About this project
The Kickstarter is over - but you can still be a part of our process!
Kaiju Combat will be an ongoing project for several years yet - here is how you can get yourself caught up:
- Head over to the Kaiju Combat Forums - that's the best place to discuss the game in development, and connect with other Kaiju Fans!
- Check out our online Design Wiki - that's the best place to read documentation, and check out our amazing Monster List.
- Visit the Kaiju Combat Homepage - where you can use Paypal to pre-order the game, buy merchandise (figurines, posters, T-shirts, etc!) and find other relevant links!
12/21 - Just a few hours to go, and by all accounts the Kaiju Combat Kickstarter has been a resounding success! In celebration, we have opened up PAYPAL payment options for those who have been asking.
Also be on the lookout for our final Heart Eater art - coming very soon...
12/18 - We've passed $100,000 FOR REALS this time! To celebrate, we've released our Stretch Goals plan. Hooray for 3D figurines!
12/16 - Obviously the project is NOT (at this time) funded - despite being over $100,000 last night. We have addressed the "Kaidra Incidnt" in a brief Update. This is obviously disappointing, but our goal is still within reach.
12/10 - What an incredible weekend! Kaidra fans have come out of the woodwork to ensure that he gets a guranteed roster slot in our release title. A few hundred fans and a few thousand dollars can move mountains!
12/7 - With Matt Frank back from Japan, we finally get to see a new monster collaboration completed! Check out Duncan's aggressive side!
12/1 - New reward tiers, including a way for backers to collectively sponsor original kaiju designs. Check out Update #4 for details!
11/29 - Our fourth Design Team vote is up! When new players load up Kaiju Combat for the first time, what sort of match should we throw them into? Come vote
11/26 - Our first Boss Monster is revealed! Head to the wiki to check out NEMESIS!
WHAT IS KAIJU COMBAT? Kaiju Combat is the final word in giant-monster battle games. It takes the core team & technology from the Pipeworks/Atari Godzilla fighting games, and merges them with the design input & creative output of our amazing fans.
- 1-4 player battles in awesome environments.
- Frequent releases of new content (monsters, stories, game modes) which can be mixed & matched with your existing content, or purchased as stand-alone products!
- Our first Kaiju Combat release will feature Kaiju concepts submitted by our backers. Check out the reward tiers!
- Future releases will feature monsters such as Gamera, Ultraman, Godzilla, Zone Fighter, Stay-Puft, Cthulhu, and plenty more originals!
- Online matchmaking & tournament play. LAN support too.
- DRM-free PC release (console release date TBA, as funding allows)
- Dynamic grappling, melee, ranged weapons, flight, burrowing, teleportation, dizzies, air combos, OTG hits, reversals, parries, super moves & more!
WHO IS DEVELOPING KAIJU COMBAT?
We've got a world-class team of professionals to make Kaiju Combat the best game it can possibly be, including most of the key talent from the classic Pipeworks/Atari Godzilla games. But the most important contributions to the game will be made by direct design discussions between the dev team and our contributors!
The dev team includes:
Simon Strange - Owner of Sunstone Games, LLC. Simon is a 15-year veteran of the video game industry with nearly 20 console titles under his belt, including Rampage: Total Destruction, Prince of Persia, Tomb Raider, Army of 2, Tony Hawk, and the Deadliest Warrior series.
Of course, Simon is best known for designing the combat & controls of giant monster fighting games such as Godzilla: Destroy All Monsters Melee, Rampage: Total Destruction and the classic Godzilla: Save the Earth:
Matt Frank - Kaiju Artist extraordinaire, Matt Frank started at IDW comics with The Beast Wars Sourcebook and Transformers Animated: The Rise of Safeguard. You can follow him at deviant art and mattfrankart.com
Matt hit the big time (literally BIG!) with the smashing-success of Godzilla: Kingdom of Monsters, providing covers for the entire run of the series. Matt went on to co-write and draw the first issue of Godzilla: Legends, and provide covers for the new IDW Godzilla ongoing series.
Matt's also no stranger to games. He's worked extensively with Chaotic Moon Studios on iOS projects such as Age of Booty, contributing both in-game illustrations and conceptual work.
Bob Eggleton - Bob is a Hugo award-winning fantasy/SF artist who works on both publishing projects and film concept work. You can see some of his work here. Godzilla fans will recognize Bob's work from comics, posters, and other famous illustrations stretching back at least 20 years!
WHAT MONSTERS WILL BE FEATURED IN KAIJU COMBAT?
Kaiju Combat is a framework upon which we plan to build several stand-alone games. If you own multiple Kaiju Combat products, you will be able to mix and match their content - both offline and on! We plan to launch in September 2013 with two distinct products:
1 - A free online fighting game with one environment and 4 licensed Kaijuland monsters. (copyright Kaiju Empire, LLC.) Check out the monsters here.
2 - A retail game featuring a robust single-player story, multiple environments, and original monsters designed by our backers. Check out some of the monsters our backers have already created here.
