Indie developers continue to pitch their projects on our pages. This time, the ChooKotka team shared their game's story. They are working on the development of a 2D Metroidvania game of the same name.

ChooKotka

Yaroslav Tikunov, the project lead, shared information about the project.

Yaroslav Tikunov

About the Team

Hello everyone! We are ChooKotka, a dedicated group of six skilled specialists who came together in 2024 with an ambitious goal: to create an immersive and engaging educational video game that preserves the unique cultural heritage of the indigenous peoples of Chukotka.

The team is geographically dispersed across Russia, but our work is tightly connected with the spirit and realities of the Chukotka Autonomous Okrug.

Team Composition

  • Yaroslav Tikunov — Lead: finalist of the “master’s jam” game jam, winner of national competitions ("Always Ready," "Steps Into Science"). Successfully published Gamedev Tycoon on Yandex.Games and itch.io.
  • Jean Lapic — Artist/Animator: an experienced 2D animator and artist with 9 years in the field. Worked on commercial projects, including Graveyard Keeper (Red Rift) and IGN's anniversary game. Specializes in intricate frame-by-frame animations and pixel art.
  • Kirill Subbotin — Game Designer: a game designer with over 6 years of experience, specializing in VR, mechanics, and narrative. Key developer of five VR games (the Nevrosa series for HTC Vive/Oculus).
  • Polina Miryushina — 2D/3D Artist, Animator: winner of the M.Art grant competition in video games. Author of the game "Nine Gifts," participant in the development of Trust Me. Skilled in level design and working with 2D/3D graphics (Krita, Blender).
  • Gleb Zezev — Project Manager: winner of the “Art of Code” contest, finalist of "Start the Game," ambassador of the "Gamedev" event. Responsible for project management and analytics.
  • Vadim Lozovoy — Composer, SMM Specialist: finalist of entrepreneurial programs ("You're in BUSINESS"), responsible for full-cycle audio production (electronic music, sound design) and project promotion on social media.

About the Project

ChooKotka is a 2D Metroidvania featuring platforming elements and an educational focus, developed on the Unity engine. The game immerses players in the myths and daily life of the indigenous peoples of Chukotka. The main feature is gameplay through two characters: a young man named Chu (shamanic abilities, platforming, quests) and his pet seal Kotka (water locations, unique spirit quests). The project's goal is to preserve a disappearing culture through gamification (myths, language, traditions).

Development History and Current Status

  • Start: Active development began in 2024.
  • Current Status: Pre-alpha stage.
  • Public Availability: Pre-alpha is available for download on itch.io.

Technologies Used

  • Main Engine: Unity.
  • Graphics: Pixel art, 2D animation (including complex frame-by-frame animation).
  • Key Systems: Three-layer world, interactive journal, unique shaman abilities system, pet following mechanics (seal), dual hero gameplay, platforming, and all aspects of Metroidvania.

Implemented Features (in the pre-alpha)

  1. Basic world movement.
  2. Key Mechanics: Object interaction, dialogue system.
  3. Initial location: Ready and available for exploration.
  4. Several mini-games: Implemented and functional.
  5. Quest system prototype: Simple implementation.
  6. Inventory and resource collection: Basic mechanics implemented.

What's Next? 

  1. Developing remaining locations (including the spiritual otherworld).
  2. Creating all storyline and quests.
  3. Adding the main array of mini-games.
  4. Implementing cutscenes.
  5. Full implementation of shaman abilities (Chu) and spirit abilities (Kotka).
  6. Developing crafting and upgrade systems.
  7. Deepening and improving the interactive journal.
  8. Integrating a more complex quest system.
  9. Refining and optimizing all key mechanics.
  10. Creating all missing graphics, animations, and sounds.
  11. Improving UI/UX.
  12. Performance optimization.

Gameplay and Key Mechanics

Main cycle: Explore the semi-open world, solve puzzles, complete quests, and engage with culture through gameplay systems.

1. Dual Protagonist (Unique Feature)

Chu (Human)

  • Platforming: Jumping, climbing with traditional equipment (ropes, poles).
  • Shamanic Abilities: Learn magical practices to interact with spirits, unlock new areas (e.g., “Spirit of the Raven” to reach high platforms).
  • Quests and Dialogues: Communicate with NPCs, complete tasks to advance the story.

Kotka (Seal)

  • Water Sections: Free movement underwater, exploring areas inaccessible to Chu.
  • Spirit Abilities: Unique skills for solving puzzles (e.g., creating ice platforms).
  • “Animal” Quests: Separate storylines related to the world of animals and spirits.

2. Metroidvania System

  • Non-linear Exploration: Consists of interconnected Chukotka locations (camps, tundra, coast).
  • Progression through Abilities: New skills for Chu and Kotka open previously inaccessible paths (e.g., shamanic trance to pass through spirit barriers).
  • Backtracking for Secrets: Opportunity (and necessity) to return to old zones with new abilities.

3. Educational Integrations (Key Feature)

Interactive Journal

  • Automatic Entries: About myths, characters, traditions, flora/fauna.
  • Player's Notes: Ability to make personal notes — a unique feature for deep immersion.

Mini-Games = Cultural Practices

  • Crafting Skills (bone carving, pattern weaving).
  • Traditional Hunting/Fishing (harpoon combat, kayak management).
  • Ritual Dances or Ceremonies (rhythm/sequencing mechanics).

Authentic NPCs

Dialogues reveal the life, beliefs, and issues of indigenous peoples, the character, worldview, and history of characters.

4. Progression and Resources

Crafting and Inventory

  • Collect resources (skins, bones, plants) in the world.
  • Create amulets, tools, upgrades for abilities.

