With less than 24 hours to go we need your help to make this dream a reality!
This is based on both PayPal and Kickstarter!!!!
$2,200,000 - All tiers now come with 10% more Founders Points for the Pledge Owner (or both in two for one tiers)! - Achieved.
In response to many inquiries, I'm adding an even larger FP tier with an even bigger discount:
$300 = 600 FPs.
To purchase additional Founder’s Points. All you need to do is:
- Decide which Founder’s Points add-on is for you. We have add-ons starting at ten FPs for $10 and one that gives you 70 FPs for $50. No matter which add-on you buy (or even if you don’t), we thank you for your support of our Kickstarter!
- Press the “Manage Your Pledge” button or, if you haven’t backed this Kickstarter yet, it will read “Back This Project” on our Camelot Unchained Kickstarter page.
- Increase your pledge in the Pledge Amount box by the add-on(s) you wish to purchase. Please don’t change your current pledge tier unless of course, you also want to change it while you are on this screen.
- Then add the total of your add-on(s) onto the amount of the tier. While you are free to pledge any additional amount you wish, by purchasing one of the add-ons you will get the volume discount.
Please note that in order to purchase an add-on you need to have pledged at the $25 and above (since you do need to have a copy of the game to access the in-game store). It’s as simple as that!
ERRATA: The following items were accidently excluded from the list.
Reserve Guild Name - 100 FPs for 1st name, 150 FPs for 2nd and 200 for 3rd.
You DO NOT have to choose your rewards now (just your total add-on amount). The chart above represents what we will have in the the Founder's Exchange when Camelot Unchained ships!
If you have any questions, please contact us.
Tired of the same old high fantasy? Looking for something different? How about a mixture of fantasy, horror set in a post apocalyptic Earth where VeilStorms have brought nightmarish change to our planet? This is the world of Camelot Unchained and Mark Jacobs will tell you some of his vision for a new world and new legends based on familiar lore.
An RvR dungeon unlike any other!
Enter the Depths and you will find:
- A place, which draws its inspiration more from horror movies, H.P. Lovecraft, H.R. Giger than J.R.R. Tolkien.
- A place that is literally alive, not just with NPCs but is itself an NPC! A place literally infused with the Veil, hiding great secrets and lore of past civilizations.
- A place where both crafters and warriors must work together to succeed.
- A place where players die and become the terrifying monsters that lay within it.
“Here, every true son & daughter perishes”
Hear Mark talk about the Depths and see some early concept work:
The Unchained Engine
Tech Director and lead programmer Andrew Meggs is spearheading the creation of our internal Unchained Engine. It’s sole purpose: to allow our players to fight epic RvR battles in a dynamic world, without the slideshows or limitations of many past games. Our objectives for this engine are:
- Maintain an absolute minimum of 30 FPS in battles of up to 500 people
- Efficiently prioritize network usage so there's minimal lag on the things that matter
- Allow extensive character customization so every player can have uniquely crafted items
- Enable dynamic, changeable, and creative player-built structures
Each update from Andrew has highlighted the continued expansion of the engine’s capabilities while maintaining an ultra-high rate of FPS, and we're still making improvements.
Check out this update from him and see our engine in action:
An epic Building System
Our building system is unlike any other found in an RvR MMORPG. It features:
- Cell-based construction system. Structures can be built from cells or groups of cells (Prefabs).
- Mines are self-contained bubbles contained under the world map with cooperative mining and RvR action.
- Players can record their favorite structures in blueprints, which can then be rented, traded and/or sold to other players.
- Players build their own realms, including keeps, forts and castles and then defend them.
Camelot Unchained is not a themepark MMORPG built by developers; it is a world that the players themselves build upon the rubble of the old world. We don’t build worlds, you do!
Here's the first prototype of our building system!
And so much more is yet to come...
The Latest & Greatest CSE Updates
Eurogamer had this to say HERE!
Here's another shout out, this time from those talented folks at Larian Studios:
"Camelot Unchained - a realm vs realm MMO, set in a post-apocalyptic world with plenty of interesting ideas. Camelot Unchained has consistently been above us on kicktraq during our campaign and so there hasn't been a day when we weren't thinking of them ;)"
Thanks Larian Studios! If you haven't checked out their Kickstarter yet, you should! They have 48 hours left and they are well on their way to becoming another great Kickstarter success story!
