Queen of Corsairs
Queen of Corsairs
Take on the role of a betrayed space pirate seeking revenge in intense, procedural rogue-like space fights
Take on the role of a betrayed space pirate seeking revenge in intense, procedural rogue-like space fights Read more
About this project
QUEEN OF CORSAIRS is an action filled rogue-like space arena shooter that lets players take on the role of a betrayed space pirate seeking revenge in intense, procedural space fights. Upgrade your ship from a procedurally generated tech tree that is different each time you play. Beat nine stages in a row, avoiding the perma death at all cost. Take revenge on Long John Sylver and destroy the Queen of Corsairs!
- Upgrade Your Ship From a Procedurally Generated Tech Tree
- Avoid the Perma Death or Lose All You Have
- Use your Booster to Dodge Enemy Gunfire
- Several Enemy Types Including Imperial Fighters And Alien Vessels
- Massive Boss Fights
- Windows PC
- Single Player
Expected System Requirements
- 2.0 GHz Dual Core Processor
- 2 GB RAM
- 512 MB graphics card with support for OpenGL 2.0+
- 200 MB of hard drive space
The project was started back in August 2016.
We have major parts of the game programmed and designed. The first three stages of the game are playable and, although not finally polished, in a high quality state. We can now head over to filling the coming stages with content based on the foundation of this gameplay core.
With our given progress of development so far, we are confident that we can ship the full game in August 2017 to Windows PC, Linux and Mac.
To demonstrate how much love and passion we are putting into Queen of Corsairs, we have built a demo (for Windows PC) you can download and try right away! Give it a try!
Queen of Corsairs is a project we've been working on for multiple weekends and sleepless nights. We are dedicating almost all of our spare time into creating this wonderful project we love, supporting ourselves with full time jobs. Now we are getting closer to a point where we will need to cover some costs to get the game finished in the desired quality.
- We want to compose a unique and thrilling soundtrack for the game
- We want to record professional voice-overs for the ship systems and characters
Right now, all audio materials in the demo are free-to-use materials available on the web. The music consists of free tracks by Kevin MacLeod (incompetech.com), all sound effects are free 8-bit sounds (downloadfreesound.com).
That's why we need you to make a unique soundtrack, high definition voice overs and awesome quality sound effects happen!
If this project exceeds the funding goal, we can invest the additional money into marketing efforts - and with more marketing budget and an improved community standing, with the chance to reach out to many players - we can stretch the production time and efforts and make it an even more engaging experience! See our stretch goals below!
Ragiva Games is a passionate indie game development team, founded in December 2014, currently consisting of Dominik Hoeke, Rafael Chiamenti, Miltos Despoudis and Ian Fantova. We are scattered all over the world from Brazil to Europe and we share our love and passion for designing video games. We develop our games remotely via Skype, Slack and more communication tools in our spare time.
Please support us by backing this video game if you like it! Besides, you can also support us by sharing the word, informing your friends and foes about this game being in the making! And you can also follow us on Twitter and Facebook!
All backer money will go into the creation of Queen of Corsairs and help us making this game more awesome than it could ever become without you!
- Pledge for the game!
- Spread the Word!
Risks and challenges
Queen of Corsairs is in a solid development state where most of the typical risks of the production process of a game have been overcome already (technical prototyping, design proof, game flow, game feel, ...). To prove this point, we are providing the playable demo above.
With this background, we are confident that the game will be built as described. However, as with any creative and technological project, risks can occure at some point that we could not have foreseen. To overcome this, we are building our game iteratively, making sure we have a stable and fully playable build every two weeks that demonstrates the shippable state of the game.Learn about accountability on Kickstarter
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