Council recommendation
Neutral
TL;DR
What | We’re looking for €80,000 to finance the development of Episode 2 of the saga. Deep Sea episode 2 is a new experience (1x2) with survival horror features inspired by Lovecraft’s universe and a NFT collection. With the new features enabled by the 0.10, we think it is possible to have experiences further closing the gap between The Sandbox and other gaming communities. It takes place right after the events of the first Deep Sea, where you follow one of the survivors that fled and crashed in the Arctic. Aim, shoot, explore and manage your resources to face the undead and the cold of the Arctic. We would like to fund a new Saga of horror games, episode by episode, with the same level of ambition, quality production, new environments and a plot that unravels over the course of each episode. |
Why | After a first success during the Builder Challenge with Deep Sea episode 1 and Chapter 0, we aim to produce a true survival horror game on The Sandbox, with weapons, craft, ammunition and resources management. We seek to create a new saga on The Sandbox, with a reactivable NFT collection with NFTs expected to have an impact on the game: NFT pass for secret area access, playable equipment, wearables, Avatar. The horror entertainment sector is thriving and growing, UK +37%, South Africa +42%, USA +45% and Mexico +57% (@Statista Consumer Insights - July 22 to June 23) |
How | With a team of mainly 5 people (3D artists, game designers & a Game Maker expert) working full-time on the game for 3 months, we are requesting 80,000€ to help us fund the experience. The rest would be funded by the NFT sales. With a pool of premium NFTs (higher catalyst value, special effects in-game, secret area) sold from 100k SANDs (reasonable estimation) to 300k SANDs (sold out) In the event of a total sell-out of NFT, this will enable us to contribute to the production of the next episode of the Saga. |
When | This experience will be launched in April 2025 (Deep Sea 1:-65, -119 Deep Sea: Chapter 0: -65, -120 Deep Sea 2: 1x2 TBC) |
Who | Yobiké is an independent video game studio creating its own IPs on PC, VR (etc.) and has developed an expertise in metaverses, notably The Sandbox. Experience pages: Deep Sea Deep Sea: Chapter 0, The Smurfs (for The Sandbox) Marcel Pagnol en Provence (for WhatTheProd). As part of the splitting of Yobike’s activities in the production of large video games (PC and VR) and the creation of games on existing platforms (The Sandbox, Fornite, Roblox…), the DeepSea game will be ported by Metavest (another company of the group with an official KYB at TSB) and will join our other productions such as Smurfs, Pagnol en Provence, Croix Rouge, … |
SIP Details
Background/Context
Eight months ago, we self-published Deep Sea, an original license in The Sandbox, with the aim of offering the metaverse community a brand new horror gaming experience.
We were convinced that it was possible to produce dense, mature and demanding content using The Sandbox tools, which is why we highlighted the most advanced features of Game Maker (GM 0.8 and 0.9), both in terms of visuals and gameplay.
Deep Sea Episode 1
As a result, as well as becoming a showcase for Game Maker’s capabilities, Deep Sea proved that there was a target audience within The Sandbox community who were passionate about this kind of experience.
On the strength of this reception, we accompanied Deep Sea with a complementary experience that we called Deep Sea: Chapter 0. Conceived as a prequel, this experience tells the story leading up to the events of the main Deep Sea experience.
Today, we want to continue to explore this license that we imagined and extend its lore (freely inspired by Lovecraft’s work, The Call of Cthulhu) by offering a new experience: Deep Sea Episode 2.
Game Concept
Deep Sea Episode 2 is the sequel to the first Sandbox experiment. It follows the adventures of the only known survivor of the crew of the Deep Sea oil rig (events of the first experience), who escaped on board a submarine and sank in the Arctic.
A team from a scientific base not far from the wreck rescues him and discovers traces of mutilation on his body, along with an ancient artifact. What do these mutilations mean, what is this artifact and why was he shipwrecked here? These are the questions these isolated scientists will try to answer.
In Deep Sea Episode 2, the player takes on the role of one of the crew of scientists returning from a multi-week mission to explore a climatic phenomenon. On his return to base, he discovers the wrecked submarine, his base devastated and its crew mysteriously decimated.
The player must then investigate the scene in the hope of finding the missing members of his team, while a threat is about to awaken.
Game Key Features
With Deep Sea 2, we’re aiming to develop an even more intense experience than our previous episodes by offering a real Survival Horror thanks to the new Game Maker 0.10 features.
