Tag Archives: kickstarter

Warcraft Inspired Stormgate RTS Is Well on Its Way to Become the Biggest Kickstarter Game Campaign in a While – Wccftech

  1. Warcraft Inspired Stormgate RTS Is Well on Its Way to Become the Biggest Kickstarter Game Campaign in a While Wccftech
  2. One of the best RTS games we’ve played in years launched a crowdfunding campaign yesterday, and crushed its goal in just 15 minutes PC Gamer
  3. Upcoming real-time strategy game from StarCraft and Warcraft vets has smashed its $100000 Kickstarter goal by more than 600% in less than 25 hours Gamesradar
  4. Stormgate’s Kickstarter is Out and Fans Have Already Smashed the Funding Goal AFK Gaming
  5. Stormgate Raises Over $700000 in 12 Hours on Kickstarter KeenGamer

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Warcraft Inspired Stormgate RTS Is Well on Its Way to Become the Biggest Kickstarter Game Campaign in a While – Wccftech

  1. Warcraft Inspired Stormgate RTS Is Well on Its Way to Become the Biggest Kickstarter Game Campaign in a While Wccftech
  2. One of the best RTS games we’ve played in years launched a crowdfunding campaign yesterday, and crushed its goal in just 15 minutes PC Gamer
  3. The next big RTS from Blizzard vets borrows one of the best things in modern fighting games VG247
  4. Stormgate Starts Kickstarter Campaign, Raises Over $900,000 in Two Days GamingBolt
  5. Upcoming real-time strategy game from StarCraft and Warcraft vets has smashed its $100000 Kickstarter goal by more than 600% in less than 25 hours Gamesradar

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‘The Office’ star Leslie David Baker will return Kickstarter money to fans who tried to get his spinoff to air – CNN

  1. ‘The Office’ star Leslie David Baker will return Kickstarter money to fans who tried to get his spinoff to air CNN
  2. ‘The Office’ Actor Is Giving Back $110,000 Worth of Fan Donations for Stalled Stanley Spinoff, Says Funds Were Never Used for Personal Matters Variety
  3. ‘The Office’ Star Leslie David Baker Refunds Kickstarter Money for Attempted ‘Uncle Stan’ Spinoff Complex
  4. ‘The Office’ Actor Returns $110K of Fan Donations for Stanley Spinoff Us Weekly
  5. ‘The Office’ Alum Leslie David Baker Is Returning Over $110000 After Fans Accuse Him of Scamming Them Parade Magazine
  6. View Full Coverage on Google News

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‘The Office’ Star Leslie David Baker, Aka ‘Stanley Hudson’, Abandons Kickstarter Quest For Spin-Off – Deadline

  1. ‘The Office’ Star Leslie David Baker, Aka ‘Stanley Hudson’, Abandons Kickstarter Quest For Spin-Off Deadline
  2. ‘The Office’ Actor Is Giving Back $110,000 Worth of Fan Donations for Stalled Stanley Spinoff, Says Funds Were Never Used for Personal Matters Yahoo Entertainment
  3. ‘The Office’ Stanley Spinoff Is Stalled as Star Leslie David Baker Gives Back $110000 to Hopeful Fans PEOPLE
  4. The Office’s Leslie David Baker is giving back all the money for his Stanley spinoff show The A.V. Club
  5. The Office Star To Return Money From Kickstarter Aimed At Launching A Stanley Spinoff Screen Rant
  6. View Full Coverage on Google News

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Game Kickstarter Cancelled In The Most Brutal Way Possible

Image: Mystery Flesh Pit National Park

Mystery Flesh Pit National Park is a fictional project by Trevor Roberts, who having started on Reddit has for the past few years has been posting stories and artwork to his website, fleshing (sorry) out the tale of a huge creature that is discovered underground in Texas and…turned into a tourist attraction.

It’s a very cool pitch, like some kind of Lovecraftian Jurassic Park, full of absurdity but also abject horror, and it has slowly been picking up enough fans that it has been covered on sites like USA Today. Given the success of the project, and the fact that Roberts has built more of a detailed diorama of a world than a linear story, a video game adaptation must have seemed to a lot of people like a really good idea.

So last week Roberts announced that, courtesy of Village Fox Media, a Mystery Flesh Pit video game would be going into development, and would be seeking its funding on Kickstarter. Billed as a “survival horror video game for PC”, it would centre around the efforts of a crew tasked with helping the Park recover from a disaster—remember, it’s inside a giant beast—that kills 750 people.

