Click for zoom in)
Gameplay(press here for video version)

Remain Human splits geographically and its gameplay. It has peaceful locations where our hero collects some supplies, items for craft and builds his own place to live. Here, in this world time is paused until we make any action which requires some amount of minutes. Such locations presented as animated background with description and list of available actions.

Dangerous locations give us full control under our character in isometric perspective. The time is not paused now. Two minutes of real time equals to 1 hour of in-game time. Such locations let us to meet the environment by our hands.
Peaceful location. (Click for zoom in)
Let's get inside to the peaceful ones. Every chapter of the game takes place on the naturally limited location. The common territory divided into cells. Cells have some types like optional locations with any amount of resources or dedicated to hunt down animals or many other activities. Main locations mentioned as animated art with description of the story we can interact similar to visual quest and also let us to collect some resources. The only and the last is our safe camp place where we can take a rest without any other danger which could be improved with some time giving us extra bonuses. In the end improvements of our camp influences to the balance of the humaneness and impacts the ending.
Hunting (Click for zoom in)
Now, back deeper to the dangerous biomes. We can enter the deadly area via cell on the common map or via peaceful location by making choice to explore or hunt down the animals. For example, we are now in the our camp and we noticed that nearby we have a cave, so we have an option to explore the cave then game loads to isometric perspective giving us full control to the character and we can do anything we want on the limited location such as open world areas, caves and etc.
Searching for resources (Click for zoom in)
Keep in mind that the game does not make you what to do and if you have any difficulties you should solve it on your own. Do you want to climb down the crater? Okay, but you can't even do it without a rope, for example. So go and do some activities to craft the rope to explore other locations. Also, our character needs some water and food depending on time and the necessary part is to survive. With a high chance we can meet something that change the game story while we go for a water source to remove our thirst. Literally, everything in the world is absolutely unexpected and interesting to explore.
Art & Inspiration
The story that borns in the game, talks about things that make human a human being from the point of view of morality and soul or something instead of it. In addition, the events take place in the Sci-fi setting of the distant future on an unknown planet. The visual part of the game, like any other, should develop main idea. The history of civilization tells us about the peak moments when humanity was led by the ideas of humanism and faith in humanity in all its manifestations. Undoubtedly these peak moments were antiquity in Greece and Rome and the Renaissance.
That's why we create the visual component of the game we were inspired by works of art of the Renaissance and antiquity. Sources of our inspiration - the result of the study of the human spirit. The antique statue is a reflection of the thoughts of the sculptor of the ideal of human. Each stroke of a chisel on a piece of marble is a step of thinking about things that makes a person human. We decided to use their techniques to create a visual part of our game, so that every detail on the screen gave the player mental pabulum.
But don't forget about the Sci-fi setting and an unknown planet where the action takes place. We were very impressed by the strong sci-fi writers and movie-directors of the 20th century, such as Stanislav Lem, Stanley Kubrick, Andrey Tarkovsky and David Lynch for example. Reading about the events taking place in outer space, we constantly catch ourselves thinking how many secrets this world contains for us.
But don't forget about the Sci-fi setting and an unknown planet where the action takes place. We were very impressed by the strong sci-fi writers and movie-directors of the 20th century, such as Stanislav Lem, Stanley Kubrick, Andrey Tarkovsky and David Lynch for example. Reading about the events taking place in outer space, we constantly catch ourselves thinking how many secrets this world contains for us.
But don't forget about the Sci-fi setting and an unknown planet where the action takes place. We were very impressed by the strong sci-fi writers and movie-directors of the 20th century, such as Stanislav Lem, Stanley Kubrick, Andrey Tarkovsky and David Lynch for example. Reading about the events taking place in outer space, we constantly catch ourselves thinking how many secrets this world contains for us.
But don't forget about the Sci-fi setting and an unknown planet where the action takes place. We were very impressed by the strong sci-fi writers and movie-directors of the 20th century, such as Stanislav Lem, Stanley Kubrick, Andrey Tarkovsky and David Lynch for example. Reading about the events taking place in outer space, we constantly catch ourselves thinking how many secrets this world contains for us.
Left
Right
This is an interesting topic: can a man remain a human being in a strange unhuman world? We were inspired by the textual descriptions of the worlds from the science fiction writers of the 20th century, and used the techniques of surrealist artists to enhance the feeling of alienation.
Since the game is divided into two technically different parts, it was necessary to find a solution that would allow in three-dimensional isometric locations to maintain a sense of surrealism. And we found this solution by combining 2 dimensional sprites and 3 dimensional landscape.
Previously Remain Human has been constructed on the old version of Unity engine and now we are hard working on the update to the new version of the same engine. This task almost done.
The summary plot also has been finished to the end and only some tiny improvements to do left.
Game was developing for two years in common. One year of concepts and another one of active development as well.

