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Build and manage a colony, use automation & transport systems and explore different islands in Kubifaktorium.
Build and manage a colony, use automation & transport systems and explore different islands in Kubifaktorium.
Build and manage a colony, use automation & transport systems and explore different islands in Kubifaktorium.
924 backers pledged €20,654 to help bring this project to life.

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Kubifaktorium - Colony Building, Automation & Exploration

€20,654

924

Update

The Kickstarter campaign is now over and it has been a huge success! Thank you all so much for your support! :D

If you have missed the campaign, worry not! The game will come to Steam Early Access and itch.io next year. In order to keep track of the game, bookmark our homepage or follow us on Facebook, Discord or YouTube.

Intro
Build, manage and grow a thriving colony, discover new lands, craft legendary weapons and defeat your enemies. Kubifaktorium will feature different biomes to explore, plenty of resources to exploit, complex machinery to build and interesting production chains to master!

Demo
You can download a free demo including the first tutorial mission on itch.io. Note: The demo includes only the very first mission and does not include any of the advanced automation and transportation features, biomes, the world map etc. which the full game will include.

Key Features

Colony Building and Management

At the heart of your colony are your loyal colonists who mine resources, farm crops and craft tools and weapons. Each colonist has a different set of skills which evolves over time. Managing your colonists' needs and abilities is vital to ensure your colony's survival and prosperity.

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In the course of the campaign, you can grow your colony by recruiting or liberating castaway colonists. You can also tame and train some of the wild animals which can then perform simple tasks in exchange for a bit of food. :)   

Automation
While your colonists are very hard-working, their time is sadly limited. Fortunately, your colonists know how to craft advanced machinery which allows you to automate more and more of your production.

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Logistics and Transportation
As your colony grows and your production hums along, transporting the resources you need becomes a bottleneck. Fortunately, Kubifaktorium features a number of different transportation systems.

The first transport system in Kubifaktorium is the zeppelin transport system. While zeppelins can only carry one good at a time, their low setup cost makes them an effective long-range method of transportation. Since they do not require a complex setup, they are the best choice when it comes to connecting distant areas like mining colonies.

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When a large quantity of goods needs to be transported over a long distance, trains are the way to go. Every train can carry multiple goods at a time, which is a great improvement over the zeppelin system.

Conveyor belts are used to connect depots, factories and refineries within a colony. They are easy to set up and can transport a high volume of goods. Overhead conveyors transport items above ground, which makes them a solid choice for dense late-game factory areas.

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Automated depots, inserters and sorting machines are there to help you store and manage all of your goods.

Explore different biomes
In the course of the campaign you explore and colonize multiple islands and encounter different biomes. Each biome features new enemies and challenges as well as new resources to discover, mine and process.

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The first three biomes are the grassland, the desert and the ashen world. More biomes will be announced and added in the future. Each biome will feature dynamic weather and environment effects.

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Weapon Crafting, Enemies and Combat
The islands you settle on are inhabited and guarded by mighty enemies and you need mighty weaponry to defeat them. The game will feature multiple weapon types, multiple tiers for each weapon (wooden, iron, steel etc.) and random properties for each crafted weapon (common, good, legendary etc.).

Kubifaktorium is an economy/transport simulation game at heart. As such, your success in combat depends on how well you do at equipping and training your colonists.

Mod Support
The game is designed to be very mod friendly and will allow players to create anything from new goods and industries to total conversions with new terrains and scenery.

Things you can add via modding include:

  • New items, weapons and other products.
  • New buildings.
  • New colonist models, animals and enemies.
  • New terrain types and biomes.
  • New map modifiers (e.g. terrain generation tweaks).
  • New dioramas (for the main menu).
  • Modifications of existing assets (e.g. balance changes).
  • New languages / localizations.
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When Kubifaktorium comes to Steam, you will be able to easily publish and manage your mods via the Steam Workshop.

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Windows, Mac and Linux support
The game will be released for Windows, Mac and Linux. The current build of the game has been tested on Linux and Windows and I will make sure to maintain compatibility throughout development. In fact, I am developing primarily under Linux, so I can pretty much guarantee that it will work. :)

Development Progress and Roadmap

Current State
Kubifaktorium has been in development for approximately one year now. The following table shows an estimation of how much progress I've made so far. The base game, which consists of things like the world generation and the main gameplay (mining, building, crafting and managing) already works quite well. Several advanced mechanics like trains depots are also already implemented. On the other hand, balancing, testing and the creation of higher tier content are still far from being finished.

Current State of Kubifaktorium.
Current State of Kubifaktorium.

