Greetings, everyone! I'm on update duty this week, and while this will relatively brief, I'll give you a little insider info I hope you find interesting. Today we will be talking about the bestiary. Yeah, that's right... it's time to talk about monsters.
One of my responsibilities has been creating the bestiary for Project Eternity. I'll admit, it's been a lot of work, but it's also been a lot fun. Like most of the things we do here at Obsidian, the process has been very collaborative. We have a few high-level goals regarding this process on Project Eternity.
Creature Variety - The goal is to have a large library of creatures to use for the final game. Thus far, we're on track to meet this goal. The concept artists, modelers and animators have been tearing through the bestiary and delivering quality assets at a rapid pace.
Recognizable is Good - We don't want to try to reinvent the wheel with every single monster. As we've shown in an earlier update, we feel some classic monsters, like the ogre, are essential to capture the adventuring feel we are aiming for. Moving forward, we are committed to including monsters that we feel fans will appreciate, while giving the beasties flavor appropriate to the world of Project Eternity.
Different if Cool - We've already shown one of the unique creatures for Project Eternity in an earlier update, the skuldr. We will continue to create other unique, and often times bizarre, creatures to populate our world, but unique doesn't always need to feel bizarre. Different because it's cool is the goal.
So now that I've briefly discussed our high level goals, let's talk about a new creature: The Cean Gúla (KEN GOO-lah, "Blood Woman", Glanfathan), and the pipeline we use to get it through the concept phase.
The creature idea is added to our bestiary document.
Members of the team can comment on the document and share their thoughts/concerns on any given creature.
The bestiary is updated based on feedback from the team. Some creatures get the thumbs up, while others get cut.
An approved creature is then assigned to a concept artist. In the case of the cean gúla, Polina Hristova was in charge of this crucial step.
The concept artist does a first pass, creating a series of thumbnail sketches (image above).
The leads of the project review the thumbnails, choose a favorite, and provide the artist with feedback.
The artist creates a final concept based on the feedback received (image above).
Once approved, the creature continues down the pipe as it is now ready to be modeled by one of our character artists. We'll save the rest of the creature pipeline for another update.
That's all for this week. As always, let us know what you think on our forums. See you in two weeks with an update from Rob Nesler. He'll be talking about the entire art team and what they've been up to.
Kickin' It Forward: Jagged Alliance: Flashback
Article by Josh Sawyer, Project Director
If you're a fan of turn-based tactical RPGs, be sure to check out the Kickstarter project from Full Control, Jagged Alliance: Flashback. If you've played the classic Jagged Alliance games, you know they are challenging and incredibly fun. In particular, Jagged Alliance 2 features great freedom to explore the world, a huge array of gear, awesome tactical fights, and a large cast of colorful mercenaries with cool personality mechanics.
Full Control have shown a lot of love for what made the Jagged Alliance games so memorable, including elements found in fan tweaks (like JA2's 1.13 community patch). They've got about a week to go in their campaign, so head on over and check it out!
Update by Tim Cain, Senior Programmer and Designer
Hello! I'm sorry I haven't done an update in a while. I've been working on classes and everything related to classes: abilities, skills, spells, combat...you know, the good stuff. For the past several months, Josh and I have been refining the designs for the non-core classes, the classes that are most unusual, classes like the chanter and the cipher and one of my favorites, the monk.
Monks in Eternity are different than you might expect. There are no restrictions on armor and weapons – you could wear plate and use a sword, if you wanted to, and the talent system is flexible enough so you could build a great monk that specialized in that gear. But at the core of this class is a little rule about how monks take damage. You see, when a monk gets hit, only part of the damage is inflicted on him or her immediately. The rest is redirected to a Wound, which is an effect that causes damage over time (called a DoT effect) to the monk. That slowly-ticking Wound would only seem to be delaying the inevitable result except for one thing: the monk can get rid of that Wound by using special attacks.
