Venture Into The Unknown Sci-fi Horrors Of (un)Lucky7, Currently Seeking Funding


When conjuring an image in your head upon being prompted with the words “indie” and “horror”, most people are likely to envision a gangly man in a suit with a blank face nowadays. Personally, I’m trying to avoid as much of this phenomenon as possible as it’s all a little bit in-your-face (ha, unintentional pun). Slipping past things that become unjustifiably popular just as that (see, I don’t even need to name it) is something I’ve made a habit out of for years, and if that makes me a ‘hipster’, then so be it. My more purposeful reason for dodging the dark man is actually because most of the games that are being released with his royal name attached are just not that well designed at all. They’re not designed to be scary – they’re designed to make you jump, and that’s kind of boring, if startling, on occasion.

Enter (un)Lucky7, a game that seems promising simply due to the fact that the developers describe their philosophy on creating horror in a way that rests parallel to my own likings. In fact, they actually mention that they don’t intend to rely on jump scares at all, and are putting all of their efforts into sound production so as to ramp up the atmosphere. That just ticks a few boxes. But it’s not entirely based around creating horror either, as other influences fall in and inform the game’s narrative, which I’m already fond of, and would like to sink into it when the chance appears.

“If we were to describe it with the fewest words possible, it would be a “horror, sci-fi themed, jRPG-view, story-driven, pixelart puzzle game”

So (un)Lucky7 is a narrative-driven mash-up of a number of themes that will no doubt appeal to a number of demographics, I think. And if that’s not enough, then you always have that artwork to gawp at. I try to avoid being so hooked on a game’s look, but the shading and detail in this one has permitted an exception. Considering all of this appeal, I’m left wondering why the game isn’t doing better on Indiegogo and hope that it sees a boost at some point so that it can be released on Mac and Linux on the developer’s own engine, rather than just Windows. As is standard, the game is also on Greenlight, so go and give it a thumbs-up over there if you can’t afford to fund the game.

A Matter Of Willpower


As mentioned a moment ago, the story behind (un)Lucky7 is one that’s already intrigued me a great deal, reminding me of classics such as 999: Nine Hours, Nine Persons, Nine Doors especially. You’ll be playing as a spaceship pilot named Moro, who happens to be part of the “Lucky 7″. This is a group of six criminals sentenced to life and one android, who are promised their freedom if they board a new type of ship with an “experimental engine” – they’re test subjects and the risk is potentially high as they’ll be taken to unknown charters. Given that they’re sentenced to life, I don’t see why you wouldn’t take up this offer; can you?

The game picks up before or during the Lucky 7 board the ship it seems; I can see a scene with a reporter present who is obviously broadcasting the event. I love the design of the characters, and the use of shading across all of the art really adds a nice depth to all the art, teasing the horror vibe that the game explores later. Soon, the criminal crew end up on an alien planet and notice a seemingly abandoned structure. If you’re thinking this sounds familiar, I would point out that the game is influenced from lots of sci-fi movies, which is absolutely fine with me. Unsurprisingly, the crew shuffle into the facility and end up getting trapped inside and having to “fight for their life”. What they’re up against is thankfully being kept secret – I don’t want to spoil something like this for you or myself.

“The game is inspired by titles like To the Moon, Corpse Party and Ao Oni, as well as classic point-and-click adventure games and sci-fi horror movies from the ’80s and ’90s.”

Now, you can see that the game already looks pretty spitshine, and the narrative premise will hopefully have you somewhat itching to know more, but I just want to emphasize the vision of the developers. They do want to scare players at certain key moments, and I know that a good deal of doing this is ensuring the pace is slow and that you invest in the characters on an emotional level. Maybe making them furry will help with that? As you can see in the above image, it seems that there will be some kind of monster providing these moments of fright. And if you’re one for tension and sci-fi horror of the 80s, then you’ll know that image seems to be a very obvious hint towards The Thing. Given that the story has elements of Aliens threaded in there, I’ll be especially excited if the developers have focused on two of my favorite films in the genre as influences. Let’s just hope the horrific moments deliver, and not in a cheap way! One of the efforts they’ve gone to in order to help create tension and deliver those scares is to hire a professional composer going by the name of “Fox Amoore”. There’s also a weighting on your choices made in the game as you’ll encounter different endings spread throughout the game. Hopefully, everything in the final version of the game lives up to the quality that seems to be initially present here.

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  • Michael Gold

    You know I’m more than happy to help out with this project with additional music and sound design. They are indeed my profession, and this looks like an AMAZING project. May I have a hand in this?