In fact, they give us the opportunity to build the experience around new gameplay mechanics that are key to the survival horror genre:
- Gun battles from a distance (enabled by Raycast functionality)
- Resource management (item collection coupled with the inventory system enabled by the Consumables feature)
- Environmental puzzles (based on observation and precision thanks to the Raycast function)
- Crafting system (objects collected can be combined to create new tools or consumables: ammunition, healing packs, etc.)
- Cold management (gauge equivalent to oxygen when the player is exposed to the cold, manageable via the various systems on display: items to craft, heat zone to activate, etc.)
These different pillars will enable us to challenge players with gameplays that are more focused on survival, and to offer a more dynamic and immersive experience.
Deep Sea Episode 2 is the ideal opportunity for us to take full advantage of the technological evolution of Game Maker, but also to contribute to the diversity of gameplay experiences offered in The Sandbox.
Click to see the early prototype showcasing the gun made in Deep Sea.
The Saga
The objective is to make Deep Sea a saga with many episodes (on average 3 per year). SIP’s role is to finance the second step of the Saga, which will then become self-financing with the sale of NFTs (NFT Pass and Utilities).
Chapter 0 (March 2024): the origins of evil
Episode 1 (March 2024): The oil station is hit by an unknown disease, investigate to find out what happened and try to save the crew members infected by a strange virus that has turned them into Zombies.
Episode 2 (April 2025): A member of the oil station manages to leave this evil place thanks to the rescue submarine. Unfortunately, he unknowingly causes the downfall of a polar research center by introducing this unknown virus.
Episode 3 (estimated July 2025): In the ruins of Teotihuacan, archaeologists discover a secret crypt containing an occult history of mankind. When they break an ancient seal, they unleash terrifying creatures that have lain dormant for millennia. As one of the archaeologists, the player must explore the ruins to restore the seal and prevent the awakening of the god Cthulhu.
Episode 4 (estimated November 2025): Set in the swampy depths of Louisiana, players take on the role of a private detective investigating a series of mysterious disappearances. When clues lead to the heart of the bayou, where ancient rituals are said to have awakened a terrifying creature that lives in the bodies of water, the player must find and stop the creature while confronting the few locals who are inexplicably hostile to the detective’s arrival.
To be continued…
Benefit to the ecosystem
The game production will mainly be supported by The Sandbox and it is up to you to choose what new kind of game you will play on the platform.
With Deep Sea Episode 2, the community will get a fresh new experience further developing the gaming aspects possible on The Sandbox in the popular genre of survival horrors.
A new NFT collection will be on sale on which you can invest your SAND. Here are some of the proposals:
- NFT Pass to access a part of the land (secret zone giving access to additional lore and/or numerous resources: ammunition, healing, etc.).
- NFT Wearable, which makes it easier to fight the cold.
- NFT Equipment, which lets you fire your weapon without having to search for ammunition.
- NFT Cosmetics, which allows you to buy symbolic assets for the game.
- Playable Avatar
Some examples of the NFTs we could create based on Deep Sea Episode 1 & 0:
Risk analysis
We want to work on highlighting and implementing the new features enabled by Game Maker 0.10. However, this work remains to be done and we may not be able to implement all the features we want to develop due to features evolution of the GM.
We have different anticipated production levels with a Minimum Viable Product (MVP) and two key features around which we first want to focus for the experience:
- Raycast, to simulate a firearm and enable remote confrontations
- Cold Management, with a gauge equivalent to the oxygen system on land
Zombies and limited ammunition, for example, are two other important features around which we want to build the experience but which we can just as easily remove from the scope if we don’t manage to develop and integrate the feature satisfactorily (without bugs and without worrying about optimisation).