The monk gets all kinds of cool special attacks that do extra effects beyond simply damage and, as a side effect, also eliminate his Wounds. Some of their special attacks include:
Torment’s Reach - this ability increases the range of melee attacks by 200% for a short duration. Enemies between the monk and his or her target are also attacked. Costs 1 Wound to activate.
Turning Wheel - if the monk suffers from a DoT effect (including Wounds ticking down), he or she adds a proportional fire bonus to his or her melee damage. This is a passive ability which works automatically whenever the monk has any DoT effect.
Clarity of Agony - when used, this ability cuts the duration of hostile status effects in half. It lasts for a brief amount of time, halving both incoming effects and ones that are currently on the monk. Costs 2 Wounds.
Each of these attacks makes monks stronger in battle, and many also consume their Wounds, hopefully before those Wounds have done the damage the monks were originally supposed to take.
And as monks level up, they get more than just these special attacks. They can gain room for more Wounds, so they can have more of them at once to use at the same time for an extraordinarily powerful attack or use them across multiple special attacks. Monks can also change how their Wounds function. For example, they can choose to have their Wounds do less damage at the start and more at the end, so getting rid of them faster is advantageous. Monks can also choose to do their damage sequentially, letting the monk build up a lot of Wounds to fuel a crazy powerful ability and not take much damage for doing so.
So as a monk, your goal is simple: you want to take damage, so you get Wounds, so you can perform extraordinary attacks. But remember when I mentioned the monk in plate mail using a sword? Sure, you can do that, but that plate armor will inhibit your ability to get Wounds, which means you don't get as many special attacks. And unarmed attacks are among the fastest types of attacks, so a weaponless monk can get rid of his Wounds faster than any armed monk, so he will suffer very little of their damage-over-time effects. That's like having extra hit points for free! FOR FREE! Who wouldn't want that?!
This is why you see a lot of unarmed and unarmored monks running around. Not because the rules say you can't use those items, but because in most situations it's one of the best ways to play. An unencumbered monk can be a terror on the battlefield, a nightmare that just won't seem to die, no matter how hard he gets hit. Blows that seem like they should kill him only serve to make him stronger.
Trust me, you are going to love playing a monk. But if you ever feel the need to use a magical sword for its raw damage potential or wear enchanted mail to gain fire resistance for battle with a dragon, you can do that too. Because Project Eternity is all about bending the roles of each class, so you can play how you want, resolve conflicts how you want and solve problems how you want.
Concept artist Kaz Aruga has been developing the look of some of Project Eternity's various cultures. So far, he's created concepts for people from the Dyrwood, the Vailian Republics, the Aedyr Empire, and the Valley of Ixamitl. We hope you like the range we've come up with. Let us know what you think!
Last month we finished our prototype 1 build. In Update #47, Josh outlined our goals for the first prototype, which focused on establishing "that IE feel". Not only did we hit that mark with the look of our characters and environments, but we also hit our target with movement, combat, and gameplay systems. Core basics that you all expect from Project Eternity such as party movement, melee and ranged combat attacks, containers (with loot!), doors, using special class abilities and spell casting, area transitions, inventory and equipment are all in the game and functioning. We also established working character and environment pipelines - the art team is now able to create beautiful rendered areas, and we can model armor sets for all of our uniquely proportioned races. Additionally, we've established that we can efficiently concept, model and animate creatures for our soon to be growing bestiary.
The creature we built for the first prototype is the Skuldr.
Skuldr have poor vision, but they use a form of echolocation to perceive the spirit world. This allows them to “see” souls, making it difficult to use stealth to avoid them.
After the prototype 1 audit meeting, Josh and I came up with a plan for what we would like to see the team tackle in prototype 2. Josh has previously mentioned a few of the goals for prototype 2 which include fog of war, character voice sets, crafting, stores, AI patrols, and the melee engagement system. Besides the expanded feature implementation, we are going to put our pipelines to the test on another set of new environments and creatures before moving into production.