Jake Song, creator of Lineage and the upcoming masterwork ArcheAge has joined the fray! Here's what Jake tweeted:
"Hey Mark, best of luck with 'Camelot Unchained'. I am now personally one of your pledgers!" - Woot! Thanks Jake! I can't wait to play ArcheAge here in the US, it's going to be awesome!
Here's what Kevin Saunders, Project Lead for Torment had to say about this project:
"Especially for this stage in development, the battle technical demos for Camelot Unchained are astounding -- to achieve such fluid motion with so many unique characters onscreen bodes very well for what will be possible over the course of a couple years of work."
Update #22 - Our Building System - Part One
Update #19 - Presenting the St'Rm!
Update #18 - CSE Subscriber Promises and more!
Update #17 - Saturday Grab Bag of Goodness
Update #16 - Presenting the Depths!
Update #14 - A more epic battle!
Update #13 -Andrew demos our latest in-house engine build!
Update #10 - Mark's Talk about Combat Part 2
Update # 9 - Mark's Talk about Combat Part 1
Update # 8 - Our first Viking Sighting
Update # 7 - It's SmackHammer Time!
Update # 6 - Meet the Tuatha Dé Danann
$75 “I LOVE TCHOTCHKES” Tier – Added 10 FPs.
$175 “PHAT LEWT” Tier – Added 25 FPs, discount sub rate now at 7%.
$250 “WARRIOR FOREVER” Tier –Added in-game thanks and 5 FPs.
$250 “PHYSICAL PHAT LEWT” – Added 30 FPs, +3 additional months of subscription (9 months total), discount sub rate at 7%.
Changed description of 3D model to miniature for consistency across tiers.
Guild Name + Links on home page added to multiple high level tiers so backers can reserve a guild name (guild pledge tiers get priority).
Please note: By adding 30 FPs to the Physical Phat Lewt pledge, every tier that depends on it (Sign Right Here, Handily Done, etc.) will also receive an additional 30 FPs! Sorry for the confusion - Mark
City State Entertainment, led by online game pioneer and Mythic Entertainment founder Mark Jacobs and code guru and CSE co-founder Andrew Meggs, needs your support to make the next great Massively Multiplayer Online Role-Playing Game (MMORPG) for the PC and select tablets (stretch goal dependent). As one of the very early online gaming developers (circa mid-1980s) and the creative driver behind Dark Age of Camelot®, Mark has seen online games grow from an unloved, mostly ignored part of the industry to a major driving force.
Camelot Unchained takes one part classic legends, adds a twisty little apocalyptic passage, and mixes in a whole batch of creativity to birth not just another “me and my WoW-clone”, but a unique RvR-focused MMORPG. It is against the backdrop of an almost unrecognizable world that our game unfolds, and as a player of Camelot Unchained, you can expect the following:
·Camelot Unchained is a subscription-based, RvR-focused MMORPG. RvR is an acronym for Realm vs. Realm® (this term is a registered trademark of Electronic Arts), which we call TriRealm™ for the interaction of the three main realms.
·The game will feature RvR-based leveling tracks for all classes. No PROGRESSION VIA PvE (player vs. environment), loot drops or other such systems are currently planned. All leveling will come from engaging in the game’s RvR-based systems, whether by fighting other players, capturing objectives, and/or crafting objects to help in RvR. There will be NPCs but you cannot use them to level your character.
·You will have the choice of playing any realm on each of the game’s servers except that you may play only characters from the same realm on any single server. In other words, one server = one realm.
·Our subscription tiers will be based on players' individual choices regarding participation, but will be less than the current accepted norm for MMORPGs.
·The game will be developed for PC (Windows) with stretch goals for other platforms.
·The game will be available in English with French, German and other languages based on demand.
·The client will be DRM-free and distributed via Torrent.
