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$1,368 pledged of $5,000 goal
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About this project

  • Real-time strategy game with pixel art
  • Play a Shadow Knight, Stalker, or Mage as your leader class
  • Choose from a variety of upgrades as your leader gains levels
  • Command elite troops with strategic roles and a rage mechanic
  • Manage connections between fortresses in a unique way
  • Gain prestige by defeating raid encounters spawned from rifts
  • Dynamic world events such as invaders that attack fortresses
  • Win by capturing all enemy fortresses or surviving the Apocalypse
  • Single-player campaign with a story and objectives
  • Single and multi-player skirmish (local or network)
  • Already Greenlit on Steam

Pursuit of Power® 2 is a real-time strategy game with a different focus than traditional RTS games. Players connect fortresses together in order to build, research technology, generate bonus resources, defend allies, and lay siege to enemies. Each player has a leader unit that summons structures and casts powerful abilities. Rifts between opposing fortresses can spawn raid encounters that reward players with prestige when defeated. There is a priority system for enemy targets and a rage mechanic that affects combat in multiple ways.

Fight through a single-player campaign game with unique content and objectives for your leader. Play local and network skirmish games with up to 10 players. Join a team with allies that can come to your aid. Create new skirmish games using a map editor with a rich set of features.

With your support, Pursuit of Power® 2 will be released during March of 2018 for the Windows PC.

The game begins with your chosen leader spawning next to a crystal formation. Clicking on the crystal will summon your first fortress over it. Now you must race across the map to summon more fortresses over unprotected crystal formations using your leader and zealots.

Portals are summoned over crystal formations
Portals are summoned over crystal formations

What are zealots? They are devout followers that march from your own fortresses to any other fortress, whether friendly or an enemy. Zealots form a continuous line when there are no gaps between zealots due to deaths. Those complete connections transfer magical power that can generate resources, bolster defenses, or help lay siege to enemy fortresses. 

The front zealot at the head of the line holds a banner. If any zealot dies before it, then the banner shifts to the next head of the continuous line. Power emanates from the banner during each pulse event. When connected to a friendly fortress, that power flows through it and travels back to the source, providing additional power for the player. The destination fortress also receives increased build progress for every friendly connection.

On the other hand, every enemy zealot connection to a fortress slows its build progress. If more enemy banner zealots reach the fortress than friendly zealots, it essentially halts progress so enemy troops can lay siege. In addition, the enemy banner zealots generate prestige when they successfully reach the portal.

 Several zealot lines swarming an area (1080HD version)

What are the resources? Every 2 seconds a pulse event occurs in the game. During that event, power is generated for players with fortresses over active crystal formations. Power is the main resource in the game. It is required for most game actions, such as summoning troops or using an ability.

Crystal formations generate power for players
Crystal formations generate power for players

Prestige is awarded for heroic actions against enemies. It can be gained when players connect their zealots to enemy fortresses, use leader abilities effectively, destroy enemy zealots, kill enemy leaders, kill rift invaders, defeat rift events, or capture enemy fortresses. Prestige is required for some of the most powerful game actions, including the leveling system.

These units generate prestige when they kill zealots
These units generate prestige when they kill zealots

How does the leveling system work? Leaders gain levels as prestige is accumulated, much like experience in a traditional RPG. Every new level will award 3 ability points that can be spent on improving your leader. The system is similar to Alternate Advancement (AA) points in EverQuest.

Mage leader casting a spell
Mage leader casting a spell

There are 10 abilities that can be upgraded 3 times, where each upgrade tier costs that many points (1-2-3). So it takes 6 total points to fully upgrade an ability. The abilities are grouped into 4 categories, and a new category group is unlocked every 5 levels.

Those ability groups are tied to different phases of the game. Four of the main combat abilities are available immediately in the first group. The second group of 3 avatar abilities help defeat rift events. The third group of 2 divine abilities can wreak havoc on enemy zealots and fortresses. The final group consists of a single leader aura with powerful effects.

What is a rift event? Rifts are created when crystal formations become unstable. They start to form between opposing fortresses after players have claimed all crystal formations, or a certain amount of time has passed. They spawn invaders that attack fortresses, and during periodic surges, can overwhelm the fortress until it has been destroyed.