The plan for prototype 2 is to create a small village with a handful of buildings to enter, including a shop and inn. To the east of the village is a medium sized wilderness area with access to a small cave dungeon interior. The prototype also includes a large dungeon (I won't spoil the contents of the dungeon, because some of the ideas in the prototype will eventually make their way into the shipped game). All of these areas are connected by a complex multi-stage quest with several objectives (some optional) and with many different ways of completing it.
The team has been working on a second prototype for the past two weeks now. Here's a sample on what each department has been working on.
Art
Dynamic Cloth - We are doing further research into character dynamism, and are creating capes for our characters to equip.
Dungeon - Our goal for the dungeon is to make an interior area that lives up to the IE games. The dungeon has a variety of rooms that are unique and organic.
New Monster - One of the new monsters we are creating for prototype 2 is an Ogre. He has already gone through the concept and modeling stage and now is off to be animated.
Complete Bestiary - The bestiary list has been worked over a few times by the area and narrative designers. We are now pretty close to having a complete creature list!
Class Abilities for the Monk and Ranger - The Monk's "wounds" resource is in, and next up is the mechanics for the Ranger's animal companion. The class progression for the Monk and Ranger has been designed out to level 12.
Programming
Town Guard A.I. - How do guards protect the village when you start casting fireballs in the town square? They beat you down... or at least try to. The guards will hook into the reputation and faction mechanics, which tells guards when they turn hostile towards the party.
Fancy Material Shaders - We now have fancy materials for creating shiny armor and translucent ghost skin. Another set of shaders are "Tint maps" materials that enable the customization of skin and clothing colors just like in the IE games.
In the future we will go into details into the design and implementation of the systems and features. Is there a particular feature that you would like to know more about? Tell us what you would like to see us talk about in future updates on our forums. We will be taking an update break next week so the team can focus on prototype 2 work. Thanks for reading and see you in two weeks!
Thanks to everyone who contributed feedback to our visual demo last
week. While we are still working out some aspects of our environment
art, we appreciate both the kind words and the suggestions for
improvement that we received.
Due to all of the coverage we received, we noticed a lot of new folks
asking about the game as well as past backers who may have missed a lot
of the updates that have happened since the Kickstarter campaign ended.
We thought it would be a good idea to restate what Project Eternity is
all about and update our FAQ.
While much of this has been covered in previous updates, we have also included a few new tidbits of information in the details.
What is Project Eternity?
Project Eternity is a party-based fantasy roleplaying game inspired by
the Infinity Engine games (Baldur's Gate 1 and 2, Icewind Dale 1 &
2, and Planescape: Torment) set in an original world created by Obsidian
Entertainment. The camera has a fixed axonometric (high angle)
perspective (with zoom!). The environments are 2D backgrounds combined
with 3D characters and visual effects.
Project Eternity's team is focusing on three core ideas that will capture the Infinity Engine experiences players loved so much:
Unique, beautiful, dynamic environments that encourage and reward exploration.
A story that is both personal and far-reaching, with believable
characters and factions that create compelling dilemmas for players.
Fun and challenging tactical combat that can escalate in difficulty through the use of optional game modes.
What does "party-based" mean in Project Eternity?
At the start of the game, the player can create and customize his or her
character, choosing from six races and several ethnicities, eleven
classes, and a number of cultural backgrounds. Over the course of the
game, the player can expand his or her party up to six total
characters. The additional characters include eight companions designed
and written by Obsidian as well as any new characters players would
like to build at the Adventurer's Hall.
What is the combat like? Project Eternity's combat will feel very similar to the combat in the Infinity Engine games, which used a "real-time with pause" system. In such a system, events between combatants occur simultaneously, but the player can pause the game at any time. The player selects and commands one or more of his or her party members to issue orders, ranging from continuous activities, like making standard attacks, to the activation of limited-use tactical abilities, such as spells.
