Frequently Asked Questions
Yes! If you get a computer version of the game, you'll get a Linux version for both Steam and DRM-Free, in addition to the Windows & Mac versions.Last updated:
Right now, we are planning on releasing the game on Windows, Mac, Linux, PS4, and Vita.
Unity makes it easier to release on multiple platforms but there’s still work involved. For example, porting a PC game to mobile can involve extensive work as you often need to completely redo the user interface & text (smaller screen size), the controls (touch vs. keyboard/mouse/controller), and possibly do extensive optimization work for things like less RAM. And porting a game to a new console involves a whole set of possible issues – you need to work out the contracts between the developer & platform holder, you have to make sure that your game fulfills all of the platform-specific rules that the platform holder has in place, etc. And then once the game is running on a new platform, you still need to extensively test that particular version to make sure that there aren’t any platform-specific bugs that need to be fixed.
Plus, kickstarter adds an additional difficulty - rewards. Each platform has its own rules about free codes & the last thing we want to do is promise a free copy of the game on a specific platform as a reward and then later find out that we can't obtain enough codes to fulfill that reward tier. Thankfully, Sony has been very understanding and has given us a number of PSN codes to use with this kickstarter.
Early on, we decided that in addition to our “home base” of Steam (Windows & now Mac), we wanted to add a console & a portable option. We chose the PS4 & Vita for a number of reasons such as Sony was the most eager to get our games on their platforms and has been most helpful in getting us all the necessary development support.
There is still a possibility that we’ll decide to port Cosmic Star Heroine to other platforms at a later date but we really felt like trying to release on day 1 on PC, Mac, PS4, and Vita was all the stress we could personally handle at one time. With that said, we're definitely looking into the possibility of Linux, Xbox One, and Wii U versions, but won't be announcing anything on those fronts until we have something definite.Last updated:
Although there will be humor in Cosmic Star Heroine, it is not designed to be a parody. We're going to be aiming for a similar mix of serious & light-hearted elements as is found in the Lunar series or the Chronicles of Prydain.Last updated:
When will backers receive the "Digital copies of our previous games on Steam & a digital copy of the complete soundtrack to Precipice of Darkness 4" rewards
We will be handing out the "Digital copies of our previous games on Steam & a digital copy of the complete soundtrack to Precipice of Darkness 4" reward soon after the Kickstarter completes.Last updated:
Here are some ideas of ways we could use extra money to improve the game while not pushing the game past its 2014 release date. Note these are just ideas; game development can be hard to predict but the long and short of it is that we'll try to use any extra money to make the game the best game we can make while not delaying the release date.
$100k-$200k: We would most likely use this extra money for additional time at the end of the development cycle for extra polishing and non-essential but fun extra features. We would also be able to give more money to Hyperduck for use on the soundtrack - the $100k initial goal should get us a soundtrack on par with the last game they scored for us (which had an excellent soundtrack - check it out!) but of course, we'd love to make the Cosmic Star Heroine soundtrack even better.
$200k-$300k: At this stage, we would consider the possibility of hiring additional part-time help for programming & art, thus allowing us to do more with less time. Of course, this is dependent on us finding the right individuals who do high quality work that fit the game and who would work well with us.
$300k+: At this stage, we could consider getting the game localized in other languages and maybe look into some voice acting.
Also, if we end up with enough money left over after making the game, we would like to do some free post-release DLC.
Note, that additional platforms are not something that is going to be affected by overfunding. We would love to get the game out on as many systems as possible, but this is more of a matter of time & signing the appropriate contracts with the relevant platform holders (Nintendo, Microsoft), rather than money. Since the amount of money to outsource a port can be extremely high (we've heard quotes of over $100k depending on the quality of the porting team and the target platform), we would most likely be handling any ports in-house (this also allows us to ensure the port is a quality one) so this is something that would happen after the initial launch to avoid delaying the existing versions. With that said, we are investigating ports to the Wii U & Xbox One and will let everyone know when we have something definite to report on those fronts.Last updated:
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