A week later the Kickstarter—which was very light on demonstrations or detailed information on development—has been binned, with Roberts saying the decision was made after a combination of “fan feedback, a fumbled marketing push, internal disputes, and some deep introspection”. Specifically, it seems the process of handing off work on the game to other people…did not go well, with Roberts since writing (emphasis mine):

To those who were looking forward to a videogame, I apologize. Most people do not fully appreciate what a substantial undertaking it is to produce even a modest videogame. I have personally and carefully created each and every piece of the Mystery Flesh Pit project, but something as large as a videogame is wholly beyond my scope as an individual artist. When I am not the one directly responsible for overseeing its creation, I cannot ensure its quality. After this experience I can firmly state that there will be no endorsed videogame adaptions of the Mystery Flesh Pit as long as I am alive.

I sincerely hope that by cancelling this overly-ambitious Kickstarter campaign I have avoided what could have been a rushed and inferior gaming experience at best, and an unmitigated disaster at worst. It is also my hope that my decision to endorse this particular Kickstarter does not harm or hinder the superior work of other credible, talented creators that are and have been working hard behind-the-scenes to bring you a Mystery Flesh Pit Tabletop Gaming Experience late in 2023.

“I have no hard feelings towards the developers”, Roberts tells me. “It was a mutual decision in the end to cancel it. I think they were a little bit too ambitious, and I had a moment of clarity where I saw the disaster this was going to become for all involved. I think I did the right thing. And, for the record, I have always been and continue to be wholly supportive of fan games. My statement about there not being a Mystery Flesh Pit videogame ever was, admittedly, a little overzealous. Fan games are awesome. I just think there are already too many games/movies/series that are poorly planned cash grabs by burnt-out creators, and I’m not about that.”

It’s refreshing to see Roberts see the writing on the wall and pull the plug like this now, and not months/years down the line—having already taken the money—like so many other doomed campaigns have done on the platform.

The tabletop adaptation, which as Roberts says is still coming, should be out early next year.

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Advance Wars Style Kickstarter Project Warside Targeting 2023 Switch Release

Image: Lavabird

Nintendo’s Switch release Advance Wars 1 + 2: Re-Boot Camp is seemingly stuck in limbo, but there’s no need to worry because Warside has got all your turn-based tactical strategy cravings covered.

Yes – an indie developer known as Lavabird has announced it’ll be releasing its own take on the classic series, for Nintendo’s hybrid system at some point in Autumn 2023. It appears to be heavily inspired by the Game Boy Advance era of Advance Wars.

This game will contain a “great” story mode campaign with over 30 missions, 20 unit types – from tanks, subs to bomber aircraft, 12 unique commanders, and plenty of battle powers. There’ll also be a mission editor and multiplayer battles (up to 4 players) via local and internet connectivity.

“Warside is a new game that cuts to the core of what made classic turn-based tactics games so great. A great story mode campaign, unique Commanders with totally different playstyles, awesome Battle Powers, and a wide variety of terrain and units. Choose your Commander, assemble your forces, and battle your way to victory.”

A Kickstarter is coming in the near future, and you can sign up to the email list now to secure an early bird discount. The team also acknowledged the game’s similarities to Advance Wars in an FAQ – stating how it feels it can “evolve” the genre further:

Is this just like Advance Wars?

“Our team grew up playing the genre defining masterpieces from the Advance Wars series. We have continued to enjoy modern turn-based-tactics games such as Into The Breach, and Wargroove, yet feel we can evolve the space further.

“If a modern turn-based-tactics game was released today, what would that look like? How would it play? Warside aims to update the formula whilst retaining the charm, style, and feel of the genre’s classics.”

What are your initial thoughts about this one? Would be interested in backing it? Comment below.



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Kickstarter campaign launched for open-world life simulation game The Witch of Fern Island

Polish developer Enjoy Studio” href=”https://www.gematsu.com/companies/enjoy-studio”>Enjoy Studio has launched a Kickstarter campaign for Open-World [124 articles]” href=”https://www.gematsu.com/genres/open-world”>open-world life Simulation [174 articles]” href=”https://www.gematsu.com/genres/simulation”>simulation game The Witch of Fern Island” href=”https://www.gematsu.com/games/the-witch-of-fern-island”>The Witch of Fern Island. It is seeking €15,000 in funding.

The Witch of Fern Island is planned for an Early Access release for PC [16,238 articles]” href=”https://www.gematsu.com/platforms/pc”>PC via Steam in Q1 2023, followed by a full release across consoles and PC in Q1 2024.