Like the Infinity Engine games, Project Eternity will support auto-pause features that allow players to establish conditions under which the game will automatically pause (e.g., if a party member becomes unconscious). It will also feature a slow combat toggle that can be used with or in lieu of the pause feature. In slow combat, players can manage the flow of combat without needing to halt the game entirely.
What are the different races we can play? Players can select from six main races found in this part of the world: humans, elves, dwarves, orlans, aumaua, and godlike. Orlans, aumaua, and godlike are unique to the world of Project Eternity, though godlike have similarities to "planetouched" races in other settings. Orlans are small humanoids physically notable for their two-tone skin, extensive body hair, and extremely long ears. Aumaua are large, semiaquatic humanoids with a diverse array of skin patterns, elongated heads, and semi-webbed hands and feet.
Godlike are not a separate race, but a phenomenon found among all races. They are individuals whom many people believe were transformed by the gods before birth. Godlike have distinctive appearances that invariably make them stand out from other people, with different cultures and individuals holding wildly different biases toward or against them.
All of the races have different ethnicities from which the player can choose. For elves, Wood and Pale, for dwarves, Mountain and Boreal, for orlans, Hearth and Wild, and for aumaua, Island and Coastal. Humans have three ethnicities: Meadow, Ocean, and Savannah. Godlike can be found among any race and their appearance always sets them apart from their parents.
This is an Aumaua male and female hi-poly head model. The facial colors and texture will be coming later.
What about the classes?
Characters may be one of eleven classes: barbarian, chanter, cipher,
druid, fighter, monk, paladin, priest, ranger, rogue, or wizard. The
"core four" classes (fighter, priest, rogue, wizard) are most similar to
their traditional tabletop analogues. The non-core classes,
barbarians, druids, monks, paladins, and rangers, are somewhat similar
to their counterparts but differ more significantly. The two completely
new classes are the chanter and the cipher, which are unique to the
world of Project Eternity.
Traditional classes vary in how high- or low-maintenance they are based
on their traditional counterparts. E.g. fighters are generally lower
maintenance than wizards. However, the advancement system allows
players to bend those roles, making higher-maintenance, active-use
fighters or more passive wizards (for example). Class balance is
important to us, but we also want playing each class to feel distinctive
and complementary to other classes.
What will the art style be like?
Our art style is fairly realistic and uses a somewhat subdued, natural
color palette, especially in outdoor environments. Character
proportions are also fairly realistic. Equipment designs and
proportions are based on their earthly historical counterparts, with an
overall emphasis on function in their form. However, because this is a
fantasy game, many environments will also be fantastic, with unearthly
architecture, unusual materials, brilliant colors, and beautiful
embellishments when appropriate.
How about the setting and story?
Project Eternity is set in a world created by Obsidian Entertainment,
where mortal souls are bound to an eternal, and often mystifying, cycle
of life and reincarnation believed to be watched over by the gods.
Though cultures and individuals have different beliefs about the nature
and purpose of this cycle, it is only recently that mortals have made
significant advancements in understanding its fundamental mechanics
through the science of animancy.
The story takes place in a small nation in the world's southern hemisphere called the Dyrwood (DEER-wood).
The Dyrwood is a heavily forested, coastal region where colonial powers
from across the ocean have settled and formed an uneasy relationship
with the local residents, tribes of orlans and elves who are protective
of the ancient ruins of Eír Glanfath on the forest's interior. Eír
Glanfath was an ancient melting pot of races that built elaborate, often
massive, structures out of a living shell-like substance called adra.
Though the fate of the ancient Glanfathans is unknown, their dangerous
and complex ruins show evidence they possessed extensive knowledge of
how souls work. For this reason, all of the surrounding colonial powers
aggressively fight for the chance to explore and plunder Glanfathan
structures, often bringing the local tribes into conflict with their
relatively new neighbors -- and the neighbors into conflict with each
other.
