Innovative, realtime 2D-Online-Multiplayer Game. Train your skills and compete against other players in global matches! Read more
Funding for this project was canceled by the project creator on February 25, 2013.
About this project
Starbattle is a 2D hardcore, skill-based, competitive multiplayer action game.
Four stars of different colors fight for a very special spot in the universe, each claiming it for itself. To do so, they use their plasma shots which come out of the stars jags clock-wisely. Only when a shot is destroyed, another one can be fired. Additionally the stars can make use of their melee attack, which is basically them spinning like a buzz saw, inflicting damage when bumping into an opponent.
You take control of one star and try to gain the upper hand in several amazing game modes and stunning battle arenas studded with walls, spikes, doors, exploding barrels and much more. A huge collection of items like speed up, fire shot, invulnerable or camouflage can be collected to support your efforts on the way to victory.
Jump in and compete with your friends - together at a local PC, over LAN or online. Yes it is true - Starbattle will warp you back to the good old times when you schlepped tons of computer equipment to a friend's flat to have a sleepless weekend of gaming madness!
There won’t be any DRM or bothersome activation processes – but to play a ranked online match please understand that you have to register, of course. This is required to track ladder progression and to prevent cheating.
Starbattle will be released for Windows. But since we’re using our own custom engine, Linux and Mac support would be possible. This mainly depends on the outcome of the Kickstarter project.
Once upon a time in a cold, inhospitable pile of floating trash that those simple-minded Earth-inhabitants like to refer to as “the universe”.
Four massive, luminous balls of plasma held together by gravity – for reasons of simplification henceforth called “stars”– are currently on their way to seek their perfect spot. In an ever-expanding space, so vast that one’s mind cannot even closely imagine its extent, their search may take forever.
But what’s that? Is it possible? Could this be the place the ancient celestial prophecies were talking about? It seems as if our four little star-buddies - let’s name them Beep, Bomb, Snoof and Spark - are showing interest in these glorious coordinates. An interest that increasingly leads to a verbal exchange... leading to a verbal dispute... leading to verbal assaults... leading to – not-so-verbal assaults.
The ancient celestial prophecies speak of a strictly regulated contest whose vanquisher is granted permission to occupy the spot until he’s turning into a supernova. This event is the – may I quote here – “incredibly glorious, elusively fantastic, beyond-your-belief phenomenal, mind-bogglingly epic STARBATTLE”!
- 2 - 4 players competing simultaneously on one screen
- various game modes allowed in stunning battle arenas
- collectible items which are perfectly interplaying
- online gaming with an elaborate ranking system and matchmaking server
- create your own server and play with your friends online or over local network
- global leader boards
- free-for-all or team battle
- keyboard or game-pad control
- individual game settings ensuring endless gaming possibilities
- highly exact physical collision model
- cuddly, nostalgic-seeming comic look
- awesome particle effects
- unique music & sound effects
„Per aspera ad astra“(Latin: “Through hardships to the stars”.)
The idea of Starbattle was born in Midsummer of 1996 by Max and Stefan as a game that they were able to play during their summer holidays. They soon discovered that game-development is not an easy task but they managed to get a small prototype working.
In September 2006, they picked up the idea of Starbattle again. Max had refined his programming skills and a complete graphical overhaul took Starbattle to a higher level. Stefan started using more sophisticated image processing programs but in part used the old set of graphics to create a new but nostalgic seeming comic look.
Unfortunately Stefan had to leave the project due to personal matters. One faithful day Max showed the prototype to Philipp who was won over immediately. In the end of 2011, both of them decided to start working on the game in their spare time. Philipp’s duty was to write the gameplay logic in LUA while Max was rewriting the game engine.
After one year of nightly after work-shifts and sleepless weekends, they realized that it would take forever to finish the game if they would continue to work at spare time only. So they decided to quit their day-jobs and start working full-time on Starbattle.
We’re using Kickstarter to be able to fund the final stage of development for Starbattle and are currently working on the network and online framework. Max has just ported the matchmaking server to run on Linux.
We’ve rented a server for our development repository (safety first) and to test our matchmaking system. To ensure proper global network coverage we’ll have to rent more servers.
Unfortunately, our artist had to leave the team because of personal issues – so we need to hire an artist to get the graphics reworked and add missing assets for the game and the menu.
We have many fun ideas for Starbattle arenas – but it will take some time to implement and test them.
We quit our day jobs to work full-time on our dream. So we need some money to pay for rent and food.
Once we reach our goal, anything past that will be put back directly into making the game more polished and the support of further platforms like Mac & Linux.
Currently our tool pipeline is lacking a level editor, so the development of new levels is pretty cumbersome. YOUR pledge will be used to improve on that, so we can build more fun levels for you to play. One of our stretch goals is the release of our tools to the community - so you would be able to create and share your very own Starbattle arenas - think about how awesome THIS would be.
Starbattle is being developed by a two-man indie team, located in the city of Vienna: Markus “Max” Haschny and Philipp “Princess” Kock.
