Let’s get this right out of the way—your extended backing has already enabled us to add the following to Shadowrun Returns:
- Mac version – available for everyone and also included at the $15 backer level (We can’t change what the description says but it’s true!)
- Additional languages: German, French, and Spanish
- And . . . RIGGERS!
Yep, that’s right. We’re going to include Rigger characters and the drones they control, dramatically expanding the game play in all sorts of fun ways. Again, these are NOT stretch goals – they’re going to be in the game, thanks to your kind support.
As Jordan mentions in the video, the game is set in Seattle and every dollar above our initial goal will go into making a richer, deeper, gameplay setting with more stories with more assets.
But if we hit a stretch funding goal of $1m we will be able to add the following:
- A second city to explore. Which city? Well, that will be for Backers to decide! We’ll create a list of cool places for you to vote on. More on that later!
- A more powerful and more accessible (less ugly) mission editor, so more people can tell deeper stories in the world of Shadowrun.
- A musical score that resonates like the SNES and Genesis soundtracks did in the Long-Ago.
We continue to be blown away by your level of support and your passion for Shadowrun. In fact, we were almost carried away on the wave of enthusiasm over the last couple of days. But yesterday we took a step back and refocused on our core design principals and what we want Shadowrun Returns to be. (That’s why you create core design principals in the first place—to refer back to them in situations like this.)
As part of our review, we came to the conclusion that feature additions such as a Linux version, Multiplayer PvP, and Cooperative Play are beyond the scope of the project and would cause us to lose focus on the game you reacted to so positively (and the game we really want to make).
When Shadowrun Returns comes out (and is the success we all want it to be), we promise to look at these features as the core of a future release.
We are totally focused on our core goals of creating a kick-ass single player game with deep stories and thoughtful turn-based gameplay in world we can all play with. We hope you respect that decision, and again thank you for your enormous support and encouragement.