The central character in the story is a newcomer to the Dyrwood, a man
or woman who is caught up in a bizarre supernatural phenomenon. This
event puts them in a difficult position, where they must explore the new
world to solve a series of problems that have been thrust upon them.
What engine does Project Eternity use?
Project Eternity uses the Unity engine in addition to proprietary features developed at Obsidian.
What platforms will Project Eternity be available on?
We will be releasing Project Eternity for Windows, Mac, and Linux PCs. It will be available through Steam and GOG.com.
Will Project Eternity use any form of DRM (digital rights management)?
The GOG version is DRM-free. The Steam version works like any other
Steam game and does not have any added DRM. There is no online
requirement to play the game nor any additional DRM imposed by us.
What languages will you be supporting?
In addition to English, Project Eternity will be released in French, German, Spanish, Polish, and Russian.
What resolutions are you supporting?
Project Eternity will support resolutions from 1280x720 and up. Our
environments are rendered out at a high resolution and support a wide
range of scalability.
What other cool stuff will be in the game?
Thanks to our backers, players will have access to both a player house
as well as a full stronghold in the game. Also, players will have the
chance to explore all fifteen levels of the backer-funded mega-dungeon,
the Endless Paths of Od Nua. Players who want a more extreme challenge
can enable up to three optional game modes: Expert Mode (turns off
"helper" features), Path of the Damned (dramatically increases the
difficulty and complexity of encounters), and Trial of Iron (only one
save game, party death = game over, save game deleted).
That's all for this week. Thanks for reading!
Season 1: Cowardly Cops, Meddling Merchants, and Shrouded Hills. And trash bins.
Article by Chris Avellone, Creative Director
We’re doing something different with the Arcanum playthroughs with this
update – instead of filming a large portion at once and then releasing
that one session over several weeks in small 10 min chunks, we’re going
to release smaller updates that allow us to respond more quickly to your
feedback on the playthrough and then iterate on the next playthrough.
In this episode, Avellone explores the small town of Shrouded Hills,
deals with cowardly constables, explores trash bins, and finds out more
about the cryptic ring from the Zephyr’s zeppelin crash. Virgil guest
stars.
Welcome. Today's update is a big one, though not by volume of text.
Today we’re showing you our game in action. Specifically, we're showing
what we've been doing for our exterior environments. The Infinity Engine
games were known for their art, and we wanted to hit the high standard
of visual quality established by games like the Icewind Dale
series. We also wanted to introduce dynamic elements into the
environment that were mostly absent from the classic games, like dynamic
water, movement in foliage, and dynamic lighting of the scene.
In a 2D game, this required our programmers and artists to come up with
some creative solutions. What they came up with surprised us initially
and it continues to amaze us. While we are still working on refining
some of the dynamic elements, we're very happy with the progress we've
been able to make and hope you feel the same way. Special thanks to
Hector Espinoza, our lead environment artist, and Michael Edwards, our
rendering programmer, who did a lot of amazing work to bring this
environment to life.
Thanks for reading, thanks for your feedback, and we'll see you next week.
Thank you for your pledge! Everyone at Obsidian loves you! Every backer for this level or more will receive a KICKSTARTER BACKER BADGE on the PROJECT ETERNITY forums. We want to invite you to our forums where you get a place to speculate about the game, offer suggestions, and interact with the development team.
Estimated delivery:
Oct 2012
Pledge $20 or more
25000 backers
All gone!
For early backers only! DIGITAL DOWNLOADABLE COPY OF PROJECT ETERNITY. This limited price point is only available for the first backers of PROJECT ETERNITY. All Kickstarter backers will receive a special Kickstarter only in-game achievement and item. (The item will not affect the game's balance). Includes Cooking with Tim – An RPG-themed e-Cookbook, and Making of Project Eternity Documentary (streaming).