Players can also trigger a rift event by using their leader's special divine ability on any rift. That player is then "in phase" with the rift event and can therefore damage the enemies it spawns. Other players can still attack the triggering player's troops, so it can be a chaotic battle. However, any player not "in phase" will be attacked with extra damage if those troops get too close to the creatures spawned from the rift.

Several waves of enemies will spawn from the rift. Prestige is awarded when the final boss wave has been defeated. No prestige is awarded if the leader dies, moves out of range, or a certain amount of time passes. The ability used to trigger the event has a cool-down timer once the rift event ends.

Battle at a fortress (1080HD version)

What is a typical battle scenario? During battles, units will select targets based on a few criteria. Towers will normally target zealots before any other unit. However, siege troops will draw fire when in range. That will allow your zealots to pass by without being harmed. The siege units are also very effective at absorbing damage from structures.

Towers will attack siege units as a priority
Towers will attack siege units as a priority

Fighter units will taunt all troops when in range. That can allow your high-damage units to harm enemies without risking death. Immobilization troops can fear, stun, and mesmerize most other troops. That can render a group of enemies helpless as they get picked off. When the affected unit is first hit, a bonus buff is triggered for the attacker.

Shadow Knight leader swinging his axe
Shadow Knight leader swinging his axe

Scout units can stealth and do extra damage when attacking while hidden. They can detect other stealth units and also have a debuff. That debuff amplifies the damage of certain abilities. All 3 major debuffs are displayed as icons near the troop health and rage bars due to their importance.

Stalker leader attacking with her bow
Stalker leader attacking with her bow

Rage is generated when the troop takes damage or while it is immobilized. As the rage increases, the troop gains rage levels. Each rage level multiplies the damage done by that troop. Killing troops with high levels of rage is important. Some abilities can even harness the rage to create bonus effects. Troops at max rage level are immune to immobilization effects. All troops decrease rage over time.

Player capturing an enemy fortress (1080HD version)

How do you capture an enemy fortress? Players must first destroy all 4 fortification towers to make the portal vulnerable. Then they can damage the portal while fortifications are down, which isn't easy since fortifications can repair themselves with help from friendly zealots. The player's zealots will then capture the unprotected portal after several pulse events and a new fortress will be summoned for the conquering player.

Destroy all 4 fortification towers to make portals vulnerable
Destroy all 4 fortification towers to make portals vulnerable

How does the game end? There are two main ways to win the game. The more traditional way is to capture all of the enemy fortresses. Leveling-up your leader more quickly than your opponents can help, especially once you gain your powerful Aura ability. 

You can also win the game if you are the last player to survive the Apocalypse. The game world becomes increasingly chaotic as players conquer fortresses and destroy the rifts. Powerful creatures from an alternate dimension take notice and start to descend through the rifts, making the encounters more difficult.

When the first leader reaches max level, the game shifts to the final phase -- Apocalypse survival! All remaining fortresses come under heavy attack from the rifts, which form all over the game world. The attacks increase in strength until only one player survives and the game is won.

Are there any other gameplay concepts? I plan to implement additional features as funding permits. Those concepts include rift storms, fortresses that morph into controllable raid bosses, flying guardians, talking avatars that provide situational awareness and commentary, droppable raid items for leaders, and more...

Shadow Knight fortresses under attack
Shadow Knight fortresses under attack

 

The crystal formations are an integral part of the story. They are connected together beneath the earth, forming a network of power that flows through the planet. They are a living entity, where each pulse is a breath that nourishes the planet.

The power of the crystals was harnessed long ago by beings that desired immortality. Those creatures absorbed so much power that they ascended to another dimension, becoming worshiped by the mortals left behind. These deities now fight for dominance as they seek to gather the strongest allies across every dimension.

You have risen to lead the mortal armies of your deity. As you conquer each world, you consume its power until you are able to transport your spirit to another world, leaving behind the remains of a diminished planet. From there you launch your assaults, summoning your armies through portals that connect those worlds.

You are aided by the Avatar of your deity, a formidable creature that can grant you god-like abilities to smite your enemies. This Avatar gives you insight into all divine beings, including the crystal formations and the zealots of your enemies. Through its omniscience, you can even sense when your fortresses are going to be attacked.