WAIT - ISN'T THIS A GODZILLA GAME?
We would all love to work with the Godzilla franchise again, and we're building Kaiju Combat with a clear vision of incorporating Toho monsters when we can. Unfortunately, the Godzilla video game license will not be available for at least another year. (We have a friendly rapport with Toho, and communicate with them regularly.) As soon as it becomes available, we are first in line to bid on acquiring it.
Likewise, we have already established communication with the owners of other major monster franchises (Gamera, Ultraman, etc.) and are scheduling future Kaiju Combat releases around those franchises.
WILL THERE BE MORE ORIGINAL MONSTERS IN KAIJU COMBAT?
Yes, we absolutely have plans to continue making original monsters for Kaiju Combat. Ideally we would have one release each year featuring original monsters, and one featuring a new monster license. Our only restriction for monster submissions is that Matt & Simon must work with you directly to make sure that your monster fits the necessary parameters of scale, complexity, and good taste. See our monster submission FAQ for more details.
BACKERS ARE PART OF THE DESIGN TEAM?
Yes, absolutely! Check out our very active community at kaijucombat.com/community/. Anyone can make an account and read the forums, but only kickstarter backers (who pledge $5 or more) are eligible to vote on features, roster selection, and financial decisions.
We are very serious about making our entire process transparent - we'll be pushing out concept art, character renders, finances, spreadsheet data - everything we produce that might be of the slightest interest to people. Check out our living design wiki at kaijucombat.wiki.zoho.com. (If you've been following our links thus far you've already seen parts of it.)
This sort of behind-the-scenes view can be messy- it requires careful thought and maturity to participate in the tough decisions. But if you want to get in there, we trust you to participate in the process with us.
WHY WOULD YOU DO THAT?
We can't make a game of this scope without funding - either from publisher loans, or from fan donations.
The problem with loans from publishers is that the goals of a development studio, the players, and the publisher are mis-aligned. Development studios & players want good games, but publishers are looking for maximum profit. If there is more profit to be had by rushing a game, or sacrificing quality, then the publisher makes that happen.
Fans, on the other hand, have exactly the same goal as the developer - for the game to be as good as possible! So by using Kickstarter our money comes from people whose goals are aligned with our own. There is no conflict of interest. Making our development process as transparent as possible is our way of showing humility to our fans, who are making all of this possible. It also allows our fans to verify our design decisions - it's your money paying for that content, after all!
DO YOU HAVE ANY STRETCH GOALS?
Stretch goals are up! For every $5,000 we have pledged over $100,000, fans will get to vote on one additional original character model that we will build and make available as a figurine in our store. We have many more original characters than we have spots in our launch roster, and we want fans to be able to show their support for these great characters long before they are available in our subsequent releases of Kaiju Combat.
Our budgets are allocated by community vote - we'll spend the extra money on more content for our launch title, but we can't promise exactly how the community will vote to allocate it. This stretch goal was designed to give the fans something (literally) tangible for their amazing support, but without compromising our dedication to letting our backers determine how our budget is spent.
WHAT THE HECK ARE "ASYMMETRICAL MONSTERS?"
Asymmetrical balance means that characters emphasize unique traits, rather than giving all characters similar traits. Consider a fast Bruce Lee-type vs. a Wrestler. As you add more and more characters, giving each one a unique strength which balances against all other characters becomes increasingly complex.
The rewards for success, however, are huge. A properly-balanced asymmetrical fighting game means that the best way to play character X is different for each opponent they face. You can't simply practice a few standard combos and expect to do well against a variety of opponents - you need to be flexible and learn from your mistakes. That makes the combats more strategic and less about twitchy reflexes.
WHEN WILL KAIJU COMBAT BE RELEASED?
Our ideal schedule would have an initial release in the fall of 2013, and 2 or 3 releases a year for at least two years after that, depending on the size of each release. Obviously, our contributors will have a lot of influence here on the size & frequency of new releases!
Risks and challenges
We are licensing the Spigot engine from Pipeworks, (the same engine used for the past Godzilla games, Rampage, and the Deadliest Warrior series, among others) and have it up and running. We will need to make some modifications during development, of course, but our technology is largely ready to go.
The limiting factor in these games is always character animation - that is by far the most likely element to fall behind and delay our release. Our Macrosaurus model took a single artist nearly 2 weeks to build + rig. We want to increase our # of target characters as our funding increases, but that is very dependent upon our ability to locate + hire additional quality animators.
Every individual Kaiju license (Gamera, Zone Fighter, Ultraman, etc.) will require a unique license agreement with the IP holder - Sunstone Games cannot predict which Kaiju will be easier or harder to sign agreements with, and thus we cannot guarantee a specific order in which we will be producing monsters associated with each license. We will, of course, be keeping everyone up to date on the design forums!
To sell Kaiju Combat on Steam, we will need to pass their Greenlight process. This is still very new, so current estimates of how long the process takes might end up needing to be adjusted.Learn about accountability on Kickstarter
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