Tl;dr: The first tier (colony building, basic production) is quite playable at this point. The rest (automation, transport systems, other biomes etc.) is buggy or unfinished and can currently only be accessed via the cheat menu.

Roadmap
The roadmap for Kubifaktorium consists of four phases. The Pre-Alpha phase, which contained the development of the base game so far, will conclude soon.

Development Phases. Important: The dates in this table are estimates.
Development Phases. Important: The dates in this table are estimates.

Alpha phase: After this Kickstarter campaign ends, I will focus on three things: First, I will remove all the major bugs that surface. Second, I will improve the game's accessibility and UI based on the feedback I get from you. Finally, I will implement more game mechanics (like the world map/campaign) and add more content in general. This phase will conclude when all the major gameplay systems are implemented and sort of working.

Early Access / beta phase: In this phase I will implement the remaining planned content, work on features like modding support and polish the game in general. This phase will conclude when the game is ready to be published.

Release / post-release: After the game's release I will continue to support the game and add some smaller tweaks in bonus content patches, as I did in BossConstructor, my previous game.

Important: Please note that the dates in the table are estimates. I value quality over a fixed schedule. So when it turns out that I need more time to finish a phase or a feature I want to have in the game, I will take it. (Please also have a look at the risks section below.)


Demo

You can download a free demo including the first tutorial mission here on itch.io: https://kubifaktorium.itch.io/kubifaktorium

Note: The demo includes only the very first mission and does not include any of the advanced automation and transportation features, biomes, the world map etc. which the full game will include.

Why Kickstarter?

My intention for making a Kickstarter campaign for Kubifaktorium is twofold.

First of all: The 12.500€ goal of this campaign is obviously not enough to fund the development of Kubifaktorium. The game's development is primarily funded via the revenue from my previous game BossConstructor as well as the money and time I invest myself. Raising money allows me to invest more time in making the game, to pay freelancers and contractors as well as to pay license fees and other expenses.

Budget Plan.
Budget Plan.

My second goal for this campaign is to build a great community for Kubifaktorium early on. I want to get players involved in Kubifaktorium and let them play and test the game as soon as possible. As an indie developer I do not have the testing and QA resources many larger studios have. Therefore player feedback is a very valuable resource for me to improve the game. With a bug reporting tool, discussion boards, surveys and regular updates I will provide multiple ways of making this process as engaging, frictionless and effective as possible.

What you can expect during development

  • A constant stream of regular game updates which fix bugs, add new features and polish the game. (BossConstructor got over 150 patches in the two years of its Early Access phase.)
  • Monthly progress report videos in which I present, what I've been working on lately.
  • Discussion boards / forums in which you can discuss the game and share your ideas.
  • An in-game bug reporting tool which allows you to report errors with very little effort.
  • Surveys in which you can vote on features, the development priorities and more.

My Background

Mirko Seithe
Mirko Seithe

I am a 36 year old indie game developer living in Bonn, Germany. I have a professional background in computer science and made a Dr. in economics. For the last ~10 years I've been developing indie games in my free time. My first published game was BossConstructor, a 2D simulation / action game in which you build your own spaceship and fly it through alien space. BossConstructor entered Early Access in 2014 and was successfully released in late 2016. Since then I've been working on Kubifaktorium.

I have grown up playing and loving complex strategy and simulation games like Civilization, Battle Isle, The Settlers and Transport Tycoon. More recently I have enjoyed hundreds of hours of Factorio, Gnomoria, Prison Architect and Into the Breach. What these games have in common is that they enable their players to build and watch complex and interesting systems, which have always fascinated me. It's a human thing I guess. :)

Other contributors
Whenever possible and feasible I use freelancers to share the workload and improve the quality of the game. When developing BossConstructor, I've used freelancers to contribute graphics, writing, translation services, marketing and more. So even though I do most of the work, at the end of the day many people rightfully earn their place on the credits page.

Rewards

5€ or more: Name an animal or a monster in the game!
Name an animal or a monster in the game!¹

  • You can choose the type of animal / monster you want to name. The name you choose will then be added to a pool of names for that animal / monster type.
  • When an animal or monster is spawned in the game, its name is randomly drawn from this pool.
  • The name should fit the theme and style of the game as well as the animal / monster type you choose.
  • ¹: Names will be reviewed before they are added to the game. I reserve the right to refuse name submissions which are offensive or otherwise inappropriate.

15€ or more: Get the game & your name in the credits!
You will receive a Steam code for the game when it enters Early Access on Steam. This includes all future updates / patches of the game.