“We want people playing The Witch of Fern Island to enjoy the progress resulting from the slow-paced, yet satisfying gameplay,” said Enjoy Studio game director Patryk Pietraszkiewicz in a press release. “Our game can be classified as a ‘cozy game,’ but we wanted it to become something more. The magical world of Fern Island is palpable in both gameplay and story levels. It allows us to present people’s stories from a more personal, deeper perspective.”

Here is an overview of the game, via Enjoy Studio:

About

The Witch of Fern Island is a new game from Polish developer Enjoy Studio. Players will take the role of a young girl called Abrill, who wants to become a certified Witch. The story takes place on the titular Fern Island–an alternative world heavily influenced by three different cultures inhabiting it and shrouded in a magical aura with fantastic fauna and flora. The player’s task is to pass the academic internship in order to complete the Witches exam. Abrill will live on the island, bringing help and support to the local community. It is up to the player to determine the fate of this land and its people. Players will be free to explore a vast open world on foot, mounted, or on a flying broomstick!

The Witch of Fern Island highlights the importance of culture in human life. Getting to know the inhabitants and their problems from Abrill’s perspective will allow you to reflect on the search for happiness and purpose in life. The characters’ personal stories teach that simple gestures of kindness can change people’s lives and revitalize a divided community. However, it all depends on what path the player will follow, as Abrill’s behavior will be assessed, as a part of the internship.

The Witch of Fern Island combines gameplay elements of multiple categories: sandbox, open world with RPG elements, adventure, and exploration. The game has no end, the daily and calendar systems allow players to feel the passage of time—they can observe changes in the community, the seasons of the year and take part in various holidays and festivals. There will always be interesting activities on Fern Island! Fishing, photography, archeology, catching insects, researching local flora and fauna, or participating in festivals and games! All this and more will allow you to experience an immersive adventure as a real witch!

Key Features

  • Witchcraft [62 articles]” href=”https://www.gematsu.com/companies/witchcraft”>Witchcraft – characters’ skill progression includes learning new spells, rituals, and exploring magical knowledge. The player’s operational center is Birch Grove. We give the player a building that can be personalized and furnished according to personal preferences. Here, the player can craft new magic potions, store the acquired items, rest, sell created items to the island’s inhabitants, and much more! An equally important place is the farm, where the player can grow plants, vegetables and herbs, while experimenting with their magical varieties. The player also has to take care of fantastic animals that can be bred on the farm.
  • Exploration – Fern Island is a colorful, lively and diverse world that hides many secrets. As the game progresses, players will unlock new passages that allow them to reach unexplored places. By discovering individual parts of the island, players can find new ingredients and characters with whom they can interact. This will expand the range of available options for the player and provide access to information that enables solving age-old mysteries. Noteworthy is the mirror image of the world—“Astra,” which players will be able to access through the portals hidden on the island. It is an alternative world, which can only be entered by characters with magical abilities—such as Abrill.
  • Town – There is a town on the island, where players will find inhabitants living their lives. They have dreams, problems, and different character traits—each one is different and unique. During the day, they work, or spend their free time in their own way, they sleep at night and during the holidays—have fun at jointly organized parties. They share a common bond and their relationships that are not always friendly. Inhabitants have various problems that the player can help to resolve, and thus influence their fate. A town is a place where players can find shops, restaurants, bars, and places of local culture.

Watch the official trailer below. View the first screenshots at the gallery.

Official Trailer

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Elderwood’s Dungeon Journal is a fantastic RPG gift, now on Kickstarter

Many tabletop role-playing groups have moved fully online these past few years, but the majority are still meeting in person to roll dice in anger. Wouldn’t it be nice, therefore, to have everything you need to run your character all in one place? The Dungeon Journal from Michigan-based company Elderwood Academy looks like just the thing — a Trapper Keeper that holds your dice, a miniature, your character sheet, and any extraneous notes, all in a petite A5 portfolio.

A new Kickstarter campaign launched this week with a minimum buy-in of $89 plus shipping. Backers get a leatherbound A5 folio with a dice vault for a spine. Undo a few snaps, and both your character and your math-rocks are right where you need them to be. Crack open the folio, and you’re ready to roll.

But Elderwood is taking things a step further. The campaign offers a handful of thoughtful extras. There’s a dice tower and a rolling tray, both of which are made of soft leather and fold flat. Thanks to half a dozen metal grommets, they even clip right into the journal itself. Upgrades are available, for different qualities of wood, leather, embossing, all that good stuff. But I think the nicest feature is the nominal price for custom lettering on the front: Just $15, and you can affix your character’s name right to the cover.