Estimated delivery:
Apr 2014
Pledge $25 or more
20921 backers
DIGITAL DOWNLOADABLE COPY OF PROJECT ETERNITY. This price is only available for those who help fund before the game is released! All Kickstarter backers will receive a special Kickstarter only in-game achievement and item. (The item will not affect the game's balance). Includes Cooking with Tim – An RPG-themed e-Cookbook, and Making of Project Eternity Documentary (streaming).
Estimated delivery:
Apr 2014
Pledge $35 or more
8394 backers
Previous reward tier + DIGITAL DOWNLOADABLE SOUNDTRACK + DIGITAL COLLECTOR'S BOOK IN PDF FORMAT. The digital book will include concept art, player's handbook, monster manual, exclusive information about the campaign setting and characters, and the Making of Project Eternity Documentary (download option).
Estimated delivery:
Apr 2014
Pledge $50 or more
5727 backers
DIGITAL ONLY TIER - All previous digital rewards + NEW NOVELLA BY CHRIS AVELLONE (PDF) + DIGITAL CAMPAIGN ALMANAC + EXCLUSIVE IN-GAME PET + DIGITAL HIGH RESOLUTION GAME MAP + DIGITAL HIGH RESOLUTION CONCEPT ART PIECES + WALLPAPERS FOR MULTIPLE MONITORS + RINGTONES . You will get a new, original novella written by Chris Avellone and multiple high resolution downloads of concept art and wallpaper (single through triple monitor resolutions). We've also added in a super high resolution PDF of the game map. Our great audio guys are also going to pick out some of the best sound effects and music for you to have a little of Project Eternity on your phone.
Estimated delivery:
Apr 2014
Pledge $65 or more
3818 backers
Previous reward tier + BOX VERSION OF PROJECT ETERNITY. The boxed copy will include a DVD version of the game and a printed manual. This is in addition to the digital version of the game (so 2 copies total!). Please add $15 for international shipping.
Estimated delivery:
Apr 2014
Pledge $80 or more
769 backers
DIGITAL ONLY TIER - All previous digital rewards + DIGITAL STRATEGY GUIDE PDF + ANOTHER DIGITAL DOWNLOAD OF THE GAME. We are going to be working in conjunction with a great strategy guide company and at this reward level you will get a PDF of the guide. You will also get a second key to enjoy Project Eternity on another computer, platform, or as a gift to a friend.
Estimated delivery:
Apr 2014
Pledge $100 or more
1041 backers
Previous reward tier + a PROJECT ETERNITY T-SHIRT + SPECIAL THANKS IN GAME CREDITS + THANK YOU POSTCARD FROM THE DEVELOPMENT TEAM + VIP FORUM BADGE. We really appreciate your contribution, and by showing our appreciation we will add your name to the game's credits and send you a thank you note in the mail. This tier will also unlock a special VIP badge in the PROJECT ETERNITY forums. Please add $20 for international shipping.
Estimated delivery:
Apr 2014
Pledge $110 or more
792 backers
COLLECTORS DIGITAL ONLY TIER - All rewards from the previous digital tiers + SPECIAL THANKS IN GAME CREDITS + THANK YOU POSTCARD FROM THE DEVELOPMENT TEAM (sent physically) + VIP FORUM BADGE + EARLY ACCESS BETA KEY + all the other digital rewards of the $140 tier available now and added during the Kickstarter campaign. If you are looking for all the rewards of the Collector's Edition, but you don't need the physical goods, then this is a great reward tier for you.
Estimated delivery:
Apr 2014
Pledge $140 or more
3496 backers
Previous reward tier + we will upgrade your box to a COLLECTOR'S EDITION BOX. You will find a CLOTH MAP OF THE GAME WORLD and the PROJECT ETERNITY CLOTH PATCH inside the box + EARLY BETA ACCESS + PROJECT ETERNITY MOUSE PAD. The collector's edition box will include a cloth map just like the old RPGs that we love. You will also get early access to the game with a BETA KEY. Includes Making of Project Eternity Documentary (DVD/Blu-ray). The game patch is an embroidered high quality non-iron on patch. Game patches are a tradition at Obsidian, and we want to share that tradition with you! Please add $20 for international shipping.
