Project Icarus is a fresh new perspective at first person shooters in today's super saturated market, being designed in the shiny new Unreal Engine 4. Most AAA titles today are lacking in creativity and are only catering to a specific audience. What we want to bring back is the Counter-Strike esque feel to shooters to bring the challenge of wielding a virtual weapon but the simplicity and enjoyment of being able to hop in and play with other players of varying skill. Our plan is to give players that sense of classic social gaming while smacking them in the face with fun at the same time. You can expect different game types, abilities, XP levels, vehicles, realistic gun recoil, and interactive maps.
Lethal Lens was founded by Kenny Gazko in 2012 with a vision of making creative, entertaining, and indulging media. His ideas eventually evolved and Project Icarus was born. With such a compelling story and concept he quickly found himself among like-minded individuals who share a passion for propelling Project Icarus into fruition, which leads us to our team.
We have a humble sized team of eight incredibly talented and ambitious people that consist of 3D artists, sculptors, game developers, concept artists, and a composer. We all share a vision of bringing this project to life and making a career out of our passion for gaming. We're still in early development as Unreal Engine 4 has just recently launched and we need your help to make this game, and dream for all of us, come true.
We plan to release this game for the PC (Windows, Linux, and Mac) when completed, and if successfully funded, on consoles as ports in 2016.
Project Icarus is now a working title. We've decided to change names because there are over 500 games on indiedb alone with Project and the letter 'I' that follows. Rather than being grouped with other games, we want to stand out. So the game will be called something else. All this will seem moot in the next paragraph, but remember, this project isn't dead!
Project Icarus has been put on hiatus. The game is so large that we just can't do it with 12 people working 10 hours per week. We need at least 50 people working full time. So until we can get to that stage, we have to put it on the back burners for right now. It will be worked on, but very slowly by members who are waiting to do things.
We've moved onto a new game, which will be for Xbox One, PS4, and the PC. It's a 2D platformer shoot 'em up concept we've been working on for a while. I won't announce anything yet until I have some screens for you, and a website that will be going up. The reason we've gone this route is because how massive Project Icarus planned to be. The team and myself have decided to start smaller in order to get the flow of working on a game, then moving to bigger and better things. Nothing pains me more than to see a game like this put on the back burners, but we have to think smaller as a team to achieve a lot more in the future.
This page will be updated when our artists have finished the final touches of what we had planned. After that, this page will probably go cold for a while.
I thank you all for sticking with us this far. I wish we could satisfy everyone with this game's release, but I promise you the things we're working on right now will be well worth the wait.
With all the love,
- The Project Icarus Development Team.
Latest tweets from @lethallens
Wanna work on video games? Apply here! T.co
11hours 0mins ago
Oct 15 2014, 10:05pm
Here it is, finally, our theme song for Project Icarus, tell us what you think? We're still working on it!... T.co
Sep 7 2014, 10:21pm
Had an awesome meeting with the team, and came up with an incredible game idea. Stay tuned for some awesome updates.
Aug 2 2014, 12:43pm
When companies like Ubisoft go and downgrade a game because they want it to look as console as possible, we here... T.co
Jun 23 2014, 10:44pm
Just imagine an office surrounded by the people behind the creation of this. We bet you'd all watch the office... T.co
Jun 17 2014, 11:57pm