Mark has always called his online games evolutionary with a mix of revolutionary features. Camelot Unchained will draw a lot of inspiration from “old school” games and MMORPGs while also mixing in some new features. In the rush to cash in on the WoW phenomenon, publishers/designers tried to simply “out-WoW WoW”, leading to most MMORPGs becoming more risk-averse, more “casual player”-focused, and overall, less challenging. This produced, among other things, a loss of the pride and sense of accomplishment that came from succeeding in the older, more difficult titles. We're not talking about spawn-camping for 24 hours straight, but rather the sense of pride from succeeding in a challenging game rather than one which hands you everything on a silver platter. In CU, you will have to earn your skills by deeds, and they will increase slowly over time. Magical items will not be found everywhere like road-kill on highways, so gamers won’t feel the pressure to “keep up with the Gandalfs.”
Mark believes that every great game starts with a great foundation. The Foundational Principles he and Andrew have been laying out are more than simple ideas; they are the bedrock for Camelot Unchained.
The current list of principles can be found on our website (www.camelotunchained.com)
This game is built upon three main pillars of gameplay, RvR, crafting and housing. These will receive all the development love they need to be great, and all these systems will be in place when we go LIVE. Here are some key elements for crafting and housing:
·Camelot Unchained features a totally player-driven economy. There won’t be drops from the NPCs, no redeemable tokens or anything like that.
·There will be a “pure” crafter class with its own unique leveling track.
·There will be no auction house for player-created items. Crafters can have their own stores and either sell there or directly to players in a bazaar-like setting.
·Crafters will be able to build a wide variety of items, including weapons, armor, siege equipment and more.
·Our housing system will allow players to construct everything from huts to mines, and to fortify and rebuild massive structures.
·Players will be able to build structures throughout the world, in both safe and contested areas.
We will go into more detail about these systems, but in the meantime, for more information about them, please refer to the Foundational Principles on our website (www.camelotunchained.com)
Camelot Unchained features three distinct realms (Arthurians, Tuatha Dé Danann and Vikings) as the protagonists in a bold new vision.
At launch, each realm will have at least three races, all with unique powers, abilities and physical appearance. We will reveal some of these over the next 30 days. In fact, our backers will have the opportunity to choose one for each realm during development. We'll also create more if we meet certain stretch goals and as the game evolves.
Camelot Unchained will feature a selection of classes at launch, with the actual number dependent on meeting certain stretch goals. We support an extended version of the “Holy Trinity” as well as “rock, paper, and scissors”, and initially, we'll have at least five classes (healer, tank, dps, hybrid, crafter) per realm. For more on how the RPS theory applies, please refer to Foundational Principle #6
Mark Jacobs and Andrew Meggs founded City State Entertainment in March 2011. CSE is a self-funded, independent game studio with no venture capital and/or publisher ownership. In addition to the co-founders, we have one of the earliest members of Mythic Entertainment, effects artist Mike Crossmire,who was a key contributor to all of Mythic’s earliest games and Dark Age of Camelot, plus a young group of talented artists and programmers, for some of whom this is their first industry gig. Mark has been making games since the days of the Apple II, and while Andrew is a wee bit younger, his credentials as a programming guru, graphics whiz and lead are nothing short of outstanding; when your resume lists Vampire: The Masquerade, Dark Age of Camelot, Warhammer, Skyrim and more, well, that’s quite a card deck. Together, these veterans have worked on more than two dozen games spanning over 30 years in the industry.
For more information on the team, please visit our website (http://www.citystateentertainment.com).
Mark Jacobs will add $2M dollars to the development budget himself. This is covered in more detail below.
From his days at A.U.S.I. and at Mythic, Mark has preached (sometimes to very deaf ears) the importance of talking with and listening to the players. As part of our studio’s mandate, every developer at CSE will have a presence on our backer forums. You want to praise, complain, question, probe, make suggestions, etc. to them? You'll get your opportunity on our both community and moderated private forums.
Every dollar we raise from this Kickstarter campaign will go towards development. Our staffing plan includes hiring three additional engineers, two artists, one designer and one part-time writer immediately. The MMO engine will be developed in-house with one purpose, to make a great RvR MMORPG; the engineers will work with Andrew on it, and our existing programmers on the server tech. While this game won’t require the amount of content as Dark Age of Camelot, we still need to hire a few more artists in-house and a writer so, dragons be praised, Mark can go back to his day job and stop writing all these documents.
