As Ted, a responsible citizen and a family man, you are faced with a slight disturbance to your suburban lifestyle. THE NUCLEAR APOCALYPSE.
With only 60 seconds left to impact, guide Ted in a mad, action packed dash through his house in search of his family and useful supplies. Everything will be against you - time, your own furniture, the house that's different every time you play and the fundamental question - what to take with you and who to leave behind?
Reaching the fallout shelter in time is only the beginning. Whatever you scavenged and whoever you saved will play a vital role in your survival. Each survival story will be different, with every day surprising you with unexpected events. Will all stories end well? It's up to you. Ration food and water, make best use of your supplies, face difficult choices and venture into the wasteland.
We're huge fans of the nuclear post-apocalypse theme and works that use it as a driver for showing the struggles of humanity in the face of its degradation and likely fall. Many games that focus on the topic choose to start their plot in the "brave, new world" after the bombs fell and urge the player to discover how the world they know has been reshaped. However, not many titles give the player a chance to experience the atomic apocalypse first hand. If you think about surviving such a scenario and its immediate aftermath, there are a lot of doubts and challenges all of us will understand, even today, when most of us are not afraid of a nuclear war. What would I do if there was only limited time left? Would there be enough of it to save everyone I care about and everything we might need? How far ahead to look? Would we only need supplies for days, weeks or maybe months?
An essential part of the original idea was to make a game about a nuclear apocalypse, but present it in a manner that seems to contradict the seriousness of the situation. Humour is important for us as an expression tool, especially in its darker shades. Sometimes what seems to be a comic delivery gives us enough distance to look at something in a different light and reflect on it. It is often much more powerful than simply labelling something as "this is the important, dramatic bit."
Robot Gentleman is a Polish, independent games developer. We are a creative trio, composed of veterans of the games and films industry. Our debut title, an atomic dark comedy adventure 60 Seconds!, was released in 2015 and this is only the beginning of our journey. We are inspired to create captivating games with unconventional stories. We want to create games for the rest of our lives.
Dominik, Juliusz and Berenika met over a decade ago. As it turned out, they shared a passion for film making, mysterious cow cults and many other creative endeavours. With so much in common, starting an artistic journey together was only a matter of time.
However, our trio was never alone on this adventure. We had a chance to work with many other talented people, from different backgrounds. Our ambition is to stay open and creative.