Our project is a unique one. We are pushing the latest technology to their limits in an attempt to bring history to life virtually. With advanced models, concepts, and a cutting edge game engine, we are recreating the entire RMS Titanic, the world's most famous ill-fated ocean liner.

In our game, you'll be able to explore the ship inside and out. You can access every room, corridor, cabin, and pantry, with as much interactivity as we can achieve. A tour mode is available where the player can simply explore everything at their leisure, but the main focus of the game is the story mode.

Beginning in the city of Southampton, England, which is being reconstructed on an expansive scale and with as much accuracy as our ship, the player is on the run from the police. He's accused of a terrible crime, but most importantly, he's innocent. He must pursue the true culprit, requiring the player to find a way onto the Titanic just before it departs.

Playing through all five days of the voyage talking to passengers, gathering clues, and unraveling a grand mystery all while avoiding detection from authorities, the hero, Mr. Robert Morgan, has no idea that his whole world is about to change. When Titanic collides with an iceberg in the middle of the North Atlantic, the player must race the rising waters to complete the mystery, prove his innocence, and, most importantly.... survive.


Our official early Teaser Trailer

Our viral "Real Time Sinking" video with nearly 18 million hits

An updated clip from our "Real Time Sinking" video.

This documentary was created for the 100th anniversary of the sinking of HMHS Britannic, sister ship of the infamous RMS Titanic, in November 2016.

An early test of flooding our models.

Our Main IndieGoGo Pitch

The Titanic international Society's 2016 convention.

Pioneering the concept of using video games a serious tool for education.

Our walkthrough in Unreal Engine 4 of Titanic's First Class Dining Saloon and Reception Room, Turkish Bath Cooling Room, Scotland Road, and Third Class Dining Saloon


Early imports of our models in Unreal Engine 4. No settings were adjusted yet, and no lighting was built.

Released in September, 2014, this video focuses on our plans between then and our current fundraiser. Good for a recap of what we did between then and now.

A tour of Oxford Street, Southampton in 1912 - as it appears for far in our game.

Question and Answer Session #2, hosted by historian and author Steve Hall.

White Swan in Alnwick, home to Olympic's lounge.

A behind-the-scenes tour of the USS Olympia, a ship contemporary to the Titanic.

Filmed AND Edited inside Olympic's First Class Lounge at the White Swan Hotel in Alnwick, England.

First episode of our educational vignette series.

John Siggins and a tour of his collection of White Star Line and Cunard memorabilia.

Using often ignored evidence, our team continues to develop new theories and concepts regarding what occurred that night. 

Dennis, our character modeler, takes time off from modeling our characters to focus on the Grand Staircase cherub lamps and Honor and Glory clock carvings. 

Alnwick at the White Swan, where Matt measured off every last corner of the Olympic's original lounge.

After studying countless references for the production of our game, we have been uncovering new design changes of the RMS Titanic that were previously unknown.

A selection of some of our favorite clips from the fan videos uploaded of the Virtual Reality aspect of our demo. 


The Core Team (click here) is made up of Thomas Lynskey (left), Matthew DeWinkeleer (center), and Kyle Hudak (right).

Our Support Team (click here) is made up of contributing modelers, 2D artists, and our musician. A handful of people are still working on getting their biographies together.

Our Consultants (click here) really help us deliver our accuracy. While the three of us in the core team all entered this project with an extensive prior knowledge of the ship and its story, without the help of our consultants, we wouldn't be able to guarantee the high level of accuracy that we are. Many of them have dived to the wreck, dealt with artifacts, and/or contributed their knowledge and references to help produce films, documentaries, and books on the Titanic. Core Consultants are basically having daily in-depth discussions with us on every minor detail of the ship, while the Support Consultants are on call for a specific niche of Titanic know-how.

While our group has been operating under the team name of Four Funnels Entertainment, the project is owned by Vintage Digital Revival, LLC. The company belongs to Thomas Lynskey and Matthew DeWinkeleer. While it was founded specifically for this project, we intend to branch out to other digital projects regarding history including documentaries, other games, and even design and architectural consultation on historic recreations.

Questions and Concerns we Want to Address

Transparency is extremely important to us, especially when looking for funds this high.

  • What are some awesome features of the game?
    • Cutting edge technology of Unreal Engine 4
    • Real-time sinking of the biggest ship of its day
    • Captivating storyline and interactive historical figures
    • An educational tool to inspire learning in video gamers
    • Oculus Rift compatibility (planned)
    • Top Titanic historians on the team, guaranteeing authenticity


  • The full ship, real-time sinking, the large city of Southampton. Are you being too ambitious?
    •  How can a Titanic game be anything less than ambitious? With every element of the game that has grown in this project since conception, it has always been evaluated for practicality. There is nothing that we are doing that hasn't been done before. Has a map this large, this detailed been made before? Yes. Has a game with such a complicated story been done before? Yes. Has something with large amounts of dynamic waterflow been done before? Yes. However, has there been anything that has done all of these in one game? No. Nothing has gone as far as we are going with this project, and nothing commemorating the Titanic on this level.


  • 1,500 people were lost in the sinking. Is this game in bad taste?
    • If the game were being made by people simply looking to make an awesome game, I would say yes. However, our core team is made up almost exclusively of people who have grown up appreciating the disaster, respecting those who were lost, and simply want to see all of that brought back to life, even if only digitally. Our consultants are on hand to make sure we get this done right, and we are even bringing descendants of survivors and victims to make sure those on board are accurately represented and properly memorialized. Overall, we just want to tell their stories, preserve their memories, and revive a luxurious ocean liner that the whole world poured its heart into.



  • In 1996, Cyberflix released Titanic: Adventure Out of Time. Why do we need another Titanic game?
    • Technology has come a long way since 1996. Obviously. Adventure Out of Time is a beloved classic, but highly dated. The player was restricted to pre-rendered scenes, limited to no animations, and a very static sinking. In addition, only a small portion of the ship was recreated, virtually none of the voyage, and absolutely nothing on land, or representing real-life historical characters. It is time not only to create a new generation Titanic game, but one that covers as much ground as possible.

Press Coverage

(Updated May 2016)

Previous Press Coverage

Press Release #1

(September, 2014 - Introduction)

This press kit contains a brief summary of the project, the story, the game play, and the extent of what is included.

Featured Promotional Gallery

Any imagery on this website containing a logo is free for use discussing or promoting the project (including the team head-shots, which do not contain logos), below is a featured gallery of images assembled in one place for the convenience of the press.