Tag:  Kickstarter

Creator of the original X-COM launches Kickstarter for Chaos Reborn

Mar 17, 2014

Prep your Gollop Chambers! Julian Gollop, the creator of X-COM: UFO Defense (or UFO: Enemy Unknown for those outside the United States), has just launched a Kickstarter for his new game, Chaos Reborn.

The game is a successor to Chaos: The Battle of Wizards, which was published in 1985 by Games Workshop. In his pitch video, Gollop says the game “stands out with unrealized potential.”

 This new version seems to be a hex-based, turn-based strategy game from the man who created one of the most influential turn-based strategy games of all time. That’s certainly exciting.

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The Kickstarter campaign is asking for $180,000 and, at the time of this writing, sits at just over a sixth of that goal only a few hours after launching. There don’t seem to be any announced stretch goals as of yet, but obviously that could change.

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Frog Fractions 2 leaps onto Kickstarter seeking $60k

Mar 15, 2014

The developer behind the widely popular Frog Fractions has taken to Kickstarter to fund his next expedition into edutainment video games, Frog Fractions 2. Players already familiar with Frog Fractions will feel right at home with the promotional video, though it might leave newcomers to the series a bit confused. Luckily for those newcomers, the original game is available in its entirety, for free, online. Play the game for five minutes and everything will make sense.

Frog Fractions 2 is seeking $60,000 in funding, the majority of which is going directly to living expenses for the developer while he finishes the game.

Due to the unique nature of Frog Fractions' original release and reaction, the developer, Twinbeard, is being very careful with how he plans to release Frog Fractions 2.

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Darkest Dungeon focuses on mental health over swords and sorcery

Feb 15, 2014

As the new generation of video game consoles is absorbed into households all around the world, millions of people are getting their first glimpse at the next generation of video games. Unquestionably, the majority of these gamers will gleefully murmur "it's so realistic" as they hack their way through Ryse, or blast their way to the frontlines in Killzone. Realism is what many developers aim for, and the easiest way to appear realistic is to simply look realistic.

Realistic graphics go a long way towards helping to immerse the player into the game's story.  However, that realism stops as soon as the battles begin.  While some lucky few may make it through a battle, or even a war, unscathed, no one escapes the mental damage that being exposed to such carnage causes. Few games have ever stopped to take into consideration the psychological toll of battle on a character, let alone allow the player experience those side effects as part of the game.

The game developers at Red Hook Studios have been itching to explore how players will handle heroes who are liable to suffer from the mental side effects of battle, in their upcoming game, Darkest Dungeon

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La-Mulana 2 Kickstarter: halfway to $200k within days

Jan 24, 2014

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The Kickstarter campaign for La-Mulana 2 has managed to pull in over $118,000 in just four days. With 2,457 backers, and twenty-nine days to go, Nigoro and Playism are seeking an additional $82,000 to meet their Kickstarter goal.

La-Mulana 2 is the direct sequel to 2011's La-Mulana. In the sequel, players are archeologists tasked with discovering the entrance of ruins that are rumored to be the source of the recent influx in monster appearances.

"It's true that La-Mulana 2 is a sequel," explain the developers on the Kickstarter campaign, "but we want to make it enjoyable both for people returning to the series and newcomers alike. While, 'You don’t need to have played the prequel!' is a horribly overused cliché, we feel it’s appropriate here. We want all players to be able to play and enjoy our work."

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The Tapping Dead 2 is fanning the flames of the iOS/Android war

Jan 12, 2014

Crazy Cricket, the developers behind last year's one-touch platformer, The Tapping Dead, have brought the game's sequel to Kickstarter. Seeking $25,000 from backers, Crazy Cricket has until February 15th in order to make their goal and receive funding. The Tapping Dead 2 is set to function similarly to its predecessor, where players simply tap the screen to cause their character to stop running forward, in order to dodge obstacles. The Tapping Dead 2 is also on-track to be a free-to-play game.

To entice backers into supporting a free-to-play game for mobile devices, Crazy Cricket is inciting the rivalry that exists between the two largest user bases (Android users and iOS users) by allowing backers to select one of two similarly-priced funding options. Selecting one $20 tier adds a vote for The Tapping Dead 2 to appear on iOS devices first. Selecting the other $20 option adds a vote for Android getting the initial release.

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How a solo game developer conquered Kickstarter and Greenlight

Jan 11, 2014

In a postmortem post on IndieDB, Scraps developer Bill Borman provided some insight into what he experienced while establishing, and eventually succeeding at getting his gamefunded through Kickstarter. The interesting thing to note, as Borman points out in the post himself: he was just a relatively unknown games creator, handling everything himself.

