| DevBlog | YouTube | Mike's Twitter | Travis' Twitter |
Hey, I'm Mike Maulbeck, one of the two developers working on Paranautical Activity. Paranautical Activity takes the awesome old school FPS action from games like Doom and Quake, and smashes it together with the procedural generation, difficulty, and permadeath of modern "roguelike-likes" like Spelunky and Binding of Isaac. You run around in randomly generated levels blasting monsters with your weapon of choice, picking up loot, and getting powerups that can do anything from increasing the damage you can do, to giving you the ability to flip gravity or even come back from the dead.
We've come to Kickstarter because we don't want to call this game done yet. Paranautical Activity is our dream game - a combination of all our favorite things gaming has to offer. We want to keep working on it for as long as we can to make it the best game it can be. Unfortunately, the longer we work on it, the more money it has to make to be financially viable. We're getting dangerously close to a point where Paranautical Activity will be more expensive than we can afford, and we'll have to wrap it up and move on.
The good news is, we don't need much. Paranautical Activity is, and has been for months, available to purchase as a beta. While these sales aren't quite enough to sustain development, they make a great buffer. We calculate that with $10,000 from this Kickstarter combined with our continuing beta sales, we can probably keep developing Paranautical Activity for another 4 or 5 months, given the fact that we're only a 2-man team. That's more than enough time to make Paranautical Activity all we ever wanted and more!
Risks and challenges
The game is very far into development. All the big challenges are behind us. At this point it isn't a question of if Paranautical Activity will be made, it's a question of how awesome it will be when it's done.Learn about accountability on Kickstarter
While Paranautical Activity is technically "out", it's still in beta. We've got a lot more work we want to do on the game, and unfortunately early access sales aren't quite enough to keep the lights on. We could wrap the game up now and hope that with post-release sales we'll break even, but that's not an acceptable solution in my eyes. 10 grand, combined with the buffer of our beta sales, should be more than enough to keep developing paranautical activity for 4 or 5 months.
Unfortunately we can't send out keys until the campaign ends. Once the campaign is over on September 3rd you will be emailed your beta keys and you can download and play the game.
If you already own the game you still own it. This kickstarter isn't for a new version of the game that you're gonna have to buy again. You'll still get all the updates everyone else does.
Support this project
- (30 days)