  • You will receive a Steam code for Kubifaktorium after the campaign ends.
  • The code can be redeemed (i.e. added to your Steam account) immediately. You can play the game once it enters Early Access in early 2019. 
  • You will automatically receive all future updates and patches for the game.
  • The game will be released for Windows, Mac and Linux.
  • If you happen to experience problems running the game on your system, I offer a money-back-guarantee.
  • Your name will (optionally) appear in the thank you section of the game's credits screen.
  • This tier does not include access to the closed alpha stage.

25€ or more: Access to the closed alpha!
In addition to the Steam code, you get access to the closed alpha stage, which will begin shortly after this Kickstarter campaign ends.

  • In addition to the Steam key for the Early Access phase, you receive an itch.io key to play the game during the closed alpha stage.
  • The closed alpha stage will begin shortly after this campaign ends. 

60€ or more: Receive an in-game pet!
As a bonus for your awesome contribution you receive an in-game miniature pet. You can choose one of several pets which will follow your settlers around.

  • In every game you can create one miniature pet of your choice.
  • The pet is a smaller version of an existing animal or monster. Or colonist, maybe. :)
  • The pet moves around and might, at a later point in development, interact with your colonists.
  • It does not have any tangible game-play effect and is purely aesthetic.
  • Very cute. :)

100€ or more: Become a colonist!
Name and customize (color & style) a colonist in the game!¹ The colonist you create will show up in other players' games.

Also, I will send you a signed Kubifaktorium postcard. :)

  • You can choose the style of the colonist from a set of presets and choose a name. The name/style combination you choose will then be added to the colonist pool.
  • When a colonist is spawned in the game, his/her name/style combination is randomly drawn from this pool.
  • The name should fit the theme and style of the game. xxMonsterSlayer2000xx is not appropriate, for example. :)
  • ¹: Names will be reviewed before they are added to the game. I reserve the right to refuse name submissions which are offensive or otherwise inappropriate.

250€ or more: Name an island & Get a postcard!
You get to name an island in the game!¹ Other players will be able to visit and settle on an island named after or by you.

  • You can choose the name of an island. The name will then be added to the island name pool.
  • When the world map is created, the names of the islands are randomly drawn from this pool.
  • The name should fit the theme and style of the game.
  • ¹: Names will be reviewed before they are added to the game. I reserve the right to refuse name submissions which are offensive or otherwise inappropriate.

1000$ or more: In-game statue!
To honour you and your contribution, I will create an in-game statue based on your preferences¹.

  • The statue can be of an animal, item, person or monster of your choice.
  • Your name / pseudonym will be displayed when a player selects the statue.
  • The statues can be built by players and give positive bonus effects (e.g. increased beauty value).
  • Your statue is added to the statue pool.
  • When a player creates a statue, its look / name is randomly drawn from this pool.
  • The name should fit the theme and style of the game.
  • ¹: Names will be reviewed before they are added to the game. I reserve the right to refuse name submissions which are offensive or otherwise inappropriate.

3500€: Your personal Game Jam Weekend!
You have a great game idea you always wanted to turn into reality? Awesome! I can help you realise your game while you help me realise mine. :)

I invite you (and optionally a friend) to visit for a three-day game jam weekend where we turn your idea into a small working prototype.

  • Before the weekend we 'meet' via video chat to discuss your game idea and decide on a date for the game jam weekend.
  • In the course of the game jam weekend we develop a small but working prototype based on your idea in Unity/C#. You might be surprised at what one can accomplish in 3 days! :)
  • All the rights to your idea and the prototype we develop belong to you. Feel free to continue working on or even publishing it at some point.
  • You will likely get the most value out of the weekend if you have some prior experience in working with Unity/C#.
  • The place for the game jam is in my office here in Bonn, Germany. Travel expenses and accommodation are not included.

Stretch Goals

Stretch goals are additional game features which will be added when the total funding amount crosses a threshold.

Trade caravans will occasionally visit your island, allowing you to trade your surplus goods for something nice. 

I will add a few more weather effects like storms, droughts and snow to the different biomes.

When the stretch goal of 25.000€ is reached, I will add a 5th biome. This includes a new tileset and a few biome specific animals or enemies. 

More stretch goals will be added as the campaign proceeds. There are many cool things on my list which I'll announce when the funding goal is reached.


Frequent Asked Questions

So, is the game playable?
The colony building and basic production are quite playable at this point. Features like automation, transport systems, other biomes etc. are still in development and can currently only be accessed via the cheat menu. Until the closed alpha begins in September, I will focus on improving accessibility and making the closed alpha launch as smooth as possible.

