The Smaller Budget Question
The question a lot of people are asking, rightfully so, is "How are you guys going to do a game for such a low budget after the last two attempts had much bigger goals?" (I'm paraphrasing there of course, but that's the gist of it) Well, here's our first update to answer that question!
Our first campaign was ambitious. We were committing to a full-sized 3D game with new tech and much broader scope. It was going to have to be built from the ground up, require many programmers, have more locations to explore, etc. However, we fell drastically short of our goal and people shared their opinions on why.
For our second campaign we took the feedback to heart. We scaled the size of the game back and committed to our previous tech (2D point-and-click). This drastically dropped the budget from the previous goal since it required a lot less time, materials, and staff.
For our third attempt we've scaled the game back to a 6 hour experience for the basic goal of $10,000 (with longer game possible through stretch goals) and, more importantly, kept pay only for the artists working on the project. The writing, game scripting, and production will not be paid tasks. The combination of these two things helped us bring the goal down extremely low but still enough to commit to a high quality game.
I hope this clears up any confusion. Our goal has always been to make this game happen and we took the steps needed to give the project the best chance of success possible.
Thank you for taking the time to read this!