In a world where fancy-ass dice can run you $60 on the low side, and where rolling trays can be found for hundreds of dollar a pop, a bespoke, multi-function little item like this seems like a really great value. And the fact that I can print out any old A5 sheet of paper for it later on down the line adds value. My only concern is that the rings might not hold up over time. But I tend to be hard on my three-ring binders.

I’ll be waiting for these to come to retail myself, as Elderwood has an excellent presence on the convention circuit. But if you’re an early adopter, or are looking for a gift for the role-player in your life, July 2023 isn’t all that long to wait for delivery. You can find the configurator — which will help you price out the set of your dreams — on the Kickstarter page.

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Scorn Is True To Giger’s Work, But Needs More Dicks

Image: Ebb Software

Scorn is a rough game so far. It’s slow, send you down winding labyrinths with little guidance, offers zero narrative comforts (at least early on), and is set in a dramatically uncomfortable and grotesque world clearly inspired by the works of Swiss artist HR Giger. I’ve found it to be an unfun, painstaking experience. But if I’m being honest, I think the discomfort is the point. And in that, Scorn might be a successful game.

Developed by Ebb Software and out yesterday on PC and Xbox—I’m on PC—Scorn has been in development since 2014. After a failed Kickstarter campaign and a since-ditched plan to release the game in two installments, it reappeared on Kickstarter in 2017 to successfully secure its funding and is now available to play. It bills itself as “an atmospheric first-person horror adventure game set in a nightmarish universe of odd forms and somber tapestry” and also takes inspiration from Heideggeran philosophy.

I’ll let you, the reader, deal with the philosophical angle, as that’s not my specialty and I have no desire to comment on Martin Heidegger’s work or how it applies to this game. I approach Scorn from the perspective of someone who is deeply moved by the works of HR Giger; I often appreciate art that is unfun, difficult, and, either intentionally or not, abrasive. I am not an expert on Giger’s biography or his intentions behind his work, but I know how I’ve responded to his art. And it’s with that which I approach this game.

Scorn

Scorn, in the five hours I’ve spent with it, appeals to me because it imparts so much friction on the player. I am not necessarily having a good time, but am nonetheless being pulled down the corridors of this macabre plodfest, more adventure game than first-person shooter, because of how deeply the extremely Giger-esque art hits me.

As a trans woman who’s spent most of her life closeted, I’ve found HR Giger’s work viscerally communicates an ambience of doomed sex, sexuality, and physical forms, a general sense of unease and confusion that resonates with how I’ve seen the world for most of my life. His images provide meditative spaces that are much more cerebral and in tune with my feelings of the world than the more simplistic, gore-for-gore’s-sake utility Hollywood has often reduced it to. It’s why I’m drawn to this game. And while Scorn ain’t for everyone (not for most, probably), so far it is managing to mirror what I get out of Giger’s art by refusing to bend to “AAA” gaming expectations of being easy to play and understand.

There’s no hand-holding. No map. No objective marker. The HUD elements are confusing (to a fault, actually), and the puzzles take a bit of time to wrap your head around. You can’t jump. You can’t crouch. Invisible walls are everywhere, making Scorn feel more like a museum. The first “weapon” you get is nearly useless against the early enemies, and once you finally acquire a firearm, it is woefully inaccurate. This game has one of the worst cases of “where-the-fuck-am-I-supposed-to-go-now-itis” I’ve experienced in years. And yet, I want to continue playing it ‘til the end.

Scorn succeeds at communicating, at utilizing, what I love about HR Giger’s work in two key ways. But it fails in a third, perhaps fatal one.

Its first success comes in nailing the confusion and surrealism. I don’t know what anything will do. As the gamer, I feel frustrated by that. But as myself, Claire, I am delighted by being so lost and forced into a place of unknowing.

The way it tends to play out is you come across strange rooms and devices whose purposes are unclear. You try to activate these in some way, using either the weird objects you pick up or by mashing the A button, only to be frustrated when the animation plays out to no effect. You then stomp around the corridors and touch gross things over and over until you finally figure out where you’re supposed to go or what piece of filth interacts with what pulsing organelle.

Gif: Ebb Software / Kotaku

This is undoubtedly annoying, but I’d argue that, in the spirit of Giger, this is how it should be. If this game assigned random lore words and catchphrases to objects and spaces around you, or otherwise made itself more friendly, it would corrupt the natural flow of bizarre bullshit that you have to manage. The protagonist (thus far) is silent, leaving my own thoughts to narrate what I’m experiencing. Scorn becomes very personal in this vacuum of character and voice.