Being part of the professional gaming industry, Max and Philipp met in 2008 at a big Austrian game dev studio. Together they worked on several titles for PC, Nintendo Wii, DS, Xbox360 and Playstation 3 – as well as on mobile and free-to-play projects.
Born 1981 in Munich, Phil has always loved to create his own games. Designing new rules and game elements on top of existing board games like “Hero Quest” or “Star Quest”, he soon discovered the PC as a platform for creating small computer games with “GW-BASIC” and later “Turbo Pascal”.
In 2005, Phil made the decision to make his dream come true and become a part of the professional game development industry. After studying Game Design at a German game dev school, he finally got his first job as a gameplay scripter in a small game dev company at Hanover in 2006. Until 2013, he has participated in the development of over 6 games for consoles and the PC.
Since September of 2012, he also teaches game design at a local public school.
At Bad Habit Games, Phil is in charge of game design, gameplay scripting and particle creation – he is also in place when there is the need of a “quick & dirty” art task.
Born 1980 in the beautiful city of Vienna, Max has always dreamt of programming his own game engine. Early on he started to guzzle down each source of programming knowledge he could get into his fingers. His coding skills advanced constantly – there are rumors out that one of his finger tips is covered with a birthmark that actually looks like the phrase “C++” – but with knowledge also should come challenges!
Max decided to expand his horizon and signed a contract as a game programming teacher at a small Austrian game dev school. Soon he realized that this wouldn't be the real challenge he was searching for. He “upgraded” to a big game dev studio in Vienna where he was able to get both: to use and to expand his knowledge.
After working on several PC and console titles as a tool, gameplay and engine programmer he made another meaningful decision – starting a company, creating his very own game – Starbattle!
At Bad Habit Games, Max is responsible for engine, network and tool programming.
Starbattle BETA will start when we have finished implementing the game menu and the matchmaking system. The estimated release date for the final game is in the 4th quarter of 2013.
Getting your name into the game
Your name will be listed in the credits of the game. Once the project is funded we'll send you an email with a form so you can choose what name you want to appear!
The Starbattle BETA
Everyone who contributes to our Kickstarter campaign (enough to qualify for the second reward) gets an early version of the game and has access to any updates that come further down the road. Also you will get access to the exclusive BETA section in our forum.
The Beta will become the final game eventually so anybody who backed the Kickstarter with the minimum amount of £10 gets the final game.
You will receive a very special digital surprise photo of the developers. Each photo is unique! Share it or not – it’s your choice. Will we ever see the complete series online?
We've designed a few t-shirts for you to choose from. Once the Kickstarter campaign was successful, we will contact you to see what t-shirt you would like and what size.
The Plush Star
Carefully hand-crafted plush stars! Each plush star will be made one at a time, so every single one will be unique. Once the Kickstarter campaign was successful, we will contact you to see which star you would like.
A star named after you
We will name a real star after you! No joke – this is possible. You will receive a certificate and a map showing the location of the star, which will be delivered in a wooden box. Once the project is funded we'll send you an email with a form you can fill in any name you want (if it is not offending, of course)!
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Meet the developers in Vienna
We will fly you to the wonderful city of Vienna! Meet us to talk about Starbattle and discuss about the gaming industry. :) This very special reward includes a flight to Vienna and back plus a reservation for 2 days at a local hotel.
This will be a special reward for all Kickstarter contributors. Once the main goal is reached, Max and Phil will get a tattoo of a Starbattle motive! We will document our girly whining on video for your viewing pleasure!
Every single pledge will take this project closer to the finishing line - remember that we will only get the money when the funding goal is reached.
Finally we want to yell out a big THANK YOU to everyone who supports Starbattle. Spread the word - show them we are not alone...
Special thanks to our supporters, without them this Kickstarter project wouldn't have been possible:
Alex Nowak (Bad Habit Games logo and additional art)
Piers Erbslöh (Kickstarter video recording)
Uschi & Joachim from the "Steirisch Pub" (intro & outro video location)
Georg Reiter ("The Game" - voice over actor)
Maria Prock (proof reading)
and especially Manuel Reinhardt for hosting the campaign!
You guys ROCK!
Max & Phil
(Bad Habit Games)
BACKER AVATARS & BANNERS
Risks and challenges
In game development, there are always risks - but with years of professional experience under our belts we are able to reduce them to a minimum. During our career we have successfully shipped many projects. We know how to handle a game project from start to finish.
The most important thing: we are making the game we want to play - there already went a lot of blood, sweat and tears into the development so failing is not an option.
Getting network and server architecture right is definitely one of our main challenges but we are already running successful test games on our Linux dev server.
We have a working prototype of the game and we know it's fun to play but with YOUR help we can make this awesome multiplayer experience accessible to everyone.Learn about accountability on Kickstarter
Have a question? If the info above doesn't help, you can ask the project creator directly.
- (32 days)