About this project
After the Kickstarter campaign has finished...
Please direct pre-order inquiries through the ordering site.
Most games are now shifting from the console market to the mobile market. For this project we have applied our knowledge and experience gained from game production on consoles to revive the old school JRPG on these new platforms to create a simple, yet immersive game.
Our team consist of elite staffs with vast experience in the console game industry including PS3 and NDS, thus we believe we could provide a game with extremely high quality on multiple platforms.
For everyone who has backed our project, when the game is officially released, you will be able to download and play the iOS/Android version of the retail model
Reasoning behind the $60,000 mark and mobile platform start point.
We have decided to set the project’s first intermediate goal at $60,000. This is because we do not want to make just another boring F2P game. This stretch goal will be the roadmap that will take us where we want to go with Soul Knights. We believe this amount is the minimum to get the project running. We are serious about making a mobile F2P game like none other that has come before it, and are fully confident about its future profitability.
To make this project a success, we want to step up production with an entry beyond the F2P version. We are reaching for a PC version or console game version that would share the same game mechanics but would up the quality and scope. This process would start out with the mobile version, then a port to the PC, but we are planning to turn it into series.
If we do not achieve the $250,000 goal, it will be nothing more a roadmap. We sincerely hope that we can exceed all expectations to be able to produce the mobile and PC ports, and even go on to produce the next games in what would be a running series featuring the characters from the game to create a full, rich and satisfying offering for the PC and consoles.
Already at the start of this project, we have received a lot of great opinions and requests. It looks like we may have been a little light explanations on our part, so we would like to take this time to adequately respond to this wonderful outpouring of requests.
Our number one priority is to make the game fun and involving. The dearth of such F2P games out there today is definitely not what any of us want. We are working hard to hit that $60,000 mark, and if we do, we want to make a game that pulls you in for its deepening gameplay and not be one of those free to play gremlins that keeps pulling money out your pocket to keep you interested. If our budgetary restraints allow, we want to keep making improvements and rock out a game that you won’t want to put down. We have done it before with all of our previous games—the proof is in the pudding!
Kickstarter is the best place in the world to connect the players with the creators. We want nothing more than to be able to share with you the passion we have as game creators.
PC port has reached the planning stages!
Your voices have been heard, and if we reach that $60,000 goal, a previously unplanned port of the mobile version will come to the PC! While only a port, we still have to consider interface issues etc. which will be more work of course, but to up that satisfaction level and accommodate an even larger number of backers, we knew it was the right thing to do. Cheers to everyone thus far for your interest and support! We still have a way to go and are counting on you!
Units are arranged on a 4 column x 3 row grid of cells.
The game employs a turn-based battle system, with automatic actions taken by each unit.
During each turn, the player can choose to change formation and relocate units as needed with just a tap.
Placing the units in either the front, middle or back rows will make the units take different actions according to their position.
The basic rule is
Front Row: Short range
units will attack and receive attacks from the enemy.
Middle Row: Long range units
will attack. Units capable of healing will heal the party.
- Last row: Non-attacking row. Only healing is allowed.
Some units have unique supporting actions, so strategic formation planning will play an important part in winning the game.
Battle formation is integral to game strategy, but unique characters also add another important element. Characters with unique abilities such as those who are specialized for attacking or healing will need to be strategically positioned to use their powers to their maximum and to gain a bigger advantage during the battle.
Once you start the quest, the player will show up on the map of the specified area.
Just like in your favorite RPG from the past, you can move your character around the map, and when you approach an enemy, battle will start!
Moving your character requires you to use Stamina, but this will recover over time.
A boss will appear after defeating a specific amount of enemies in the area. Upon victory, you can proceed to a new area.
Besides the enemy bases, we are planning to add shops and hidden items in the map area.
Crystals are a very valuable item in the game. Players can use Crystals to summon characters or to continue, and will be used in a variety of play mechanics.
It will be possible to summon a variety of allies from different cities and other locations using the Crystals. Summoned characters will be more powerful than regular characters and many already exist with special abilities.