Estimated delivery:
Apr 2014
Pledge $165 or more
972 backers
FIRST EXPANSION/WASTELAND2 DIGITAL ONLY TIER - All rewards from the previous digital tiers + PROJECT ETERNITY'S FIRST EXPANSION + DRM free digital download copy of WASTELAND 2 + all the other digital rewards of the $250 tier available now and added during the Kickstarter campaign. If you don't need the physical goods, then this is a great reward tier for you.
Estimated delivery:
Apr 2014
Pledge $250 or more
1746 backers
Previous reward tier + you get your COLLECTOR'S EDITION BOX signed by CHRIS AVELLONE, TIM CAIN, JOSH SAWYER, and the rest of the development team + full color printed PROJECT ETERNITY COLLECTOR'S BOOK + an elite version of the PROJECT ETERNITY CLOTH PATCH. The book will be a full color book that includes concept art, player's handbook, monster manual, exclusive information about the campaign setting and characters, and a special behind the scenes look at making the game. Please add $30 for international shipping.
Estimated delivery:
Apr 2014
Pledge $350 or more
30 backers
All gone!
Obsidian-AMD Loot Bag (US. ONLY). The Loot Bag contains an AMD Processor donated by our incredible friends over at AMD, a signed Obsidian game (not Project Eternity), and a random assortment of Obsidian loot such as pens, coasters, t-shirts, game patches, doodles, etc. The AMD Processor is an A10, does not have a heat sink attached, and will be shipped OEM style. The Loot Bag includes everything in the $250 tier level too. Since we are shipping computer parts, we can't ship outside the USA with this one.
Estimated delivery:
Apr 2014
Pledge $500 or more
367 backers
The Complete Kickstarter Obsidian Pack: signed COLLECTOR'S EDITION BOX (cloth map, elite cloth patch, and printed manual included) + your name and a personalized message on a MEMORIAL STONE IN-GAME + full color PROJECT ETERNITY *HARD COVER* COLLECTOR'S BOOK SIGNED by the development team + A GOLD PLEDGE SPECIAL THANKS in the credits + T-SHIRT + DIGITAL DOWNLOADABLE COPY OF PROJECT ETERNITY + DIGITAL DOWNLOADABLE SOUNDTRACK + A GOLD PLEDGE VIP FORUM BADGE. Your name will also go on our top pledger plaque in our office, so we can always remember your special contribution.
Estimated delivery:
Apr 2014
Pledge $750 or more
29 backers
Limited
(1 of 30 left)
Chris Avellone draws you a CUSTOM TROLL PORTRAIT. Chris Avellone has graciously volunteered to draw a custom troll portrait for you to help raise additional funding towards our last stretch goal target of $3.5m for Big City #2. Chris will number and sign the portrait, write a humorous message to you, and a print will be physically and digitally sent to you. This is a limited run of 30 at a $750 tier (includes all the goods in the $500 tier), so get in quickly. If you are above the $750 tier and would like a custom troll by Chris Avellone please contact Obsidian and we will work with you.
Estimated delivery:
Apr 2014
Pledge $1,000 or more
114 backers
Limited
(86 of 200 left)
NAME AND DESIGN AN NPC (Non-Player Character). Help us design PROJECT ETERNITY! We will send you a PROJECT ETERNITY NPC character sheet for you to fill out for our design team. We will turn your personalized character design, with your name, class, and race into an NPC in the shipped game (within reason of course). You will also receive The Complete Kickstarter Obsidian Pack ($500 reward tier) + 5 EXTRA DIGITAL DOWNLOADABLE COPIES OF PROJECT ETERNITY to gift your friends and family.
