Frequently Asked Questions
Yes, you can add as many extra copies of Mages of Mystralia to your pledge as you want!
Simply add 25$ CAD per extra copy to your base pledge cost.
Once the campaign wraps up, we'll send you a form to let us know what the extra money is for. You will be able to select a different system (PC/PS4/XboxOne) for each copy.
Note: This works exactly like our Treasure Chests physical add-on at 50$ and 100$ CAD, except if you get physical rewards you need to add the shipping cost to the total.Last updated:
It's super simple!
First, select which Treasure Chest full of goodies you want: Silver 50$ or Golden 100$ CAD.
Second, add the shipping cost of your region to the price of the Chest in CAD$.
[Can: 18 CAD$ ($13.40 US), US: 25 CAD$ ($18.60 US), Rest of World: 27 CAD$ ($20 US)]
Third, go to your current pledge and manually add the Chest value in CAD plus your shipping cost in CAD to the total and voilà!
Once the campaign wraps up, we'll send you a form to let us know what the extra money is for.
For example, a backer from the United States who wants to get the awesome Golden Treasure Chest would take his base pledge, let's say 60$CAD for the sake of the example, and add the value of the Chest (100$ CAD) + Shipping cost to the US (25$ CAD) for a total pledge of 185$ CAD (about 138$ USD).Last updated:
We are currently working on having PC (Windows), PS4 and Xbox One certifications for our upcoming launch, but depending on the funding we receive from the campaign or the reception of the game at launch, the Nintendo Switch port is definitely something we are going to be exploring in the near future!
We are currently actively looking to obtain a dev kit, but since the console is quite new, it's not an easy process! XDLast updated:
No. We aren’t currently working on Mac/Linux ports of the game. That being said, once Mages of Mystralia is officially launched, we will be exploring these avenues more thoroughly.Last updated:
For the Kickstarter campaign, we are currently offering the Steam version only for PC users, simply because it is the only way to keep the game updated regularly for our beta testers in the next few months. The game is also playable offline on Steam, so internet connection shouldn’t be an issue.
That being said, once Mages of Mystralia is officially launched, we will be exploring GoG.com as a potential distributor for the gameLast updated:
OS: Windows 7
Processor: Intel Core i5 2300 or equivalent
Memory: 4 GB RAM
Graphics: GeForce GTX 550 Ti or equivalent
DirectX: Version 11
Storage: 8 GB available spaceLast updated:
There will be an NDA during the closed beta period of the game, but this period shouldn't last too long depending on beta feedback, polish time and debugging. We anticipate our full release to arrive by the end of Q2 2017.
We certainly don't want to discourage content creators to play the game for their communities, it's rather a question of putting forth publicly a game that isn't what we consider our final build!
That being said, we would love to hear from content creators who are backing the project so that we can coordinate with them to make a big push once our game arrives at full release! At which time we will be dropping the NDA and giving monetization permission for music in the game to be featured on videos relating to Mages of Mystralia. :)Last updated:
As of right now the campaign length is approximately 15 hours, it can go up to 25 hours for all of you completionists out there, with side-quests, optional puzzles, hidden treasures and such.
We've already announced that if we reach 70 000CAD$ we'll unlock the Trials of the Mages challenge mode which will add extra play time. We've also got a ton more ideas on our bucket list to add gametime and replayability as well. We hope to reach them with this campaign through additional stretch goals, but if we don't they will probably take form post-launch! :)Last updated:
As of right now, there's no tech currently supporting it and it would require a huge amount of work. Just the testing and balancing part would be a long and resource intensive process. We're talking months.
It's certainly interesting to consider, but we prefer to nail our original concept, create an amazing single player action-adventure game and build from there.
So, in a nutshell, there won't be any multiplayer at launch, but we will evaluate our options afterwards.Last updated:
We cannot give an exact date (it will depend on Kickstarter a lot), but here's the process:
1- Campaign ends on the 15th at noon.
2- Kickstarter tries to get the payment from the backers. This process can take up to 14 days (this comes from their creators info page) They try a couple of times to process the payment and contact backers when their payment process is not properly working.
*(We'll most probably try to contact "dropped" backers to offer them to get back in via paypal after Kickstarter drops them - that will not slow things down for everyone else)
3- During that period, we will send all backers a form to complete so they can tell us which system they want the game on, and if they paid extra for add-ons they will be able to let us know what the money was for exactly.
4- We have to manually process thousands of forms to gather the information and put it in a spreadsheet to make it comprehensive and usable.
5- Then, all PC backers will get their Steam Key for the Beta. All the backhand on Steam is already done, we simply have to go through the closing phase of the Kickstarter.
That's the process in a nutshell. The payment should be processed faster than 14 days, and once we do have received it (well, at least received the confirmation if not the money itself), we'll send a mail blast with the keys.
Be assured we want this process to go as fast as it can. We certainly don't want to delay the Beta and even less the full release because of processing downtime. We do, however, depend on Kickstarter's payment processing which we cannot accelerate in any way. We also have to gather forms & infos from thousands of backers.
That's why it's hard to give a precise date right now. What we can tell you is that it will be right after the campaign is processed, just like we stated. We do want to move things along asap. We still have to figure how long that asap is in details. It's probably going to be a few days to a few weeks max... we seriously want to get this done quickly.Last updated:
Yes! The game supports all of the most popular controllers for PC (Xbox360, XboxOne, Steam Controller, etc.).Last updated:
Don't see the answer to your question? Ask the project creator directly.Ask a question