When encountering a strong enemy, there may be times when the party gets wiped out. When the party gets wiped out, you will lose all of the items and gold you had collected, but by using Crystals, it will be possible to revive all of your units and continue the battle.
Besides the aforementioned, the Crystals will also allow you skip or get past parts of the game.
While the number of Crystals in the game will be limited, it will be possible to purchase more.
We plan to add some gigantic bosses that take up the whole grid. These units will not be bound by the rules like rows and allies, and will be severely strong!
Play “Soul Knights” over the network for a multiplayer experience, with up to 4 players!
In team play, each player will be assigned to a column (shown below), and will be controlling the units in that column.
The basic operation to move the rows still remains, but the skills of the allied units change as each player operates their columns. Team up with your friends and have fun planning advanced strategies.
We are in the process of incorporating a PvP match mode and want to extend that feature to 2 on 2 or 4 on 4 matches.
This game is developed by Plantago Games.
Now, we will introduce members who are involved in this project. This is just a few of them, and there are more, each with strong competence in game production.
Toshihiko Kojima Director, Art Director
As a game development manager at Nippon Ichi Sofware Inc., Toshihiko has been developing console games for nearly 10 years. His work includes “Disgaea: Hour of Darkness 4, and can lay claim to working on more than 10 huge sellers on the PS2, PS3 and Nintendo DS, many of which have received prestigious awards.
Below is the list of games with award achievements which he was involved in its production.
Famitsu Silver Award
- Hayarigami: Keishichou Kaii Jiken File
- Makai Kingdom
- Soul Nomad & the World Eaters
Famitsu Gold Award
- Disgaea: Hour of Darkness Phantom Brave
- Disgaea 2: Dark Hero Days
- Disgaea 3: Absence of Justice
- Z.H.P. Unlosing Ranger VS Darkdeath Evilman
- Disgaea 2: Dark Hero Days for PSP
- Disgaea 4: A Promise Unforgotten
- The Guided Fate Paradox
Involved in concept design, designer management and quality control, Toshihiko has had a long career as a technical designer.
Building on his technical knowledge, he has helped influence overall game design, managing game production from start to finish.
For this project, Toshiyuki will take up direction of the art team to help make the fun factor pop off the screen.
Hayato Kose Technical Director
Hayato has worked in research and development as a 3D rendering programmer at Square Enix for almost 6 years. He played a big part in the development of Final Fantasy 13 and 14.
Hayato relocated to Canada where he set up his own software development company, employing local software engineers. There he was the technical director in charge of mobile app development and production.
Possessing a wide range of knowledge and experience in the game programming industry, Hayato has pioneered the research and implementation of high-end 3D computer graphic techniques. He has also designed mobile device game engines from bottom up and went on to develop apps on those platforms.
He is in charge of the general programming for this project.
Teruhiko Imaizumi Illustrator
Teruhiko’s major work has been character design for“Z.H.P. Unlosing Ranger VS Darkdeath Evilman” and “Jigsaw World: Daigekitou! Jig-Battle Heroes”.
For this project, he will be helping with character design.
Yusuke Matsuda Illustrator
He designs characters and monsters for numerous works such as “Summon Night series” and “Foto Showdown”.
For this project, he will be helping with character design.
Noizi Ito Illustrator
Noizi designs characters and images for numerous games, anime and books and is famously known as the illustrator of“The Melancholy of Haruhi Suzumiya” and “Shakugan no Shana”.
For this project, she will be helping with character design.
Lemm Sound Creator
Involved in wide range of music production, mainly focused on BGM for business presentations and promotional advertisements.
Lemm produces original songs using “VOCALOID”. He also participated in the score production of several games, including as “Battle Princess of Arcadias” and “7th Dragon 2020 – II”.
For this project, he will be in charge of producing game music such as the main theme.