Now you must conquer each new world and harness its power to give your deity the dominance it craves. Perhaps in time, you will ascend and rule over your own empire...

Pursuit of Power® 2 is just starting the Beta phase of development. Most of the major game components have already been completed. That includes the path-finding, troop AI, computer player AI, networking, multiplayer, game editor, combat mechanics, fortresses, and other major components.

The main features I need to finish implementing are rift events, the leveling system, apocalypse phase, and the campaign mode. Those 4 items will be my priority over the next few months. I will leverage some of the code from my previous two games, which will help with the development of those items.

The artwork is in progress and I expect to continue adding new assets for many months. Currently, the first pass has been completed for 14 of 18 troops, all 12 structures, and the magic sources. Some of the terrain and scenery details are done too. That leaves 4 more troops, several rift bosses, some of the environment, combat effects, death effects, user interface, splash screen, and additional artwork that depends on the goals funded.

The game will continue to look more visually interesting, especially once I begin adding unique combat effects for each unit. The level of polish will dramatically increase too. I finished most of the complicated parts of the game so I can spend the next year making it really fun!

Heavily fortified Stalker fortresses
Heavily fortified Stalker fortresses

 

I have spent the past 4 years creating Pursuit of Power® 2. I have all of the major concepts designed and most are implemented as well. I'm at the point where I would really like to build a community around the game.

I could use feedback on a few different areas such as artwork, game mechanics, unit abilities, story, user interface, and more. That will enable me to make the best game possible. It also helps me understand what features interest people the most so I can focus on them.

The current version of the game is fully playable and fun, but I want to take it much further. I have several funding goals that can build upon the existing systems. I want more epic battles along the zealot paths and at the fortresses. I want to experience random world events and race players to the most powerful divine abilities!

I have 3 base goals that I hope to accomplish with this Kickstarter campaign. I also have some more ambitious goals that I would love to fund. I believe they will add a lot to the game. If I am able to fund more than the base goals, I will ask the community to prioritize the additional goals.

Goal #1 ($5k) : Finish creating the core art assets for the game, which includes all player units, rift creatures, basic effects, terrain, scenery, and splash screen.

Goal #2 (+$5k) : Create custom artwork for all player icons. Create an intro music track for the splash screen. Create custom sound effects for all player units. Tweak all artwork during a second pass to improve visuals and achieve greater consistency.

Goal #3 (+$5k) : Create custom music tracks, which will add tension to battles. Create additional sets of terrain and scenery to provide more variety for environments. Create new artwork for combat effects, death animations, GUI elements, and overall polish.

Rift storms (+$5k) : Implement rift storms, which drift towards fortresses and can affect the battle field in multiple ways. They could strike a tower, poison troops, buff certain creature types, and more. The rift storms would require new animations and game mechanics.

More rift bosses and invaders (+$5k) : Create more raid bosses and invaders for the rift events, which would require new animations and boss mechanics.

Droppable raid items (+$10k) : The raid encounters drop items that can be used by leaders. Some of these items are visible on the leader, which will require new artwork and enhancements to the animation design.

Morphing banner zealots (+$10k) : Banner zealots can be infused with divine power and morph into epic creatures. They essentially become mobile fortresses, requiring substantial effort to kill. Players must halt their progress while trying to cut the zealot line, which sustains them by regenerating health. Once the zealot line is cut, the epic banner zealot can be defeated more easily.

Guardian fortress with raid mechanics (+$15k) : The guardian upgrade actually transforms the fortress into a creature. The fortification towers become the limbs and the portal becomes the body. The limbs acquire additional attacks for each level gained. Players can control some of the attacks like a raid encounter.

Flying guardians (+$15k) : The guardian materializes into an ancient dragon that can be sent to a destination fortress. It follows the path of the zealots, annihilating enemies it encounters along the way.

Avatar animation and voice-overs (+$20k) : The avatar becomes a living presence within the game. Gestures are animated and voice-overs are used to provide players with situational awareness. Skillful attacks are emphasized with "flavor" comments. The avatar becomes a commentator for the game.

