Alpha Colony: A Tribute to M.U.L.E. (Canceled) project video thumbnail
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$101,472 pledged of $500,000 goal
$101,472 pledged of $500,000 goal

Alpha Colony moving forward

We are renewing our commitment to making Alpha Colony: A Tribute to M.U.L.E. a reality. We are reviewing our past lessons learned from and are taking the following actions for our next Kickstarter:

  • We have reduced the scope of our project and are relaunching in early August for a Kickstarter goal of $175,000.
  • We are reaching out to the media, fans, and our social networks in advance of launch to get a strong start.
  • We are incorporating the survey results from 287 of you into our next Kickstarter launch.
  • We are approaching some industry vets for feedback on our game design in the hopes of at least 1 VIP testimonial.
  • We have now have some of the original team that worked on M.U.L.E. working with us! (official announcement soon!)
  • I will officially start posting bi-weekly updates to our web site as well as the past Kickstarter group.
  • I will be personally monitoring our Twitter account at @AlphaColonyGame and posting daily updates.
  • We have an extensive media plan and launch timeline prepared in advance so we can have the strongest launch possible.
  • We have started work on a game play prototype so that players can get a feel for how much fun Alpha Colony will be!
  • Work with and cross promote with other past, current and ‘Kicking-it-Forward’ Kickstarter campaigns.


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    1. Xander Mol on July 26, 2012

      @Daniel: Really? Then you did not really look very well.
      For starters, gives a classic MULE variant for Windows, OSX and Linux. And of course if you really want the original there are tons of emulators out there to play it basically on any platform ever invented.
      Here can you find the image of M.U.L.E. for a C64 emulator, and here can you download C64 emulators for many platforms:

    2. Some Guy on July 25, 2012

      I'd still just be happy funding an updated version of the original, maybe with more bells and whistles and more platforms to play it on, since I can't find the original anywhere or any way to play it. Hopefully this will still be a part of the new Kickstarter campaign otherwise you'll lose my backing for sure.

    3. James Gerbino on July 25, 2012

      I was pleased to support your project, but I know many who want to see something released from an unknown studio before pledging cash to new project. It might be a great way to HAVE a track record to get the original M.U.L.E. released and spreading the word for you. A slick, fun game on iOS and android devices would be the best mass media and word of mouth booster you could have. Anno one would be able to say "but they haven't released anything".

    4. DreamQuest Games 2-time creator on July 24, 2012

      Thanks, Spyke, I could not have answered it better myself. Yes, we will have to making some tough choices to bring it down to something we can do with a smaller team in less time. The survey results were very helpful in deciding which key features our backers really want and which ones we could put into stretch goals and work our way back up (hopefully).

      We made a few mistakes the first time around and hope to launch with much more velocity the second time around so I believe our goal is realistic (we really can't make the game for any less) and hopefully we will even be able to push past it.

    5. Trevor Lewis on July 24, 2012

      If 175k is in fact the lowest that they can do it in then I agree, there is no other choice really. However looking at projects like CLANG that had incredible backing from the beginning, a huge number of high quality video updates, and freakin Neal Stephenson leading the thing they still barely managed to hit their target.... Now compare that to "The Dead Linger", target of 60k, funded with 154k, or "Wasteland 2" target of 900k, funded with 2.9M. They looked at exactly what it would cost to produce the game they wanted to produce, factored in the cost of rewards, and set that as their target. Once people saw they were going to make it they flocked to back the project (particularly in the case of Wasteland 2). The very best possible example I have of this is Pebble. Target of 100k, funded with 10.2M. Know your target audience, shoot low, and work your butt off to pull in as many backers as possible.

    6. Spyke Alexander
      on July 24, 2012

      The logic there, Trevor, would be the psychology that many people won't pledge (even tho it won't cost them anything if it fails) until they see that a project is funded past a certain percentage. Plus, they can assume that they will get most of those $100k in pledges again the second time around. Combined with the new strategy listed (which I love) and obvious operating expenses (I'm sure 175k is also about as low as they can go and still get a viable product) they aren't looking at raising 175k... But more like the putting the effort into the 80-90k they will need to bridge the gap.

    7. Trevor Lewis on July 24, 2012

      Can't wait to add my support (again). How can you justify setting a goal at $175k considering the project only got $100k in pledges the first time around? I understand pushing harder, but just as $100k is a hell of a long way away from $500k, $175k is a long way away from $100k. I just really want this project to make it!!!

    8. Xander Mol on July 24, 2012

      Sounds great. Eager to repledge!