SeverLink is a third-person stealth-action video game. Designed as a love letter to classic infiltration titles (Splinter Cell, Metal Gear Solid and Hitman), it offers diverse levels, dynamic AI, player freedom, and thematic depth.
Over the years, stealth mechanics have been absorbed into broader genres, leaving very few examples of pure stealth titles.
As lifelong fans, we found ourselves with nothing left to play that would make us feel on the edge, clever, and immersed. SeverLinkis our answer to that, our attempt to bring pure stealth back, with all the depth and intention it deserves.
THIS MEANS:
Classic, deliberate stealth with visibility & noise detection
Smart enemies that react to your actions; different enemy types respond in their own ways
Multi-path levels with hidden routes and flexible solutions
Interactive world: distract with props, hack into PCs, uncover secrets
Non-lethal and lethal toolkit: stun gun, firearms, melee, throwables (we have rubber piglets!)
Slow, methodical infiltration or fast, chaotic escapes - you set the pace
STEALTH: Get in a range of highly secured facilities unnoticed, get what you need, get lost
ACTION: When things go sideways - engage at your discretion
INTERACTION: Use environment to your advantage and interact with in-game terminals
INVESTIGATION: Collect intel, analyze clues, and uncover hidden connections
More on what to expect from our current prototype - here.
This is the world where the Y2K Bug hit the global infrastructure and security much harder than expected. The overall progress was crippled and slowed down, preserving much of the early 2000s aesthetic for the coming decades.
Amidst the throwing fits of a dying economy emerges an international Wikileaks-like group of researchers, hackers, activists and military specialists called Kvasir. These people operate as an anti-corporate underground network, using their skills to uncover the corrupt nature of the profit-driven society and helping the people's struggles all around the globe.
Our main hero The Infiltrator is a Balkan war veteran, disillusioned by his past experiences and joining Kvasir to help shatter the corporate facade and unearth its dark secrets.
For SeverLink we wanted to adopt the look of Early 3D Impressionism - a certain aesthetic formed by creative choices and technical limitations of the 6th generation of consoles and early 2000s PCs.
This aesthetic covers a wide range of platforms, not only the Playstation - the look of games from the Original Xbox, Gamecube, 2001-2005 PC games and PSP all serve as inspirations for us in some way.
We want to set the mood of Darko's journey into the corporate underbelly with the score, inspired by the spy thriller soundtracks of the 2000s. The audio landscape of SeverLink pays homage the works of Harry Gregson-Williams, Michael McCann and Jesper Kyd.
Check out the preview of the "Fish in a Barrel" mission theme by Vladislav Zharkov.
All content in our game, including assets, characters, levels, textures, music, and voice acting, is human-made.
How will the funds be used?
100% of the goal amount will go directly into content creation - specifically level design, as we plan to get some very talented level designers involved.
The team behind the project is self-funded, meaning we unfortunately don't pay ourselves any salary, and that's probably not going to change until after the game's release. On the contrary, whatever we can invest from our day jobs, we bring into the project ourselves - mainly, to hire people with the expertise we can't cover on our own.
Have more questions? Check the FAQ or hit us up in the Discussions.