More campaign content (+$20k) : Each leader class gets a unique story-line for the campaign. Some of the NPCs are fully animated so they can walk around the map and even participate in battles. More lore is added to enrich the world.

I want to make sure that all backers are rewarded for helping make this game. That's why every digital download tier is a Beta milestone. You will get to play the game months before it is officially released. I'm really interested in building a community around the game.

I also wanted to give a price break for multiple copies of the game. I have purposely kept the rewards lean and simple. That way the money goes right to making the game better.

Finally, the game will be launched on Steam and it has already been Greenlit. All backers will receive a Steam key for each purchased game. I will do my best to send those keys by the deadline listed for each reward.

I did include a few rewards for those backers that want to create content for Pursuit of Power® 2. Those rewards are for skirmish boards, non-player characterscampaign boards, and boss creatures. If you choose one of those rewards, I will work with you directly and do my best to achieve your vision for that content.

Please note that the content process will begin after the delivery of the digital download keys.

Michael Vitt - I am the owner of Precision Games and creator of Pursuit of Power® 2. I have always been passionate about making video games, ever since playing Atari more than 30 years ago. I wanted to make video games so much that I taught myself to program QBasic on an 8088XT when I was 11. I then studied to become a software engineer and that technical experience has really helped with my game development.

Meagan Bowden is the lead artist for Pursuit of Power® 2. She is a 2d pixel artist with over a decade of experience in the gaming industry. She spent her childhood attached to either her computer or a sketch pad, designing her own fantasy world complete with a made up language known only to her and a very fat orange tabby.

Steven Harriton is the music composer for Pursuit of Power® 2. He has been composing, producing, recording, editing, mixing and mastering audio for the past 15 years in Los Angeles, California. In 2016 his music aired on TV/Film/Internet in 30 different countries. You can find his music in Civilization 3: Call To Power, American Idol, Arrow, Top Gear, and many other TV shows. Steven has also produced around 25 independently funded artist CD projects.

Pursuit of Power® 2 will have more than 30 minutes of music. The tracks will start out orchestral in the beginning of the game and become more industrial over time. The intensity will pick up during rift encounters and the apocalypse phase of the game. The above track will be played during the main gameplay phase.

I have written the entire game engine in C++. I started it more than a decade ago, so the code is really robust. It is based on DirectX 8.1 and Winsock 2.2 for the network sockets. Since I control all of the code, I always have the ability to fix any bugs that are found. The games run smoothly on pretty much any Windows PC at any resolution.

I am also able to optimize the engine for the games I create. That's particularly important for this game because of the large number of units that can exist. I designed the game to simultaneously handle more than 12 thousand zealots, 1 thousand troops, 1 thousand towers, 50 fortresses, and 10 total players. The path-finding is multi-threaded and very efficient. The multiplayer network code only sends updates for visible entities on each client and uses very little bandwidth, even with thousands of units in game.

The game engine is designed with interface classes to support multiple operating systems. I hope to eventually add native support for Linux and Mac. My games do run on Wine for those operating systems.

Current version of the Map Editor
Current version of the Map Editor

Links

Press kit: http://www.indiedb.com/games/pursuit-of-power-2/presskit/all

Web site: http://www.precisiongames.net/pursuitofpower2/

Steam store: http://store.steampowered.com/app/546120

Twitter: https://twitter.com/MikeVitt27

YouTube: https://www.youtube.com/user/mikevitt27

IndieDB: http://www.indiedb.com/games/pursuit-of-power-2

Risks and challenges

Any project can experience setbacks even if it has been carefully planned and well executed. Therefore it is important to minimize risks as much as possible. Completing the complex portions of a project can greatly reduce the risk of setbacks.

I have spent more than 4 years taking this game from prototype to the start of Beta. Most of the core features have been implemented, including complex components like artificial intelligence, networking, and multiplayer.

Most importantly, the game is already fun and it can be played right now. That means I always have the option of releasing it early if I hit some kind of unforeseeable setback.

I don't anticipate any issues and I have released two complete games of similar scope. I have also invested a significant amount of my own money into the game. I will do everything I can to complete this game on time with all of the promised features.

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Funding period

- (28 days)