A game that so directly pulls from Giger should be inherently surrealist and confusing. That said, many of these puzzles are of the kind that we’ve seen before in other games. What makes them work, for me at least, brings me to Scorn’s second key success so far: It brings the “mechanical” of the “biomechanical” source material to life. Seeing this kind of art style bend and slither through my manipulations conveys a sense of movement that Giger’s still works typically do not.

Combined, these two strengths grant me a game experience similar to what I experience when lost in a Giger piece. Had it played more smoothly, more gently, it would have been far more Prometheus than “Brain Salad Surgery.” Scorn, on its own, is no “Brain Salad Surgery,” “Necronom IV,” or “Birth Machine,” but I find it, as a video game, to be resonant with what I go to those works for.

Read More: When Disgustingly Sexual Art & Adventure Games Came Together

Scorn’s ultimate failing, in my opinion, has little to do with its clunkiness as a game. Sure, the protagonist walks way too slowly (get used to holding down “sprint”) and you really ought to turn off motion blur and crank up the FoV by at least a notch or two. Also, the game is suffering from a kind of stutter I’m starting to notice more and more of in Unreal Engine games. These are all valid reasons for players to bounce off this game.

But for me, its key failing is the art design’s almost shocking (given the source material’s) lack of engagement with human sexuality. I think Scorn could’ve stood to learn more from the eroticism of Giger’s work. There’s gory body horror here for sure, but the watering down of its erotic motifs deprives Scorn’s art of the sense of humanity, as twisted and warped as it may appear, present in Giger.

I understand why this is likely the case. Any game that followed HR Giger’s depictions of distorted genitalia, of monstrous penises and vaginas, would likely land in Adults Only territory. There is enough “inserting,” phallic imagery, and yawning openings to hint in the right directions, but Scorn suffers for not going all the way.

Scenes like this one should be more explicitly erotic.
Screenshot: Ebb Software / Kotaku

Frankly, more penises and vulvas and body parts would make this game much better. The fingerprints of Giger-esque biomechanical sexuality are there in the design of its various tunnels and rising phallic objects, but lack the clear details of actual human anatomy. In this one key way Scorn is almost like a radio-friendly version of an otherwise explicit song. To be fair, I don’t know if I trust a modern video game to work with such themes tastefully in the first place, but the mashup of horror, confusion, and eroticism is a major appeal of this art style for me and it’s a shame to see it so, well, neutered in Scorn. Raw, hauntingly surrealist eroticism is what so often draws me to Giger, and its omission here saps the game of potential vitality.

Scorn is not a fun game. It’s confusing and painful to play. It’s like listening to Dillinger Escape Plan in reverse. But for those reasons, I will continue plodding through these corridors so long as the sloppy combat doesn’t sour the experience too much.

 

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Menyr Lets You Build A Whole Damn World For Your RPG Campaigns

Image: Menyr

Menyr, which pitches itslef as a “story-telling engine”, is a toolbox that lets players create an entire digital world for their role-playing games, from landscapes to settlements, then play through them. Launched on Kickstarter earlier this month, it has already blown past its funding goal.

It has been developed by NOG, a small game studio who normally specialise in Unreal Engine stuff and real-time graphics work, and who have worked with companies like EA and Ubisoft. Here, though, the whole thing is their idea and their work, with NOG promising that Menyr will let players build worlds up to an enormous 60 square miles. Here’s a trailer:

Menyr Teaser Trailer

NOG say Menyr works like this: first you build the game world, either through procedural generation, using manual brush tools or a combination of both. Then you do the same for castles, dungeons and townships. Then you can import 3D models and “2D assets” for your characters and other objects (or use some pre-existing templates), put it all together, input or download some rules and go at it, either online or locally.

It loses the tangible joys of tabletop gaming by making everything digital, of course, but is also hoping that degree of customisation and possibilities its toolkit offers more than outweigh that.

Interestingly, NOG are advertising Menyr as something that will be free to download and use, as its hoped that their attached marketplace, where players can sell everything from custom rules to character models (and from which NOG will take a cut), will generate enough revenue to keep the lights on.

As such the Kickstarter—which asked for AUD$67,000 and is at $AUD$272,000 at time of posting—isn’t actually giving you Menyr, but an escalating series of limited edition items like D20s and fancy character models. You can check out more at the Kickstarter page, which also has information on stuff like a closed beta and some of the finer technical points of how it all works.

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