At the moment we have full playable build of the prologue of Remain Human game which has 1+ hour to explore the game, visual design, art style and the most part of in-game mechanics. Of course, as a reminder, its pre-alpha build made with really old version of engine and work is still in progress.
The only things to do for the next chapters are content. It's including art, animations, enemies, locations, sounds, localisations and etc. Design documents, mechanics and references are almost done and waiting for production.

Full development process takes up to 20 months as we counted in a bad way, but it depends on financial possibilities that can significantly boost our development process. According to our plans we have full financial roadmap. Planned release platforms are PC/MAC, Switch
Roadmap:
  • Prologue - 2 months
    • Upgrade engine + gamepad support and input settings (1m)
    • Camp mechanics and rewrite some quests (1m)
  • Chapter 1 - 4 months
    • Peaceful locations, story events, items, craft. (1.5m)
    • Dangerous locations, events on it, enemies. (1.5m)
    • Camp, chapter endings, polishing (1m)
  • Chapter 2 - 3 months
    • Peaceful locations, story events, items, craft, dialogue system (1m)
    • Dangerous locations, events on it, enemies. (1m)
    • Camp, chapter endings, polishing (1m)
  • Interlude 1 month
  • Chapter 3 - 2.5 months
    • Peaceful locations, story events, items, craft, dialogue system (1m)
    • Dangerous locations, events on it, enemies. (1m)
    • Camp, chapter endings, polishing (0.5m)
  • Interlude 1.5 months
  • Chapter 4 - 3.5 months
    • Peaceful locations, story events, items, craft, dialogue system (1m)
    • Cutscenes (1m)
    • Dangerous locations, events on it, enemies. (1m)
    • Camp (0.5m)
  • Interlude 1.5 months
  • Epilogue 2 months
Total 20.5 months
Team:
- Vyacheslav Burkin - producer, manager, narrative design, QA
- Andrey Zakharchenko - programming, creative director, sound design, narrative design, game design
- Anna Pervina - 2d artist, Animation, Level design
- Alexander Lompart - 3d artist
- Yana Kataeva - 2d artist
- Artyom Mullyaminov - 3d artist
- Konstantin Starostin - music
Financing:
We need 200 000€. It will cover full development process, necessary licenses, assets and possible outsource. But it doesn't include any promotion, PR activities and taxes. We hope you'll help us with it.
We are the team that works together for a long time and have passion for the games of all kind, experienced in game development including a participation of our members in Life is Strange title by DONTNOD. Our studio is officially registered and located on Cyprus but we work remotely with high cooperative skills.

Coil Artworks - duet that became a part of our team for the last year. Originally they have created successful mobile survival-quest game "Survival Planet". Also they took a part in developing some board games and producing techno-music releases. And now they improved ideas of their previous game up to the new one.



Contacts:
+7 (916) 582-24-17
support@twowayteam.com
telegram: http://t.me/Threatty
skype: spanches

Or just answer on email you've received before!