Skill Development

  • Skill tree for Chu's shamanic powers.
  • Separate upgrades for Kotka's abilities.

5. Narrative and Atmosphere

  • Story of Overcoming: Chu’s journey from exile to a shaman saving his people.
  • Three-layer World (technical feature) — physical world (reality), spirit world (otherworld accessible through shamanic practices), past/legends (flashbacks through myths).
  • Atmospheric Soundtrack: Original music based on Chukchi motifs (electronic arrangement).

6. Unique Features (Differentiation from Similar Games)

  1. “Living” Culture: Not just a backdrop, but the foundation of mechanics (craft learning through mini-games, legend-dialogues, use of traditional tools in platforming).
  2. Character Duality: Tactical switching between Chu and Kotka to solve complex puzzles (e.g., Chu creates a shamanic shield from the wind, while Kotka paves the way through ice).
  3. Journal as a Gameplay Tool: Handwritten player notes affect lore understanding and quest hints.
  4. Social Subtext: The game as a tool for preserving a disappearing language and traditions (integration of Chukchi words, authentic rituals).

Target Audience and References

1. Core Group

  • Age: 12–25 years.
  • Status: Students, young professionals.
  • Interests: Indie games with strong narrative (Celeste, Hollow Knight), educational content (history, ethnography), cultural diversity in media.

2. Extended Group

  • Age: 25–35 years.
  • Profession: Office workers, teachers, engineers
  • Interests: Relaxing gameplay with exploration elements (Stardew Valley), engaging and atmospheric stories.
  • Support for local cultural initiatives.

Closest Audience References

1. Never Alone (Kisima Ingitchuna)

Intersection: Players valuing authentic representation of indigenous cultures (KMNS) through gameplay.

Difference: ChooKotka offers deeper NPC interaction, craft-based mini-games, a richer and more developed world.

2. Stardew Valley

Intersection: Audience who loves leisurely world exploration, resource collection, and mini-games.

Difference: Emphasis on cultural education (instead of farming) and narrative drama.

3. Celeste

Intersection: Fans of narrative-driven platformers with emotional stories.

Difference: In ChooKotka, platforming is integrated with ethnography and Metroidvania elements.

4. Hollow Knight

Intersection: Enthusiasts of Metroidvanias with non-linear worlds and atmospheric locations.

Difference: Educational component and unique mechanics of switching between characters.

Project Business Model

1. Main Monetization Model — Premium

Strategy:

  • One-time purchase;
  • Price — 550 rubles (for PC in Russia);
  • Platforms — Steam, VK Play, itch.io (at launch).

Advantages:

  • Aligns with the genre (Metroidvania/platformer);
  • Guarantees a fixed income without aggressive monetization.

2. Additional Income Sources

a) Paid DLCs

    • New storylines (myths of other northern peoples);
    • Additional locations (e.g., the Bering Strait);
    • Costumes/skins for characters (authentic ornaments);
    • Pricing: 150–300 rubles per DLC;
    • Similar models are successful for narrative games (Hollow Knight: Gods & Nightmares).

b) Merch (ancillary products)

    • Products: badges, keychains, art books, tote bags (production budget: 220,000 rubles);
    • Goal: Strengthening the brand and additional monetization of a loyal audience.

3. Sales Forecasts and Justifications

Factors Influencing the Forecast

Positive:

  • Social significance (preservation of minority culture);
  • Success of the alpha (40+ positive reviews);
  • Media interest in cultural projects.

Risks:

  • Limited marketing budget (600,000 rubles vs. 2-5 million for competitors);
  • Competition with major releases in 2026.

Calculation Methodology

1. Analysis of Similar Games

  • Never Alone (similar theme): 100,000 copies in the first year (2014).
  • Hollow Knight (genre similarity): 250,000 copies over 1.5 years (2017–2018).

2. Conversion from Interest

  • Target Audience (educated gamers) — 0.5–1.5% of similar game audiences.
  • Marketing reach: 500,000 views → 3-5% clicks on the page → 3% purchases.

4. Additional Financial Mechanisms

  • Donations (Boosty).

5. Investment Conditions for Partners

  • Royalties: Percentage of sales (depends on investment amount).
  • Fixed Return: For investors who prefer predictability.
  • Deluxe Edition (game + soundtrack + artbook).
  • Integration in the game (personal NPC/item).
  • Mention in credits + merch package.

6. Breakeven and Prospects

  • Breakeven point — 5,000 copies (with a budget of 2.18 million rubles).
  • Monetization expansion — mobile version (F2P with premium access for 349 rubles) and console release (PS/Xbox) → price increase to $14.99.
  • Long-term strategy: Creating a series about various cultures and launching an educational games platform with a subscription model.

About Metrics

For ChooKotka's premium model, key metrics focus on sales, engagement, and marketing efficiency. Here is a full list of priority KPIs based on industry standards and pitch data:

Who We Are Looking For

1. SMM/PR Specialist (or agency)

What is needed:

  • Manage social media: Telegram, VK, TikTok, YouTube, Boosty;
  • Grow the audience, attract attention to the project;
  • Reputation management: Respond to reviews, organize contests.

Budget:

  • 120,000–150,000 rubles/month (justification: average SMM agency rate + targeting);
  • Duration: 6-12 months (before and after release).

2. Publisher / Investor

Required amount: 2–2.5 million rubles.

The funds will go to:

Why are we asking for more? The total project budget is 2.18 million rubles, but these funds are only enough for basic development. To enter the international market (Steam/consoles) and create "hype," additional finances are needed.

Contacts

  • Email: yaroslav.tikunov8@gmail.com
  • Telegram: @Yaroslav_Tikunov

Important Information:

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