"Yes, there was a lot of work involved and yes, there was still a fair amount of luck involved as well," Borman beings the postmortem by saying. "I made an attempt to build up a community for Scraps right from the start. People often ask whether giving so much away so early creates a risk of the idea being stolen. The risk of obscurity is much worse."

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Borman outlined a number of things that he accomplished before launching the Kickstarter campaign, which he feels contributed to the campaign's success. He worked to improve his social media presence by creating a Twitter account and revising his pre-existing Facebook page. He also started development threads on sites like TIGSource and the Unity forums, while also maintaining a presence on IndieDB and Reddit. Borman also cross-posted updates to Scrap's page on Steam Greenlight Concepts. 

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2013 was the year of…

Dec 30, 2013

Open-ended questions are tough. Depending on which lens you view the last year through, ‘2013 was the year of…’ could be answered a lot of different ways. We can the last year through our personal experiences as gamers, as industry watchers, as developers, as financial analysts – everybody wears a different hat, and everyone’s ‘2013 was’ would be different.

As the Editor-in-Chief of Gamezebo, these are mine. There’s a mix of industry observation, personal feelings, and unavoidable truths – but what I really what to write about are YOUR thoughts on what 2013 was the year of. Unfortunately for me, the only one who can do that is you.

Once you’ve read through my thoughts on the year, let us hear yours in the comments below! What do you think 2013 was the year of?

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Brian Fargo on why crowdfunding trumps the traditional publishing model

Oct 18, 2013

With two successful Kickstarter campaigns and dozens of releases under his belt, inXile Entertainment’s Brian Fargo knows a thing or two about the video game industry. Speaking at the Gaming Insiders Summit on Thursday, Fargo talked about the origins of Wasteland 2 and Torment: Tides of Numenera, inXile’s efforts to constantly involve their fans, and how crowdsourcing looks to become permanent fixture in the industry, if it’s utilized well.

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Together, Wasteland 2 and Torment both raised over $7 million. Fargo explained that the crowdfunding industry (combining all sites and projects, not just Kickstarter and games) is projected to bring in $3 billion this year. Fans of games and other projects are obviously demanding content and products that publishers aren’t willing to support. As Fargo discussed, the only way to satisfy the desires of that crowd is to build something without the backing of a publisher. While he didn’t directly condemn publishers, he did provide a good argument as to why crowdsourcing is the best route for developers, regardless of their history or affiliations.

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Crowdfunding becomes crowd-developing with Big Viking Games’ Tiny Kingdoms

Sep 12, 2013

Who wants a free t-shirt or a measly “Thank You” note in the game credits for your hard-earned pledging dollars, when you could become a part of the actual development team yourself? Well that’s precisely what Big Viking Games has in mind, as the studio’s new Kickstarter campaign for their free-to-play RPG adventure game Tiny Kingdoms is truly a first of its kind: in bypassing the usual reward packages of Kickstarter projects, and instead offering backers to play a direct role in the actual production of the game!

Characters, environments, items, features, and tactical game modes are just a few of the areas where Tiny Kingdoms Kickstarter backers will be able to shape the overall nature of the game as it is being developed, via live web chats with the Big Viking Games team, as well as providing other helpful feedback through developer diaries and special polls. All participating project backers will be able to start giving their input on the direction of the game as soon as Tiny Kingdoms enters its beta phase, and will continue their consulting duties on the game well after its initial release.

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Tiny Kingdoms is currently being made to provide seamless gameplay integration between the Facebook and mobile versions of the game. Alongside the official announcement of the innovative new Kickstarter project, Albert Lai, CEO of Big Viking Games, has stated: “We want our fans to be [able to] go beyond just pledging their dollars to also lend[ing] their ideas and creativity. The ultimate goal will be to reimagine the way players interact with game developers, through both Kickstarter and collaborative online platforms.”

It’s certainly a very ambitious undertaking, and we’ll be looking forward to seeing exactly how the idea is going to play out in the months down the road. The official Kickstarter page for the project has just gone live this morning, so be sure to head on over to learn more about the game in question, and the specifics on how you can even lend a helping hand to the overall experience. And what kind of experience will that ultimately be? Well that’s entirely up to you to decide!

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Double Fine launches Kickstarter for new game, Massive Chalice

May 30, 2013

Tim Schafer is no stranger to the amazing benefits that crowd-funding sources like Kickstarter can have on a struggling project. After all, it was only just last year when his company Double Fine broke all sorts of internet records by raising more than $3 million dollars in a one-month period for their Double Fine Adventure game (now known as Broken Age). So naturally, why wouldn’t they try the same approach again?

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