An adventure RPG that's currently in beta. A group of teens battle a phantasmagoria of ghosts and ghouls in American suburbia!
Thanks for all the support so far! Here's a song we just finished. :)
What the heck's a Phantasmaburbia?
Phantasmaburbia (Fan-TAZZ-ma-burr-bee-uh) is an upcoming roleplaying game for PC. The game takes place in the year 201X, in the American suburban community of Owl Creek. Ghosts and evil spirits begin to appear all over Owl Creek, corresponding with the impending reincarnation of a transdimensional demon. A group of teens, armed with weapons found in their homes and assisted by friendly spirits, set out to prevent the rise of this evil being.
It's got a crazy and original story with old-meets-new RPG gameplay, clever puzzles, and fun secrets!
Learn more on the Website: http://phantasmaburbia.com/
What stage is the game's development at?
Beta! The game is about a year and a half in the making, and is actually playable from beginning to end. We still haven't shared it with anybody, but we'd like to soon.
Aside from finalizing bonus content stuff and adding miscellaneous features and polish, the game is missing many important assets like sound & music before it's really done. The money from this Kickstarter is for those assets--to pay the artists for their services, and to purchase some hardware required for it. It's not much, but we can't do it without money!
Who's making it?
I'm no stranger to game making! Some may recognize me as the creator of Assassin Blue, the 2009 action-platformer. I also made the award-winning Escape from the Underworld in 2011. But maybe most notably is my full-length pirate RPG, Dubloon, which came in 2010 and serves very much as a spiritual ancestor to Phantamaburbia. All of these games are free, so feel free to try them or any of the other fine works listed at my website.
The last member of our crew is Mack151, aka Rockythechao. He's in charge of the lovely high-detail portrait art used when people speak or when they initiate an attack in battle.
A ghost toilet. Art.
We believe in indie RPGs
You may have noticed that the role-playing genre is a bit under-represented and unappreciated in the indie scene, especially "eastern" or "jRPG" ones like this. We think there's a couple reasons for that.
Firstly, they're daunting to make both technically and artistically. As a genre, role-playing is typically the most challenging to program, and lends itself to long-form games which requires a lot of dedication and imagination from the developer. For small "indie" team this can seem almost impossible. The "new guy" in game development who wants to make a full scale RPG and fails is a big in-joke amongst indie developers. Thankfully, we've already crossed over this hump. Phantasmaburbia is nearly finished, and your support will show that there's still demand for games like this and that they can be done by an intrepid band of starry-eyed indies.
Secondly, those who do make RPGs seem to largely fall into very cookie-cutter design. Infamous tools like RPGMaker may make RPG development easier, but they force developers to conform to very specific sorts of designs, and even developers without that constraint rarely seem to have any imagination. Phantasmaburbia wasn't made in RPGMaker and is made to be different. I stripped away everything that I "needed" and conceptualized it from the ground up, and inevitably it came out as something special.
There's no currency or "fetch quests" and even NPCs are exceedingly sparse. You gain levels in a way such that you're never forced to grind, and the battles themselves are made to go quickly and succinctly (this game doesn't waste your time). The decisions you make over the course of the game have little effect on the story, but have ramifications for your characters' abilities and what dungeons you play. The puzzles are based on spatial manipulation, and require logical thinking beyond memorization or basic lock-and-key archetypes. While I still clung onto some of the superficial bits of old RPGs that I loved like combat menus and inventories, I also worked at every turn to personalize those things or optimize them to make something that's both classic and new.
We're proud to be working on something that's a little weird. We think it's what more RPGs need to do to stay relevant.
Surpassing the goal?
There's a specific few things we need that motivated the price tag you see here. It's really a bare minimum request--if we reach our goal we'll be able to finish the game as intended, and in a timely manner.
But any money that exceeds our goal can be put toward the game, too. There's always more ideas and features we can implement, and having the financial security to do so would be a huge benefit to us. One concrete thing we'd like to do with excess funding is look into creating a Mac version of the game, so we can share it with more people. It'll also go towards marketing, website maintenance, and other misc. fees which we need funds for.
We're really excited about this game and we can't wait to get it out to you! RPGs like this are a rarity these days, especially in the indie scene. We hope you're as inspired as we are to bring this one to full completion and help share it with everybody!
A Mac version is our priority stretch goal, given that enough interest is expressed in that and in the original Windows version. I've gotten a lot of requests already so I think it's quite likely--though it will probably come after the initial launch because I'll need a separate chunk of time to port it. The main roadblock is the game's sound system which is NOT Mac compatible, but most other things should move over with relatively little rearranging. (Should!)
I've got no plans for platforms other than that, since the engine we're using doesn't have any infrastructure for Linux and this game is too big (in terms of memory required & screen real estate) to be mobile.
No. We'd like to get on Steam after launch, but regardless of what's going on, we'll just be sending people direct links to DRM-free copies of the game.
The beta of the game may have some light protective measures. I.e, it'll ask you for a password at a couple spots in the game and you'll have to get it from me.
pledged of $1,000 goal
seconds to go
Aug 10, 2012 - Aug 24, 2012 (14 days)
Pledge $1 or more
Thanks very much, every dollar counts! We'll send you a wallpaper, and your name will appear in the game credits as a backer.Estimated delivery: Aug 2012
Pledge $10 or more
A copy of the finished game on launch day, and all previous reward tiers.Estimated delivery: Oct 2012
Pledge $20 or more
You'll receive an exclusive deluxe version of the game. It'll come with tons of extra sketches, notes, recordings and other behind-the-scenes stuff not shown elsewhere! Plus, all previous reward tiers.Estimated delivery: Oct 2012
Pledge $25 or more
The full high-quality soundtrack when that's available, as well as the finished game on launch day, all its deluxe content, and the wallpaper.Estimated delivery: Oct 2012
Pledge $40 or more
15 backers Limited (10 of 25 left)
Access to the current game beta. You'll be able to play through the whole game before it comes out! Plus, all the bonuses from the previous reward tiers!Estimated delivery: Aug 2012
Pledge $40 or more
In case the beta fills up, you can still have second-tier beta access. You'll get a copy of the game once it's considered finished, i.e. in advance of the actual public launch. And if we need additional testing before the game's finished, we'll come to you. You also get every reward from the previous tiers.Estimated delivery: Oct 2012
Pledge $10,000 or more
0 backers Limited (1 of 1 left)
For this amount, I will produce and post a video in which I dress up like a ghost, dancing and singing of your greatness, with lyrics written by me based on a brief interview of you. I will seriously make a clown of myself. I don't even care. Thank you very, very much! Oh, and you can have everything else on this list, too.Estimated delivery: Sep 2012