# ONLY HOPE — Fact Sheet

**The Prodigal Developers** · Olongapo, Philippines

---

## At a glance

| | |
|---|---|
| **Title** | Only Hope |
| **Developer** | The Prodigal Developers |
| **Location** | Olongapo, Philippines |
| **Genre** | Third-person action-adventure |
| **Engine** | Unreal Engine 5.8 (Mover 2.0, Lumen, Nanite, Chaos) |
| **Phase** | Pre-production — vertical slice playable |
| **Platform** | PC first, console post-launch |
| **Team size** | Fewer than 5 |
| **Funding** | Self-funded to date; no outside funding secured |
| **Website** | https://www.theprodigaldevelopers.com/only-hope/ |
| **Build** | https://the-prodigal-developers.itch.io/only-hope |
| **Contact** | contact@theprodigaldevelopers.com |

---

## Elevator pitch

A Mars-set action-adventure built in UE5 by a small Filipino team — flight,
wingsuit traversal, and boss combat across an open Martian expanse. Proof that
world-class Unreal games can be made in the Philippines.

---

## Premise

Only Hope is a third-person action-adventure set on a Mars whose colonization
effort has already collapsed. You play the last pilot with a working suit,
moving across an abandoned planetary surface to find out what happened to the
colony — and what is still living in it.

The planet is the antagonist before anything else is.

---

## Three pillars

**Traversal.** Powered flight, stationary hover, and an unpowered wingsuit glide
with real lift and drag. Air tunnel rings grant boost and turn open distance into
a readable, skill-expressive route. Movement is not how you reach the content —
it is the content.

**Combat.** Encounters are built around large Martian creatures rather than
volume. The vertical slice ships the Martian Alpha: three attack phases, a full
health state machine and a death sequence, in a fight that cannot be won from the
ground. The flight and glide systems are the combat systems.

**Discovery.** A holographic scanning layer reads the colony's history off the
environment — research logs and records recovered from the sites where they were
left. The story is assembled by the player, not delivered in cutscenes.

---

## Technical highlights

**Aerial locomotion on Mover 2.0.** Unreal's Mover framework ships with no
flight, hover, or glide movement mode. All three are implemented as first-class
Mover modes, with the transition logic that makes them interoperate cleanly with
ground locomotion. To our knowledge there is no other public implementation of
aerial movement on Mover.

**A Mover-to-GASP animation bridge.** The Game Animation Sample Project's
chooser-driven animation stack assumes the Character Movement Component. Running
it on a Mover backend means reconstructing the character-state snapshot the
AnimGraph reads and matching chooser context classes exactly. This is
undocumented, and it is the exact wall that stops most developers who try to
combine the two.

**Spec-driven planetary terrain.** The Martian landscape is not hand-sculpted. It
is generated offline from a written specification and validated automatically
against walkability metrics. Terrain changes are made by editing the spec and
rebuilding, which is what makes a planet-scale surface maintainable by a team of
three.

---

## Currently implemented

- Custom locomotion stack on Mover 2.0 — flight, hover, wingsuit glide, ground
  locomotion, slide and crouch, with correct transitions between every mode
- Mover-to-GASP animation bridge, including chooser-driven pose selection
- Large-scale Martian landscape from the offline generation pipeline
- The Martian Alpha boss encounter
- Air tunnel traversal system and the holographic discovery layer
- Lumen GI and reflections, Nanite geometry, Chaos physics throughout

---

## Open source commitment

Released under a permissive license:

1. A standalone Mover sample project containing the flight, hover and glide
   movement modes plus the Mover-to-GASP animation bridge
2. The spec-driven offline landscape generation and walkability validation
   pipeline
3. Written technical breakdowns of both, covering the failure modes we hit

Plus open technical sessions for Philippine university game development programs
and local developer meetups.

---

## Contents of this kit

```
FACT-SHEET.md              This document
OnlyHope_PitchDeck.pdf     Full 15-slide pitch deck
screenshots/               7 in-engine captures, 2560px wide, JPEG
logos/                     The Prodigal Developers logo, full and mark
```

---

## Usage

All screenshots and logos in this kit may be reproduced for press, editorial
and educational coverage of Only Hope and The Prodigal Developers, with
attribution to The Prodigal Developers. All captures are in-engine, taken in
Unreal Engine 5.8, and are not representative of final quality.

For anything else — interviews, build access, higher-resolution assets — write to
contact@theprodigaldevelopers.com.

---

© 2026 The Prodigal Developers. All rights reserved.