Andrew has shown off some of the tech that he has been working on recently in his less-than-copious spare time. Andrew has helped build in-house engines at Bethesda and Troika. He has also worked with the deepest innards of Source and Gamebryo and pushed the limits of Unity. He knows the technical challenges of putting together big open worlds, from content production through rendering, and there's nobody we'd rather have in that role.
Ask yourself if any current MMORPG has delivered a long-lasting RvR experience. Would you like to help create that kind of experience? Our backers will be part of the creation process right from the beginning with our private forums and access to the development team. What we can do together over the next few years will set CSE and this project apart. Other developers talk about how much they embrace the community (and some truly do) but Mark has been doing this for almost 30 years, without fail. He hasn’t been afraid to talk with the players and listen to their feedback, but he is also willing to say no. That approach is something everybody at CSE willingly signs up for when it comes to communicating with our backers in order to make this game a success.
Together, we can create an RvR world that is more immersive, vibrant, challenging and fun than anything we’ve seen in a long time. But we need your help to do so. We hope you'll join us in this great adventure, and we thank you for your interest in this project.
Please click on any of the links below for more information about each of the individual pledge tiers!
Please note: An additional 5 FPs are awarded to anyone who subscribed to our newsletter before launch as per an email we sent out last month. Sorry it wasn't in our launch text.
Also, we have received a number of inquiries about how the beta process works, mainly if an earlier tier of beta includes the tiers after that. The answer is yes, absolutely! We'll modify our reward tiers grid to make this as clear as possible today. Thanks - MJ
Risks and challenges
Making an MMORPG is hard; the vast landscape of MMO-Land is littered with the decaying corpses of many that even failed to launch, let alone to be commercially successful. While Mark Jacobs headed up a studio that launched two of the most highly rated (based on Metacritic) subscription-based MMORPGs of all time, this is no guarantee that we at CSE can accomplish what so many talented and more heavily financed teams have failed to do. So, instead of spending even more time here telling you why we can do better, Mark Jacobs is willing to do something quite unheard of on Kickstarter, which is to put $2M of his own money into this project, while at the same time not using any of the money raised from this Kickstarter to fund any part of his salary, perks, benefits, etc.
Mark has never been afraid of taking risks, and this is no exception. The money raised from our Kickstarter will be used to fund only a portion of the game’s development costs, and we have already lined up additional sums. These are dependent on us proving to the investors that there is a market for this type of game in today’s very difficult MMORPG climate. With a successful Kickstarter campaign, we`ll prove to them that we have a strong core group of people interested enough in this type of game to back it. Everyone recognizes how difficult it will be to pull this off (and the skepticism is sure to rival what Mythic Entertainment faced in 1999 after announcing Dark Age of Camelot). By putting in $2M of his own money, Mark’s is showing our potential Kickstarter backers that he appreciates the risks you are taking and is willing once again to put his money where his mouth is. Mark’s contribution to this Kickstarter project is more than any other developer he is aware of currently, even those whose financial success dwarfs his own. He believes in this project so much that he willing to risk a significant part of his savings just to make it come true. He will also have an additional update on this issue during the course of this Kickstarter.
How’s that for eliminating risk?
As to challenges, we will need to hire about a dozen talented artists, programmers and designers to round out the core team. Once we do that, the only other is whether a small, underfunded and undermanned team can pull off what almost all talented ones have failed to do in a generation - produce a great, long-lasting subscription-based MMORPG. Easy peasy lemon squeezy right?
Important Information About Our Pledge Rewards
- Must be over 18 or accompanied by a parent or legal guardian to visit the studio
- Some rewards may require additional paperwork (to protect us and you)
- Creative endeavors such as an MMORPG are time-consuming processes, and as such, the dates listed above are, as the text indicates, just our best estimations for when the IT/Alpha/Beta tests will begin, not promises or guarantees.Learn about accountability on Kickstarter
- (30 days)