What can I expect during the closed alpha?
I pride myself in being very consistent in my development process. In effect, you can expect about 2-3 game patches per week in the beginning (when there are a lot of issues to fix) and about 1-2 per week later on. I will produce progress report videos to showcase new features and keep you up-to-date on the game's progress. If you are interested, I also invite you to participate by report bugs, discussing the game or voting in polls.

How will I get the game?
You will get a Steam key to activate the game when it comes to Early Access. Steam can be downloaded for free and is available on all major operating systems. I use Steam because it is the most popular platform and allows me to manage and distribute new game patches with relatively little effort.

Why are you using itch.io for the closed alpha?
Valve/Steam are restrictive when it comes to delivering content before it is for sale on their store. Itch.io is more flexible in this regard.

Will there be a DRM-free version?
Steam by itself is just a distribution platform, not DRM. I'm not going to use DRM systems like Denuvo and such.

Will there be an alternative to Steam?
Yes, as an alternative to Steam I will provide keys for itch.io. You will be able to choose at the end of the campaign.

Do I need a powerful PC to play the game?
Currently the game runs at a solid 60fps on max settings/full HD on my mid-tier laptop. You will not need a very powerful machine to run the game and can fine tune the graphics if you need to speed it up.

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What engine / tools are you using?
The game is being developed in Unity, currently 2018.2.0.f1. The voxel models are made in MagicaVoxel. Most graphics are done in Krita. Git is used for version control and zim for documentation. I am primarily using Arch-Linux for developing the game.

But... isn't Unity laggy?
In my experience it is not. Unity is a very beginner-friendly environment and attracts many beginner-level developers, who make poorly optimized games. When used properly, Unity can be very fast. Games like Cities: Skylines are powered by Unity and hardly known to be laggy. In addition, the Entity Component System will be released soon, which might work really well for games with many distributed systems like Kubifaktorium.

Are you sure it will run on Linux / MacOS?
Actually, I am developing largely on Linux, so yeah. :) I test on both on Linux and Windows regularly. MacOS should also work, as it is a standard build target for Unity, but I have no working Mac to test it at the moment.

Will it be released for Android / IPhone / Consoles?
Technically it would probably not be very hard to do. However, making the game fun to play on phones or consoles would require a lot of redesign. Playing a game on a smartphone while waiting for a train is very different from chilling in front of a computer, so an experience which works in one scenario might not be so fun on the other. In summary, it is not planned at this point. If ports for other platforms come, they will happen at the end or after the development of the PC / Mac / Linux versions.

Why do you have expenses for programming etc. when you work on the game (mostly) by yourself?
While many other project creators treat their time as if it were free, I value and include my own time as a cost factor. Doing so is a matter of taste but I think this is the more prudent way of accounting a project.

Are you sure you can finish the game?
The current state is quite playable and everything you can see in the videos above is real gameplay footage. You can download and play a demo including the first tutorial mission on itch.io: https://kubifaktorium.itch.io/kubifaktorium

I have a clear roadmap ahead of me and I've already implemented the most-likely-to-fail parts like cross-platform-compatibility, the job and AI systems, serialization and more. In addition, I'm a pretty simple guy. I just enjoy spending my time grinding away on the game and having a good time, which results in a very smooth, steady and drama-less stream of progress. :)

How can I learn more about Kubifaktorium?
I post most of my content on Facebook (https://facebook.com/kubifaktorium) or my development blog (http://kubifaktorium.com). My videos are all on YouTube (http://youtube.com/bossconstructor).

I am a journalist / streamer / YouTuber. Can I stream the game?
Yes, you can create content based on the itch.io demo. This includes monetized content. If you create something cool, I might feature or share it. :)

How expensive will the game be outside Kickstarter?

Am I getting a good deal? The game will be around 25 USD or 25 EUR, depending on region and applicable VAT. So, for the base game tier you are getting the game for less money & you are getting your rightful place in the game's credits section. When backing at a higher level you get to play the game before it goes into Early Access, which is at least half a year later.

Should I back the project?
Sure! Thanks for asking! :) If you are unsure, please consider pledging 1 Euro in order to keep track of the game and receive updates. Also, please have a look at the demo on itch.io.

Risks and challenges

1) The main risk for every game development project is that it cannot be completed on budget or on time. Technical problems, for example, are often hard to foresee and can easily delay development by a significant amount of time. Many development studios run out of money or energy at this point and everybody involved has a bad time.