Estimated delivery:
Apr 2014
Pledge $1,000 or more
49 backers
Limited
(1 of 50 left)
HELP DESIGN AN EPIC HIGH LEVEL WEAPON, ARMOR OR ARTIFACT. Help us design PROJECT ETERNITY! Your personalized item will be used by thousands of players and will be one of the best in the game. You can provide the lore, look, and type of the item (within reason), and we will put it in the shipped game. You will also receive The Complete Kickstarter Obsidian Pack ($500 reward tier) + 5 EXTRA DIGITAL DOWNLOADABLE COPIES OF PROJECT ETERNITY to gift your friends and family.
Estimated delivery:
Apr 2014
Pledge $3,000 or more
7 backers
Limited
(13 of 20 left)
BECOME A CUSTOM PORTRAIT IN THE GAME + GET A SIGNED ART PRINT OF YOUR PORTRAIT. Help us design PROJECT ETERNITY! Your personalized portrait will be seen and used thousands of players. With a supplied photograph and some additional input from you, a talented Obsidian artist will make a custom portrait to be used in the shipped game. The artist will sign a print of the portrait that will be sent to you. You will also receive The Complete Kickstarter Obsidian Pack ($500 reward tier) + 5 EXTRA DIGITAL DOWNLOADABLE COPIES OF PROJECT ETERNITY to gift your friends and family.
Estimated delivery:
Apr 2014
Pledge $5,000 or more
3 backers
Limited
(3 of 6 left)
NAME AND HELP DESIGN AN ENEMY ADVENTURING COMPANY. What beats the classic RPG challenge of squaring off against a diverse enemy party with skills, abilities, and equipment to match your own? Nothing, that's what! Now you can design a crew of knuckle-cracking skull-crushers to ambush players at the worst possible moment. Ha, HA! You are the devil himself! We will send you six PROJECT ETERNITY NPC character sheets for you to fill out for our design team. We will turn your personalized party design into a lethal wrecking crew to oppose the player in the shipped game (within reason of course). You will also receive The Complete Kickstarter Obsidian Pack ($500 reward tier) + 15 EXTRA DIGITAL DOWNLOADABLE COPIES OF PROJECT ETERNITY to gift your friends and family. You also get the top tier WATCHER FORUM BADGE.
Estimated delivery:
Apr 2014
Pledge $5,000 or more
5 backers
All gone!
NAME AND HELP DESIGN AN INN OR TAVERN. Help us design PROJECT ETERNITY! Your personalized area will be prominently seen in the shipped game. You can name it (within reason), and with your input, the design team at Obsidian will create an inn or tavern in your honor. You will also receive The Complete Kickstarter Obsidian Pack ($500 reward tier) + 10 EXTRA DIGITAL DOWNLOADABLE COPIES OF PROJECT ETERNITY to gift your friends and family + DESIGN AND NAME AN NPC + DESIGN AN EPIC WEAPON. You also get the top tier WATCHER FORUM BADGE.
Estimated delivery:
Apr 2014
Pledge $10,000 or more
5 backers
The Ultimate Pledge Pack. We really want to thank you for your generous pledge in person. You will receive an INVITE TO THE OBSIDIAN PROJECT ETERNITY DEVELOPER LAUNCH PARTY + AN INVITE TO COME PLAY A GAME AT OBSIDIAN. You and a buddy get to party with the game developers at Obsidian and get a behind the scenes tour of the Obsidian office. You get to have a once in a lifetime opportunity to play a board or pen and paper game of your choice with Chris Avellone, Tim Cain, Josh Sawyer, and Feargus Urquhart! You must be able to pay for travel and accommodations to the Obsidian office in Irvine, California for the party and game day. You will receive everything else: The Complete Kickstarter Obsidian Pack ($500 reward tier) + 10 EXTRA DIGITAL DOWNLOADABLE COPIES OF PROJECT ETERNITY to gift your friends and family + DESIGN AND NAME AN NPC + DESIGN AN EPIC WEAPON + CUSTOM PORTRAIT. You also get the top tier WATCHER FORUM BADGE.