Queer Quest: All in a gay's work
Queer Quest: All in a gay's work
Queer quest is a queer-as-fuck point-and-clit adventure game.
Queer quest is a queer-as-fuck point-and-clit adventure game. Read more
About this project
Queer Quest is a queer-as-fuck point-and-clit adventure game. Inspired by classic gems like Monkey Island, Kings Quest, and Leisure Suit Larry, but set in a queer community in the pacific northwest. You play as Lupe, a long haired butch with a heart of gold. She lives with her babely girlfriend, Alexis, that is until one day when Alexis gets kidnapped! You gotta help Lupe by deciphering clues, talking to lovable weirdos, and navigating self care.
"Queer Quest is another entry into the burgeoning landscape of queer games, and with any luck, others will soon be naming it as their inspiration too." - Kill Screen
"I met the developer of this game at XOXO. I was fascinated and intrigued. Glad to see it's on Kickstarter!" - Ron Gilbert (Monkey Island 1&2, Maniac Mansion)
"Never in our wildest dreams did we think we’d be playing a video game about our actual lives! We’re so ready." - Huffington Post
"Now that I think about it, 'point and clit' is pretty clever." - The Cliqist
Queer Quest is set in a gayborhood in the Pacific Northwest. It is a story driven puzzle game that explores the oddballs that shape a community. There's a wide range of characters, most based on real people in a real community.
Queer Quest was inspired by a protest that happened a few years ago in Portland, OR. There was a physical assault on a queer couple, and the organized response was for folks to hold hands across a bridge. That protest inspired me to make this game. Queer Quest is about how community responds to tragedy.
(in order left to right from photo)
Hagen Deloss ... Art
Mo Cohen ... Programming / Writing / Design
Maria Del Castillo ... Music
(Not pictured: Nick Sahoyah who drops by and helps with comedic & puzzle refinement, Emily Madly who did the character concept art, and Vincent Cruz who does the tarot art. "WHAT TAROT ART?" You ask? You'll have to play to find out.)
I'm raising money in order to pay the team a fair wage. Art, animation and music is all time consuming, and working on a shoe-string budget is rough and slow. Donating to this Kickstarter will directly help expand the small, yet growing, canon of queer video games. This is a passion project that I've been scoping for years and finally built enough skills to start developing. I've been paying for art and music out of pocket, working a full-time day job while developing Queer Quest at night. And it isn't sustainable, so now I turn to my communities of queers, gamers, and everyone else who needs this game to exist as much as I do.
The bulk of the money will go to paying for art and animation. Point-and-click adventure games are really graphic heavy and since I'm contributing the programming/writing for free, the next highest cost is the art. After that, a chunk goes to taxes, fees, music, rewards, marketing, and equipment. A small percentage ( < .001% ) might also go to flavor blasted cheddar goldfish, because we eat a lot of those.
Pending successful Kickstarter, we plan to launch the game in the next three years, because we want to take the time to do it right. If this Kickstarter fails, this project will take around ten years to complete if I continue to fund out of pocket.
Risks and challenges
Any indie game company risks running out of money, burn out, over-scoping. Making a game is really fun sometimes and really tedious other times. I document all of the challenges that come up in the dev blog if you're interested in reading how many hats one person can wear at the same time. But I wouldn't worry about my dedication to making this project happen, I've been planning this game for four years now, all the while I've been building up my programming skills, writing plot points and puzzles, and fearing that someone would beat me to making this game first. Making a game is hard, but not making this game is even harder for me.Learn about accountability on Kickstarter
Initially Mac and PC. The plan is to port to iPads afterwards. I'd like to find a way to bring the genre to consoles, but I'm still figuring out what that would look like.
Share this out amongst your friends, your coworkers, your friend's coworkers, your gay uncle, etc! If you know blogs or other publications that want to write about us, send them our way! Send us words of encouragement!
Hey, I've been looking at this with some friends and we aren't noticing any clearly noted trans women/trans feminine folks in the lists of characters or description. Can you speak to that at all?
Heck yes! Not all the characters (or their gender identities) are posted on this Kickstarter. I'll try to do character-focused posts in upcoming updates/blog posts so folks can get a better feel for the queerdos in the game and I'll be sure to have a trans femme character be the first of these. Representation is tricky work, and I want to do a good job, so if folks ever ever ever want to talk about video game representation (for trans femmes or folks in other minority groups!) please reach out and send a message (likewise I will and have been reaching out to friends in the community to learn how they'd like their identities to be represented).
Short answer: I'm paranoid. It won't really take that long for rewards or for the game to come out. It'll really be more like Dec 2018 for the game's release and Dec 2016 or Jan 2017 for the rewards to be mailed.
Long answer: It is really far away! Most rewards will be sent out LONG BEFORE THEN. But! It is set to Dec 2019 because the game will take a while to develop (I work a full time job, this KS is only to cover the costs of art/animation/sound/business costs). The game will probably take much less time to finish and send out, but I'd rather over estimate and surprise folks with an early release than under estimate and disappoint so many supportive backers.
Because I'm bad at planning ahead and Kickstarter doesn't let you edit descriptions but does let you edit limited quantities. It was originally 400 but that wasn't really exclusive so I shrank the number down.
I'll probably spend the weekend crying and taking baths. Then I'll get back to work. I've been paying for this game out of pocket so far, and I'll keep doing that the best I can. It means that this game will take a LOT LONGER to make, because I don't want to cut corners but I can't afford a lot of art/music per month and I believe that artists should get paid fair for their work (I've heard of friends working on hit indie games making below min wage for their work because of how the contract played out, and I really want to help change that). We also have a few backup plans, like applying for indiefund, finding a sugar momma on craigslist, and possibly approaching crowdfunding again in the future with more of the game to show.
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