To help you gauge this risk, please consider the following three points: First, the base game, from which all trailer footage is taken, is already working. While still being far from finished, I have already implemented the most tricky parts like the job system, navigation, the transportation system and serialization. Second, I have a successful track record of starting, making and finishing a video game with BossConstructor. I have experienced problems which surface when deploying and finishing a game and know how to solve them. Third, I have sufficient backup funding which allows me to finish the game even in the case of a significant delay.

2) The game's design is not final in any shape or form. If a feature does not turn out to be fun, I will remove it. For me, creating a lean and fun game is more important than checking off a todo list. Therefore, I cannot guarantee that all of the roadmap features will be included in the final game. If a feature that is relevant for your decision to back the game does not make it into the game, I offer you a full money-back-guarantee.

3) Finally, there are always accidents and life's unavoidable tragedies to keep in mind. I work on the game mostly by myself, which has pros and cons in this regard. While the risk of a development team falling apart is nonexistent, the game's development depends on me being able to work on it.

If I were to become unable to work on Kubifaktorium for some reason, I would do everything I can to either pass the project on to another development team or to ensure that you get your funding money back.

Thank you for reading and considering. :)

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Support

  1. Select this reward

    Pledge €1 or more About US$ 1.15

    Supporter

    Thank you for your support! :)

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    Prime Supporter!

    Name an animal or a monster in the game!¹

    Includes:
    • Name an animal/monster.
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    Pledge €15 or more About US$ 17

    Get the Game + Your Name in the Credits!

    Choose between a Steam or itch.io key for the game when it enters Early Access in early 2019. (Includes all updates after the Early Access launch.)

    In addition your name will (optionally) be added to the thank you section of the game's credits. :)

    Includes:
    • Game in Early Access.
    • Name an animal/monster.
    • Your name in the credits.
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    Pledge €20 or more About US$ 23

    Game + Closed Alpha! (Early Bird)

    In addition to the Steam code, you get access to the closed alpha stage, which will begin in September 2018. (Includes all future updates.)

    Includes:
    • Closed alpha access.
    • Game in Early Access.
    • Name an animal/monster.
    • Your name in the credits.
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    Pledge €25 or more About US$ 29

    Game + Access to the Closed Alpha!

    In addition to the Steam code, you get access to the closed alpha stage, which will begin in September 2018. (Includes all future updates.)

    Includes:
    • Closed alpha access.
    • Game in Early Access.
    • Your name in the credits.
    • Name an animal/monster.
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  6. Select this reward

    Pledge €60 or more About US$ 69

    Receive an In-Game Pet!

    As a bonus for your awesome contribution you receive an in-game miniature pet. You can choose one of several pets which will follow your settlers around. :)

    Includes:
    • In-game pet.
    • Closed alpha access.
    • Game in Early Access.
    • Your name in the credits.
    • Name an animal/monster.
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  7. Select this reward

    Pledge €100 or more About US$ 115

    Become a Colonist!

    Name and customize (color & style) a colonist in the game!¹ The colonist you create will show up in other players' games.

    Also, I will send you a signed Kubifaktorium postcard. :)

    Includes:
    • Customize a colonist.
    • In-game pet.
    • Closed alpha access.
    • Game in Early Access.
    • Your name in the credits.
    • Name an animal/monster.
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  8. Select this reward

    Pledge €250 or more About US$ 289

    Name an Island and get a Postcard!

    You get to name an island in the game!¹ Other players will be able to visit and settle on an island named after or by you. :)

    Includes:
    • Name an island.
    • Get a postcard.
    • Customize a colonist.
    • In-game pet.
    • Closed alpha access.
    • Game in Early Access.
    • Your name in the credits.
    • Name an animal/monster.
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  9. Select this reward

    Pledge €1,000 or more About US$ 1,155

    Become a statue!

    To honour you and your contribution, I will create an in-game statue based on your preferences. The statue can be of an animal, item, person or monster of your choice. Also, your name / pseudonym will be displayed when a player selects the statue.

    Includes:
    • Become a statue.
    • Name an island.
    • Get a postcard.
    • Customize a colonist.
    • In-game pet.
    • Closed alpha access.
    • Your name in the credits.
    • Game in Early Access.
    • Name an animal/monster.
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  10. Select this reward

    Pledge €3,500 or more About US$ 4,042

    Your personal Game Jam Weekend!

    Thank you for your awesome support! I invite you (and optionally a friend) to visit for a three-day game jam weekend where I help you get started with your own game project.

    Includes:
    • Game jam weekend.
    • Become a statue.
    • Name an island.
    • Get a postcard.
    • Customize a colonist.
    • In-game pet.
    • Closed alpha access.
    • Your name in the credits.
    • Game in Early Access.
    • Name an animal/monster.
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Funding period

- (30 days)