Project Introduction

Two men are looking for a hidden suitcase with unknown contents in the forest on the territory of a hostile criminal group and do not find it, which triggers a chain of unpleasant events. Meet robbers, thugs, drug dealers, smugglers (and other people you wish you've never met), avoid the police attention, and experience vague memories of a long-forgotten love - all during one night in southwestern France in the mid-2000s.

Kargo is an open-world neo-noir minimalistic adventure that tells a story of a driver in a criminal organization called "the House". The gameplay consists of completing quests while moving around the map, attempts to avoid police patrols, and, if it failed - chases, during which the player needs to quickly change his route to avoid a collision and successfully getaway.

The project started during Global Game Jam 2021 and is currently a game prototype that lasts +-25 minutes, created in 7 days. In addition to this prototype, we are working on the development and improvement of game mechanics (chasing and evading the police on the roads, of course, is interesting, but in itself it quickly gets boring) and soon, we plan to release early access on Steam. In the meantime we want to involve a little attention and see the reaction of the public - that's why we are here.

About Developer

We, the Sowoke Entertainment Bureau, met at the Global Game Jam in 2018 and since then we regularly participate in various jams, make rapid game prototypes, and showcase at meetups & gamedev conferences. Since this year February, after a fairly successful release in 2020, we decided to become unemployed, uhm, I mean, full-time indie.

Three people are working on this project. It was with this lineup that we started Cargo at GGJ21 in January, and it was with this lineup that we did our last project, No one lives under the lighthouse, submitted to the Indie Cup in winter 2020 - the aforementioned successful release, by the way.

Our roles are divided as follows:

- Vitalii Zubkov is responsible for game design, UI, narrative and art
- Ivan Turmenko makes sounds for the game and is responsible for sound design
- Taras Dashkov collects it all in Unity and makes the magic real