Author Topic: Nowhere Prophet (now at First Access) $  (Read 3354 times)


  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4955
  • Karma: +3/-1
    • View Profile
Nowhere Prophet (now at First Access) $
« on: October 10, 2017, 04:22:29 PM »   $19.99 and up with bonus additions  Win/Mac/Linux

Build a loyal band of followers and survive the journey across a broken world. Barely. Play Nowhere Prophet first, become a part of the world and help me build a better post-apocalypse.

Find loot and recruit followers to build your deck
Unlock new classes and convoys across multiple playthroughs
More than 250 cards for you to discover
Stunning and colorful art style
Indian infused electronica soundtrack
Play and stream Nowhere Prophet before anyone else
Regular updates every month
Future steam support included


A single player game with tactical card combat. You travel across procedurally generated maps set on a strange planet after a catastrophic technological breakdown. Recruit followers, find loot and manage your resources as you take the fate of your convoy in your hands. Each fight will make you want to tweak and improve your deck to face the next encounter. Travel through this broken world and search for a new hope among the ruins.

Why First Access?
Making a game is hard, especially one as involved as Nowhere Prophet. I’ve been hard at work for almost 3 years now and it’s time to move towards release. I’m doing my best to make it as good as I can and for that I will need some quality feedback.

This is where I hope the First Access comes into play: I’m looking for some good input from actual players that want to help shape the game so that I’m investing into the right features and content.

Also obviously making some money to help finance the development is a definite plus too.
Does the First Access include a Steam key?
Yes. If you buy the game now you will be able to play it on steam once it launches there.
When will the game be done?
I’m currently shooting for a release in the second quarter of 2018 on all major online stores: Steam, itch, GOG and the Humble store. I’m confident that this is a realistic but you know how it is with release dates…

The time until release will be spent on improving and extending the game. I want to make sure it’s balanced and fun and that the interface is easily understood and useful to players. And I want to add more content to the game - anything from unlockable player classes, to more events, enemies, cards and items.
What are the risks and challenges?
I have many years of game dev experience and as a indie developer. I have released two commercial indie games before. Granted these were smaller projects and a different team but I’m very confident in my ability to complete Nowhere Prophet.

However I’m the sole central developer. There’s freelancers to help but if some horrible tragedy should befall me then no one else will be able to pick up the project and continue. That’s definitely the biggest risk but I’ll be careful so let’s hope it doesn’t come to pass.

Depending on how well the First Access goes I might still have to earn some money, which will be primarily freelance work for other app & game developers (such as Cultist Simulator here). This may eat into the time available to finish the game, and even may go so far as to delay the release, but it wouldn’t prevent it.

It is possible that my freelancers won’t be available for some of the remaining work but I’m confident that I’ll be able to find other talented people to help out then.

An ambitious approach, but here's hoping it pans out given the potential.   8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training