Kieru - A black and white multiplayer ninja game


きえる
( kee · eh · roo : v. to vanish, go out, be extinguished . )

Kieru is a unique first person multiplayer stealth game, set in a stark, high contrast world where life and death is literally black and white.

Kieru’s world is monochrome, as are the two teams of stealthy Ninjas who occupy it. A black Ninja in shadow or a white Ninja in the light are completely invisible to their oblivious opponents. Stealth, deception and sudden, surprise aggression will win the day.

The single splash of colour in this severe and uncompromising world are the blood trails left by wounded opponents. But do they lead to an easy kill or an ambush?

Kieru was made in Unity 4 and is currently being upgraded to Unity 5. The reason for this is so we can take full advantage of the new command buffers. Which will ultimately play a large part in creating our own deferred decal system.

Greenlight Trailer
https://www.youtube.com/watch?v=mKb2KwzHuRU

Great aesthetics, pure gameplay
The monochrome world strips the stealth genre to its essence while providing a clean,clear, graphical distinction between sitting ducks and lurking assassins.

Reward tactical excellence
True Ninja tactics of subtlety and subterfuge are required for success. Death should be unseen.

Multiplayer mayhem
Different multiplayer maps and modes create a variety of team play challenges where only true ninjas will emerge victorious.


Pine Fire Studios is an independent games developer located in Canberra, Australia. We have learned, laughed, developed and cried together, because nothing consolidates a working relationship like tears.


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Any feedback or questions you may have are more then welcome!

Thanks

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Wow, that looks awesome. I hope you get greenlit!

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Thanks! So do we :smile:

Oh wow! this such a unique and interesting idea. Cant wait to throw my money at you when you get on steam! :smile:

Extremely cool idea.

Very neat aesthetic. It takes a lot of balls to go binary black-and-white, and it looks like this game has the stuff to pull it off.

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Very neat aesthetic. It takes a lot of balls to go binary black-and-white, and it looks like this game has the stuff to pull it off.

I always wanted to make a game based on Frank Miller’s Sin City, with the same graphic style as found in the graphic novels (the Wii game MadWorld was also inspired by it). I just love that stark black and white contrast. Can you share some info on how this look was achieved? I was under the impression that the normal Silhouette-style shaders which duplicate the mesh and enlarge it somewhat, while rendering it behind the original one, are not sufficient, instead a mesh outline tracer or simething like that would be better. How did you do it?

Haha that’s the spirit!

It is definitely a challenge but still a lot of fun to make!

It came down to smart textures, playing around with the lighting, but most importantly shaders. We were using a colour correction shader, however this caused a lot of artifacts; greys and jagged shadows just to name a few. Now we are using something which is very similar to a HDR shader and it has greatly improved the quality of the black and white. Post Processing shaders is definitely something you want to look into in order to achieve this. We went for this option as it means its a lot simpler to implement dynamic lights, with this we can now change the gameplay up a bit. Another option would be a material based system, although I believe you would lose the ability to have proper dynamic lights.

Very Cool