pledged of $25,500pledged of $25,500 goal
0seconds to go
Funding Unsuccessful
The project's funding goal was not reached on Sat, December 29 2012 1:14 PM UTC +00:00
pledged of $25,500pledged of $25,500 goal
0seconds to go
Funding Unsuccessful
The project's funding goal was not reached on Sat, December 29 2012 1:14 PM UTC +00:00

Recent updates


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This is awesome.

Hello there, Original Backer! This is the last update I'll be posting on this campaign for a while. I just wanted to let you know that the new Telepath Tactics Kickstarter campaign is going really, really well. We already have more funds pledged after a single day than the original campaign got in its first 23!

There is no longer any doubt: we are finally going to fund Telepath Tactics. It's an exciting moment! If you haven't had a chance to pitch in on the new campaign, I encourage you to take a moment to do so. Come be a part of our success story!

Thank you for reading, thank you for your generosity, and have a wonderful weekend!


Yours in tactical gameplay,

Craig Stern

It's up!

The Kickstarter campaign has been restarted! You'll notice that the funding goal is a lot lower this time, thanks to my streamlined funding priorities for the game. You were generous enough to back Telepath Tactics before; please come back it again, and let's blow right through the base funding goal.

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Telepath Tactics returns to KS in mid-March!

Hello, everyone! As we all know, the initial campaign to fund Telepath Tactics in December fell a little short. I've never been the quitting sort, however--I'm writing to let you know that in just two short weeks, I'll be giving Kickstarter a second shot!

I learned a lot from you guys during the first campaign. Among the lessons:

  • Telepath Tactics single player / custom campaign support are top priority;
  • Spend money on improving the game's visuals;
  • Don't spend tons of money on original sound effects.

I got the message, folks! I'm tailoring this new campaign to give you what you want. With funding priorities streamlined, we can aim for a lower funding goal; one that we should be able to bust through very quickly. From that point on, we have a variety of stretch goals available to choose from. Among the possible stretch goals:

  • mobile ports to iOS and Android devices;
  • a desert tileset;
  • a temple tileset;
  • a special dungeon tileset with traps, openable doors, scripted levers and buttons;
  • randomized battlefield generation;
  • extra character classes;
  • extra NPCs;
  • an extra branch in the main campaign;
  • voice acting;
  • professional sound effects.

I've created a thread in the Sinister Design forums where you can vote on which stretch goals you like best, or suggest other stuff that you think I've missed. Please go and vote so I know what you want to see in the game!

In the meantime, I've been making a lot of progress on the game. Among other things, I've added in support for attack animations; made lots of AI improvements; overhauled the game's interface; added the ability to freeze water; put in a "rally" function that lets you auto-move all of your characters toward a chosen destination; added dialog tree support; extended support for dialog scripting; created an awesome dialog editor; and began commissioning music.

Although I've been able to commission a few assets here and there, as expected, money is getting to be an issue. This campaign is crucial to making sure Telepath Tactics gets all the art and animations it needs.

I'll send out another message in a couple of weeks, just as soon as the new campaign is up. (There will be a massively updated alpha demo at that time as well!) Ultimately, you're getting this email because you signed up to back the game the last time--I haven't forgotten your generosity. Please consider backing the project again when we relaunch. Together, we can get this done!

Sincerely yours,


P. S. I also improved the title screen art.

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Moving forward with Telepath Tactics

All right, guys! First thing's first: we didn't make our goal. That's unfortunate, but it's not nearly as bad as some folks think. You see, despite the fact that this campaign didn't "succeed," it was actually quite successful at spreading the word about the game. (How many of you knew about Telepath Tactics before this campaign started? Exactly.)

This campaign has also been extraordinarily successful for me, personally. I've gotten invaluable feedback about the sort of things you all care about in Telepath Tactics, and I've learned a whole heck of a lot about how to run a crowdfunding campaign. The next time I try this, we will make the goal! (Speaking of which: mark your calendars for March, folks!)

In the meantime, I'm going to keep on developing the game. To stay up-to-date on the development of Telepath Tactics (and snag any future demo updates):

Also, don't forget to keep telling your friends about Telepath Tactics: the more people there are who know about the game, the easier it'll be to make our goal when we make a second go of Kickstarting this sucker.

Thanks again for your support; see you in the Spring!

The final countdown!

As Swedish hair band Europe once said: "It's the final countdown!" (I can't type cheesy synths directly into an update, but if I could, I would do so right here.)

We're now in the middle of the final day for the Telepath Tactics Kickstarter. Over the course of this campaign, such luminaries as Brian Fargo and Kieron Gillen have pledged their support to the project. Today, I actually got a tweet from Julian Gollop--the brilliant designer behind the original X-COM--saying (and I quote): "Yes indeed I have heard of Telepath Tactics. I am seriously looking forward to it!" Holy hell, people.

Still, it's the support of all 774 (and counting!) of you fine folks that is motivating me to keep going even now, after 30 long days of sleep deprivation and typing. Thanks to you all, we are now only $9,635 away from the funding goal. That's pretty incredible! Seriously, give yourselves a round of applause: you are the ones making this happen.

But there's still work left to be done. By my count, an extra $12.50 from every backer would put us over the top right here and now, even if no one new showed up over the next 16 hours. We could sit back and gamble on a sudden influx of new backers, but I've never been much of a gambling man. As far as I'm concerned, this is in our hands now. Do we succeed? Or do we fail and retreat for a few months to lick our wounds? It's up to us, folks!

On a more mundane note: I've continued pressing forward with development, restructuring the way that dialog is formatted in Telepath Tactics to accommodate future support for multiple responses in dialog. In short: branching dialog and branching campaign support is just on the horizon! I've also added some really neat new features to the game, including predictive damage displays and point lighting. (You can see a screenshot of the point lighting in action below.)

This is the last update I'll be sending out before the moment of truth. If you want to up your pledge, you can choose to do so here.

One last thing: there are a couple of fellow developers who have been kind enough to send backers our way that I feel obligated to mention. These would be the Antharion folks and the Predestination folks. Both of these guys have really promising-looking games, so if you have the cash to spare, please consider lobbing some these folks' way as well!