" Each living creature must be looked at as a microcosm--a little universe, formed of a host of self-propagating organisms, inconceivably minute and as numerous as the stars in heaven. "
- Charles Darwin
Based in Seattle , USA
CURE is a real time strategy game that puts the player into the shoes of a scientist creating new life forms in order to produce the world's most powerful medicine, or perhaps its worst disease.
Playing around with the traditional RTS genre, CURE adds a unique upgrading system that you would normally find in an RPG. As you play, you can custom tailor your units using genetic engineering, and these changes are permanent. You can focus crafting a team that has a specific ability, and/or you can specialize your units so that they have specific properties - such as strength or speed. The more you play, the more you can create an ideal team to conquer your online opponents. CURE has it's backing in real world current microbiology, and even though it could be used as an educational tool and an introduction to microbiology, the main focus of CURE is to be a very engaging, challenging, and rewarding RTS.
- Persistence: You can upgrade your units, and these changes are permanent.
- Dynamic Units: Your units are unique and distinguishable. How your units look is based on how you upgrade them. No two players will ever be the exact same.
- Multiplayer: Quick paced highly competitive multiplayer.
- Tournaments and Ladders: There are weekly and monthly events in CURE in which the winners receive unique abilities, units, and upgrades.
- Science: CURE is built with science in mind, and uses the same fundamentals of microbiology that you would expect to learn about in a biology class.
- Highly Strategic Gameplay: The strongest organism is not always the winner. Players can utilize their environment and intelligence to gain an advantage over their opponent.
- Physical world: You can physically push objects around, and create fortifications or choke points to get the edge on your opponent.
CURE is a real time strategy game which places you, the player, in the role of a scientist. Using true-to-life practices, it is your job to create and modify organisms like the world has never seen before. You can vie against other scientists online, running experiments to see whose organisms are at the top of the food chain, and whose are lunch. There are three key components to cure: First, It is an RTS that has persistence. This means the more you play, the more you can change your units and those changes are permanent. Second, it is a highly competitive multiplayer game with physics. Using the environment and world around you, you can set up traps and manipulate your surroundings to create devastating ambushes or defensive positions. And lastly, it is a game that is not about space aliens or marines... it is a game that mirrors actual science! Before you know it you may be asking yourself: "should I focus more on allowing my bacteria units to Endospore which would increase my defense and resistances, or should I improve my Horizontal Gene Transfer which would allow my units to upgrade/levelup faster!". The vast amount of knowledge we learn from our favorite games is immeasurable and can be pretty inspiring - with CURE, it just so happens that the mechanics are built around real biology and we hope to inspire untold numbers of future scientists and to help find real world cures to real world diseases.
The basic concepts behind CURE were fleshed out in the summer of 2007, by Cryogenic Entertainment's founders Tony and Caleb. A single player prototype was created in 2012, originally titled VIRUS. The title was changed shortly thereafter to CURE when most people did not want to install a program called VIRUS, fearing that it was in fact a computer virus. CURE is currently in closed alpha, and will be launching both a Kickstarter and Steam Greenlight campaign within the next few months.
CURE was originally created as a thought experiment in 2007, in which Tony (lead programmer) and Caleb (lead artist/designer) asked the simple question: "What would a RTS look like if it did not have space marines or tanks in it?". After mulling the question over while walking the streets at night, they both had a eureka moment and the idea was hatched, and they ran home as fast as they could to jot it all down. But this was one of many ideas, and it lied dormant while we worked on other, yet to be announced games. In 2012 VIRUS made it's prototype debut at the 2012 Indie Game Challenge; The prototype was created in three months (knowing very little about the competition, we thought it was what has been coin in recent years a 'game jam' in which games were made for the competition during a set amount of time - this was not the case, and it was in fact an awards ceremony for established independent video games). VIRUS had over 50 unique units and over 30 different levels and a campaign story, but the prototype was single player where you played against a computer AI opponent. Unfortunately, our submission was 'lost' so it was never scored or even played by any of the judges, which was devastating. After that crushing defeat (especially to have 'lost' due to a technicality, not being in the running for the cash grand prize which was our ticket out of our grandmothers basement) and after being burnt out after 3 months of grinding away for days at a time with no sleep, we hung up the VIRUS prototype for a few years as we honed our craft vowing to bounce back twice as strong. In 2014, we started in on the current rendition of VIRUS, now called CURE. The name was changed when it became apparent quickly when that most felt uneasy about installing 'a virus' on their computer. CURE has been in development ever since. We learned a lot with VIRUS, and we were able to work out many of its rough edges making CURE polished and really engaging. CURE is most definitely VIRUS's spiritual successor (having new game mechanics and a whole new story) and aims to be one of our proudest achievements yet.
Cryogenic Entertainment is completely self owned and operated by its small three person team of artists. Their goal: To break traditional game attitudes and paradigms, questioning any and all standards and practices, and making the games that bigger game companies may feel to be 'unproven' or 'too risky'. Cryogenic Entertainment and it's team may be small, but they have a big heart.
Tony Dorito and Caleb Koch founded Cryogenic Entertainment in 2007, after meeting in college. Both had a refined set of skills, and were actively looking for complementary developers. Caleb has a background in graphics and 3d art, and has even won art contests from Blizzard. Tony is a proficient programmer, and at the time was developing a little indie game (that later turned into a -yet to be announced- really BIG GAME, one that has been in development for about a decade) and had developed a quirky and unique prototype that he would show around college to see if anyone wanted to help with its development. Tony and Caleb met through the colleges video game club, and after exchanging ideas and showcasing each others unique abilities, they quickly dropped out of college to chase their dreams of creating and contributing to the field that they held so very dear and closely to their hearts. They have been best friends ever since, moving all along the west coast, chasing cheap rent and eating ketchup soup to survive and to keep their dream alive.
According to Cryogenic Entertainment's lead programmer Tony Dorito the history of Cryogenic Entertainment goes back well before any of it's members started making video games. For Tony, the passion for game development was spawned by using gamesharks and game genies on long lost consoles of yesteryear; The drive to see in what way things could 'break' and the beautiful havoc that would ensue was awe-inspiring to a young Tony, and the game that forever changed their life was Pokémon and it's notable Missingno glitch. This small peek 'behind the curtains' of how games functioned was all that it took to light an unquenchable desire to know how video games were made from the bits and bytes level. Since then, Tony has dedicated themselves to not only learning programming, but also they are a rather knowledgeable and accomplished hacker to boot.
Caleb Koch, the lead artistic director for Cryogenic Entertainment, was brought into game development due to their love of movies. Lord of the Rings was the movie that inspired young Caleb to dedicate themselves to the craft of spinning tales and fabricating an immersive and compelling fantasy worlds of their creation. Caleb at the age of 11 sent a letter to Weta Workshop (the design studio behind the Lord of the Rings movies) asking how they may one day work for them; The response was trenchant and aphoristic: "With hard work and dedication you can do ANYTHING". This is a motto that Caleb has lived his life by ever since. Due to his passions of creating engaging imagery and stories, Caleb has shifted focus from the big screen to video games, because video games allow more than any other medium for the viewer to truly be apart of the story.
United by their passion for video games, Tony and Caleb created Cryogenic Entertainment. Since that time, we have lived on a shoestring budget. We are proud of the fact that we have bounced around between all of our grandmother's houses, dingy parent's basements, and the smallest and cheapest apartments known to mankind - all the while chasing our dreams of making video games. It has been a long and hard road getting to the point that we are now, but now that we are here it is all that much more rewarding.
Lead Designer and Artist
Programmer and Designer