Prey for the Gods is a brutal journey set on a desolate frozen island, where your only chance of survival is to destroy the very gods you believe in.
History
No Matter Studios is comprised of three lone developers working in the evening hours to create the game they’ve always wanted. With the simple goal to create colossal moments we’ve set forth on our labor of love "Prey for the Gods".
Prey for the Gods - Official Trailer #2
《巨神狩猎》众筹页面上线 超赞游戏竟由三人制作
酷似《旺达与巨像》的《巨神狩猎》(Prey for the Gods)在去年10月获宣后相当沉默,但事实证明No Matter Studios并没有浪费这段宝贵的研发时间,而是在加班加点地为《巨神狩猎》众筹做准备。不久前这款游戏的Kickstarter页面正式上线,想为它投资一笔的玩家现在可以行动了。
Independent developer No Matter Studios has taken to Kickstarter to fund its new project Prey for the Gods, an action survival game set on a desolate frozen island that “ambitiously combines the gameplay of Shadow of the Colossus, Deus Ex, DayZ, and Bloodborne.” It is seeking $300,000 in funding for a PC release, with a $600,000 stretch goal for a post-PC launch console release.
Prey for the Gods puts players in the role of a lone hero sent to the edge of a dying world to discover the mystery behind a never-ending winter. You will have to survive an destroy the colossal dangers that you encounter—the very Gods that you believe in—to restore balance and reclaim the land.
The game will feature “colossal battles” with giants where you can climb your foes, a “vast and mysterious” frozen world with dynamic snow terrain to traverse, “intense” survival gameplay, mysterious temples full of secrets and treasures, a dynamic weather and day-night cycle, non-linear gameplay where you choose who to battle and how, and the ability to loot fallen heroes for new weapons and supplies.
Prey for the Gods, the Shadow of the Colossus-like action survival game from the independent No Matter Studios, will release for PlayStation 4 and Xbox One in addition to PC, the developer announced.
The game, which is currently in the crowdfunding process on Kickstarter (it is at nearly $267,000 of its $300,000 goal as of press time) after launch earlier this month, had previously set a $600,000 stretch goal for a console release. Now, the studio has confirmed it will release for consoles at the $300,000 base goal—after the initial PC via Steam launch.
Bethesda stopped 3 men indie team from using 'Prey' in their game title
Wha!? Why are you now PRAEY for the Gods!?
Oh yea that... so we didn’t want to do this but we had to change our game name from Prey for the Gods to Praey for the Gods. Thankfully we get to keep the logo but we will spell it “Praey for the Gods”. Honestly, we could make this entire newsletter about our thoughts on this. Trademark law is what we were dealing with and we aren’t under any NDA so we can state the opposition in this situation, Bethesda/Zenimax.
We could’ve fought this and we did think about it for quite a while. Something like a trademark opposition can be long and depending on how far someone wants to fight it can be very expensive. We didn’t want to spend our precious Kickstarter funds, nor did we want to have to ask for additional funds to fight this in court. Using backer money towards something that doesn’t go towards the development or backer rewards felt horrible to us. Even if we did win we’d have to spend a solid chunk of our funds and in our opinion it wasn’t worth it.
The truth is we initially thought about naming the game Præy for the Gods prior to our initial trailer. The logo has both the woman praying against the duality of prey, and thankfully we get to continue to use that. We figured people would have a hard time trying to type in the æ symbol in search engines etc. This was back in 2015 when we posted a trailer on Facebook and Twitter with had no idea if 100 or even 1000 people would watch the trailer. We were applying for both Prey for the Gods, and Præy for the Gods trademarks shortly after as we realized the extent of what we were making. Unfortunately, Zenimax chose to oppose our mark, as they felt both were too similar to their mark “Prey”. While we disagree with their opposition we were able to come to an agreement.
It was something that kept me up many nights, and no doubt shifted our focus from our game frequently. Worrying about the outcome if we went to trial, if we’d lose our fans or walk away from the mark and still potentially get sued for millions on trademark infringement. This is really something no starting company should have to deal with let alone a tiny team of 3. So the fact that we came out the other end intact still developing the game was a win. One that will no doubt shape our company moving forward.