Budget breakdown
Total: 80,000€
Creation of the experience | 75,000€ | |
---|---|---|
2 voxel Artists | 3+3 months | |
1 lead game designer | 3,5 months | |
1 expert game maker | 3,5 months, part time | |
1 producer | 3 month | |
1 marketing manager | 1 month | |
Creation of the NFT collection, communication and live support | 5,000€ |
Implementation Plan
3 months of development from December 24 to April 25 with the aim of a release, following the timetable below:
Milestones | Completion | Expected completion date | Unlock Payment |
---|---|---|---|
#1 Production of the blockout & Gameplay: Creating and setting up the backgrounds and environment (assets, FX, etc.) Integration of story and dialogue | Proposal for a map in different cuts, distribution of action zones, detailed quest proposal, suggestion of different graphic universes. | February 2025 | 20,000€ |
#2 Level design & assets:* Creation of assets, setting up the game mechanics, implementation of new mechanics, enemies | List of all the game’s assets, detailed description of all the quests, drafting of the game’s overall gameplay, quest scripting | 20,000€ | |
#3 Testing & Optimisation (Beta) | Bug free experience, link to the experience page, once we receive the ok from the evaluators, we will open the experience to the public for everyone to enjoy. | March 2025 | 15,000€ |
#4 Launch- Experience published on the LAND & Communication | Trailer, démo & communication support present to the community. | April 2025 | 20,000€ |
#5 Post-Launch - Bug Fixing | Dashboard with important metrics. Gamemaker upgrade. | May 2025 | 5,000€ |
Team/ Background
Yobike is a video game studio made up of passionate people. Over the past 6 years, we’ve produced several PC and VR games (including Papaye Bang Bang released on Quest 2 and Pico 4 in 2024). We’ve also created several Metaverse experiments inside The Sandbox for brands such as Martell, Celio and Croix Rouge, as well as for the Smurfs (5 games).
- 2 voxel Artists (Maxime & Ewen) : XP on The Sandbox => Pagnol, DeepSea, Smurf
- 1 lead game designer (Yohan) : XP on The Sandbox => Pagnol, DeepSea, Red Cross, Celio
- 1 expert game maker (Matthis) : XP on The Sandbox => DeepSea, Smurf (5 games)
- 1 producer (Rodolphe) : XP on The Sandbox => Pagnol, Smurf
- 1 marketing manager (Johan) : XP on The Sandbox => Pagnol, DeepSea, Red Cross, Celio
Metrics for Success
Player’s engagement:
- Number of hours played
- Number of players
- Number of quests achieved
- Number of players joining the Deep Sea channel in our public discord
NFT purchases:
Our goal is to create a community of horror game fans on The Sandbox offering episodes as terrifying as ever. Through a dedicated discord, we also want to involve the community in defining new themes for the saga.
The NFT holdings (Pass or Artistic), will give roles to saga fans and help animate the community.
- NFT-Pass
- Wearables
- Equipement
- Cosmetics
- Avatars
NFTs will be available in various forms (props, wearables, avatars…) and some will give access to dedicated areas in the game, but also to certain Discord channels, and to specific advantages (beta tester, contribution to the scripting of future episodes, presence in the Credits…).
Voting Options
- Voting Options: Yes, No, Abstain
APPENDIX
Alternatives Considered
We had imagined selling artistic NFTs during Episode 1 and Chapter 0, but unfortunately the current NFT market would not allow us to finance new productions.
With Alpha 4 and the introduction of the NFT Pass, we opted for this option, which enables fans of a particular theme or an IP to finance projects and bring them to life. This SIP allows us to kick-start this saga and make DeepSea a license that should be successful in the long term.
Amendments
We’ll be opening a dedicated discord right from the beginning of Episode 2’s creation, to allow the community to preview the experience and give us feedback before the official launch.
This community will then be involved in the production of new episodes, and will participate in the choice of future themes.
Expectations for DeepSea:
The objective is to make a game to interest gamers who are fans of the “horror” universe. So we need a game with a narrative, where the games are quite long. We’re intentionally moving away from today’s Speed Runs, in order to create an immersive, addictive universe.
Replayability is ensured by players’ determination to succeed in all the quests that unlock access to hidden spaces. Saga’s logic also encourages replayability, as certain elements of the new episodes will make reference to the old ones.
Chapter 0 (no communication): 6,300 players (12 min of play) - target 10,000 players
Episode 1 (in just 8 days in Alpha4): + 12,400 players (17 min of play) - target 20,000 players
Episode 2: Target 25,000 players (+20 min playtime)
Promotion of the game:
Our goal is to reach out to a Gamer audience. As we did with one of our VR games (Oculus Quest and Pico), we could make a free game in Fortnite, with the aim of promoting DeepSea and encouraging people to come and discover the full version in TSB. This would be in addition to animating the community on Discord and buying traffic via specialized platforms/influencers.
Revenue sharing:
Following various exchanges with the community on the DAO forums, we have decided to move closer to what is done in the video game world (Studio/ Publisher) by proposing revenue sharing on the sale of NFTs: 30% of the net amount of NFT revenues will be transferred to the DAO to help finance other projects, and set up a virtuous circle.
Additional Resources
Here are some of the videos trailers showcasing the previous Deep Sea experiences and their TSB pages:
Experience pages:
Teaser for DeepSea 2
References of past SIP Ideas: A New Horror Game Series for The Sandbox?