Keeping
the Peace

Serious games for stability and recovery

A cooperative peacekeeping game where success is measured in civilians protected, hazards cleared and communities restored — not in territory taken.

Keeping the Peace - Your Mission Starts Here: the five specialist field archetypes with the six mission pillars
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01 / The Ask

One focused outcome.
A playable vertical slice.

We are not asking anyone to fund an entire universe. The Kickstarter funds one accountable production outcome: a playable PC vertical slice in Unreal Engine 5.8 that proves the specialist roles, the response-and-restoration loop, and a world that visibly changes because a player helped.

The full five-zone territory is already designed — art direction, environments, archetypes, equipment and cinematics. What the campaign buys is implementation and testing time to turn one zone into something you can pick up and judge for yourself.

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02 / The Game

Arrive. Assess. Respond. Restore.

A mission begins with assessment, not conquest. Players read what a community needs, choose the right specialist, clear or repair the obstacle, deliver support — and then watch the place improve. That complete loop is what the vertical slice is built to prove.

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Keeping the Peace - Partner in Peace: peacekeepers, community leaders and students planning together over a shared map table
Assessment is a shared table, not a briefing EDUCATION · TRAINING · PUBLIC IMPACT
03 / Specialists

Five specialists. One objective.

Cooperation should feel like expertise, not interchangeable firepower. Each role carries different tools, different information and different dependencies on the rest of the team.

Keeping the Peace - the five specialist field archetypes
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KTP forces are fictional and not affiliated with the UN, NATO or any state. All uniforms, insignia, ranks and unit markings shown are invented for the game.

04 / The Territory

Five zones. One territory.

One valley, five connected zones, each with its own needs and routes. The full territory is designed and art-directed — the base campaign funds one zone deeply enough to judge the game, and stretch goals expand the map from there.

Keeping the Peace territory map
Territory overview · five zones
Base Camp
ZONE 01 Base Camp
The forward operating base. Briefing, logistics, repair and the medical unit.
Town and Waterside
ZONE 02 Town & Waterside
A dense riverside settlement. Civilian contact, crowd management, urban routes.
Cathedral
ZONE 03 Cathedral
High ground and monumental interior, turned shelter and neutral meeting ground.
The Dam
ZONE 04 The Dam
Dam and powerplant corridor. Infrastructure defence and flood consequence.
Orchards and Farmlands
ZONE 05 Orchards & Farmlands
The valley’s food supply. Open ground, dispersed homesteads, contaminated fields.
05 / Responsibility

Communities are partners, not scenery.

A peacekeeping game cannot frame the people it depicts as passive objectives. Local residents, specialists and service providers share the scene and the mission logic. Civilian protection gameplay is built around listening, coordination, aid and safe access — with community agency intact.

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Deminer clearing an orchard route
Hazard clearance · tension through care, not combat
06 / Who is building it
Keeping the Peace - character archetypes launch hero, the full specialist roster in the field
Valente Productions · supervised student production

Designed first. Funded second.

Keeping the Peace is produced by Valente Productions with George Brown Polytechnic, built in Unreal Engine 5.8 for PC, console and XR. The world, roles, equipment and cinematics are already locked in a complete art direction bible — which is why we can ask for implementation time rather than exploration budget.

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07 / Partner with us

Funding & grants

We are actively seeking funding partners and grant support to take Keeping the Peace from a proven vertical slice to a full release. If your programme backs serious games, peacebuilding education or Canadian games production, we would like to talk.

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