Hiroshi Kato Background Design
The art director and founder of Totonyan, Inc., Hiroshi Kato was born in Nara Prefecture, Japan. His major works include Oh My Goddess! and Neon Genesis Evangelion. He spent a good part of his career at the animation studio Bihou, where he was often heading up the production design and art departments as the art director or art editor. In 2007 he left his position at Bihou and went on to found Totonyan, Inc. He still maintains an amiable relationship with Bihou and is now successfully producing his own artistic work.
What is the stand-alone version?
There have been so many requests from the Kickstarter community to do away with the in-game purchase of crystals etc., that we have eliminated those features in this version. This is a Kickstarter exclusive version that will allow you to enjoy the game stress-free, off-line. Anyone investing $30 or more will be sent a download link and serial ID a few weeks after the official release.
- All functions requiring in-app purchases including stamina meter restrictions and item limit restrictions have been removed.
- Increased probabilities for finding rare characters.
- Off-line play (Only game start-up will require an account log in)
- For Windows and Mac only
Background Artwork Samples by Toshihiko Kojima (Actual artwork to be drawn on A4 size paper)
What about the $250,000 goal PC version, and the $500,000 goal console version?
These versions will not be just a port of the mobile version, but will be optimized for each system with added scenarios that will hold their own on their respective platforms. The specifics are as follows:
$ 250,000 - PC version
- Game will be available for purchase (additional stages and character requests planned as DLC)
- Additional character types
- Significant stage additions Increase 3D graphics models
- Additional scenario demo (Story Mode improvements)
- Additional BGM Time Killer additions (sub-quests etc.)
- Visual effects improvements
$ 500,000- Console versions
- Scenarios with voice acting
- OP movie production (@ the $350,000 mark)
- Mini-games (2 or 3) featuring the characters
- Deepening of sub-quests, addition of stage events
- Addition of hidden stages and bonus challenges
- Addition of god and devil characters
Development of beta version
To be completed by the end of 2014.
Start of beta test
Will start by January 2015.
Release of Ver. 1.0
By February 2015
With the advancement of hardware gaming potential, game production costs are on the rise. We feel this has contributed to a situation where game creators cannot make the games they want to make. To tackle the problem of these rising costs, we think Kickstarter will be the game-changer that helps us reach our goal.
We have already been able to secure some funds for initial creation on a scaled down version. By asking for your support through Kickstarter, we can not only continue its development, but also get your input on how to make the game better.
The funds you help to contribute through Kickstarter will be primarily used to cover the costs of creating game characters, 3D backgrounds and multiplayer features that will be crucially important to deepen gameplay.
This project is not an effort by us alone, but rather a collaborative effort that includes the Kickstarter community along with our development team. Your ideas and contributions will only make the game even better. Let’s make a first-of-a-kind game together!
The smartphone game market in Japan has already begun to be dominated by big titles from large companies which are methodically tailored to optimize their monetization potential. Sadly, most of them do not offer a truly fun gaming experience.
Our independent minded engineers are doing their best to create fun games that they themselves want to play. However, these works tend to get hidden behind the big titles and it is very difficult to get a break out success in the small market in Japan.
As a new, independent game studio, our one wish is to make a great product. With an elite staff of Japanese developers and you, our backers on Kickstarter, we are confident we can make a brilliant game together.
Through our games, we want to spread the old school JRPG outside of Japan. If you share our vision, please support our project. Your help is the push that will make it happen!
AWESOME JAPAN Inc. introduces awesome Japanese products, services and creative ideas to people around the world.
Risks and challenges
Quality game production of a good game is synonymous with trial and error. We will try our best to complete the game within the limited time and budget. However, please understand that there may be delays in the schedule or changes to the release date depending on the ideas from the backers and the results of the test plays so we can make improvements and guarantee the quality of the final product.
Also, as we go into the development stage, it may be possible that some of the features and minor details get changed or removed from the final product. In case of such events, we will give updates and notify everyone on the backer-exclusive community website, as well as on the project page about the details of the changes.Learn about accountability on Kickstarter
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