About this project
We would like to thank all the backers for making Jagged Alliance: Flashback a reality. We couldn't be happier with all the awesome support we have been getting from the JA community and we are certain that we couldn't have reached our goal without all your help. It is now our task to deliver, and make a game that is worthy of all the trust, love and hope you've put into this project. Thankfully the community will be ready to assist us on many different levels, which we are surely looking forward to.
If you've arrived late and still want to pledge, you can still do so by heading over to PayPal pledge section on our site. We'll keep most of the current pledge options available for some time and later move on to slacker backer deals. See more on that on our site, once it gets an overhaul the next few days.
All the money pledged after May 23rd will go towards Stretch Goals. you can find more info on those on this page and on the official site.
Chris Camfield and pro modders R@S and DepressivesBrot, Stan “sbobovyc” Bobovych, bugmonster and Flugente join the team!
"This is my type of game. :-) I think these guys really get it and I'm looking forward to this game." - Ian Currie, designer of the original Jagged Alliance games
"I can't directly speak to Full Control's ability to make a great Jagged Alliance game. But I can say that they are very skilled with Unity, understand game/software development, and can move mountains with limited resources. I don't question their intentions or integrity. I backed Jagged Alliance: Flashback day 1. - Kevin Saunders, Project Director at inXile
We have released a diorama scene, which depicts a combat scenario that takes place in a jungle/ruins setting. The scene can now be downloaded and explored, although it should be noted that Jagged Alliance: Flashback is currently in pre-production and both the style and core features are subject to change.
To navigate the scene simply press space to jump to different camera points. You can choose between 3 different zoom levels by pressing 1, 2 and 3. To exit the scene simply press ESC :)
You can download the scene in the links below:
Update #29 WE MADE IT and Skin Pack Goodies
Update #28 New Modder, New Sector and Reddit IAMA
Update #27 Tiers, Slacker Backer and More
Update #26 Kickstarter Recap and More Add-ons
Update #25 Assets and Modding
Update #24 Sector, Tiers, Radio Details
Update #23 Call to Arms and I.M.P.
Update #22 Minimum Budget Details and A New Sector
Update #21 Mercenaries and Diorama Questions
Update #20 Diorama Release & Friday Specials
Update #19 Stretch Goals, Competition and a Tribute Sector
Update #18 Secret Sector Update & Production Plans
Update #17 The Modding Team Expands & More
Update #16 Stretch Goals & Diorama Sneak Peek
Update #15 World Economy
Update #14 New Add-ons, New Tiers and a Team Video
Update #13 JA Intro Video and Community Efforts
Update #12 JAF Team Expansion and Modding Details
Update #11 Competition Winners and More
Update #10 Joining Kicking it Forward and First Diorama Model
Update #9 Weapon Customization and Special Friday Pledges
Update #8 Diorama and Competition
Update #7 Community Coverage and More
Update #6 Humble Bundle Partnership
Update #5 Story Details and Backer Bonuses
Update #4 Mercenary Personalities & Backer Avatars
Update #3 New Pledges and Add-ons
Update #2 Tactical Layer - Core Combat
Update #1 Strategic Level, Destructible Environment and more
Please use the reward spreadsheets as it is the simplest way of keeping the tiers up to date. We can't change pledges once they have been backed here on Kickstarter.
To get the add-ons simply raise the total amount pledged up top, when managing your pledge.We'll figure out which add-ons you chose through surveys after the Kickstarter.
NEW CLASSIC PACK ADDED TO ALL TIERS
Getting a license is purely a legal agreement of "Yes - you are allowed to use Jagged Alliance to make a game". It does NOT include money to make the game. It also means we are in Full Control of the development (pun intended), therefore bitComposer doesn't have a say in the development of this game.
Social & Community Support Sites
Please join the Kickstarter forum on our mini-site and share your thoughts, suggestions, ideas and participate in JAF related polls. You can also find our sites in the links below:
REDDIT IAMA *Not live*
PayPal Count: ~$10,000 (May 23)
Jagged Alliance: Flashback is our vision of returning a once critically acclaimed franchise back to its roots, it's not a reboot, it's a reset!
Our main goal is to bring back the tactical turn-based action that the original Jagged Alliance games are known for - the game was a thinking man's game, a thinking man with lots of guns!
The games were unique in their blend of tactical turn-based action, controlling and maintaining squads of mercenaries, off and on the battlefield. As a player the decisions you made had a direct impact on how you played the game. Additionally, over-the-top personalities, memorable characters and role-playing elements made the games difficult to put away once you were hooked.
Below we have listed some of the major game features we are planning to implement:
The game text will be localized to English, French, German, Italian, Russian and Spanish.
We will give you a choice of distribution, always including a DRM-free option, for both the core game and future expansions.
Our target platform is PC and the game will be available for Windows, Mac OSX and Linux.
With flashback we want to take you back to the cold war era and let you play the events that lead up to the founding of the international mercenary organization called A.I.M.
The story is set in the late-1980s, on the Caribbean island group of San Christobal.
Following a coup d'état a socialist regime has been established on the island, a change that undermines the U.S. presence in the area.
Seizing the opportunity, a hard-line fanatic general leads an elite U.S.S.R. military unit to establish a military base right under the nose of the U.S. Under the guise of shipping humanitarian aid, large amounts of cargo and military hardware are headed for San Christobal. A Russian presence larger and closer to the U.S. than Cuba could potentially tip the balance of power and turn a cold war into a steaming hot one.
Under secret orders from the CIA it is now up to you to assemble a team of capable mercenaries, restore the democratic government on San Christobal and drive out the U.S.S.R. presence, by any means necessary.
We are aiming to build Jagged Alliance: Flashback around the core pillars that made the originals great; the deep strategy, the thrilling action and character RPG elements. The core game is essentially split up into 2 layers, a strategy layer and a tactical layer.
The content of the two layers are shown below:
- Base Management is the strategy layer behind all the gun-toting and action, it is your base of operations, where you manage resources and control which missions to engage in.
- It functions as a hub between missions and provides you with a map over the game world, it is also where you recruit, customize and take care of your mercenaries.
- The base is also used to manage the training of your mercenaries, construction and weapon research/manufacturing.
- The Tactical Screen is the turn-based action layer of the game, it features an isometric 3D camera view of the battlefield and it’s where you control your squad of selected mercenaries to achieve objectives and engage enemies face-to-face.
- Gear, character attributes and weapons all affect how a mercenary performs on the battlefield.
- There will be fog of war, which prevents a full view of the battlefield and hides enemy movements.
- The mercenaries can take cover behind objects in the world to gain different levels of protection.
- Mercenaries also gain new abilities as they survive more battles, but when they die - it's permanent!
We are Full Control - a small independent game studio based in Copenhagen, Denmark. Over the years we have specialized in the genre of turn-based strategy games and have several productions in our portfolio. In fact, Jagged Alliance: Flashback will be our 9th title, and our 5th turn-base game in a row.
Our productions have grown in size and complexity over the years, and we are finally ready to take on these iconic games like our current production Space Hulk as well as Jagged Alliance.
In addition we have built up a strong team of highly skilled professionals who have worked on various popular titles, illustrated below:
Our current project is a turn-based version of the widely popular Warhammer 40k title “Space Hulk”. With a successful Kickstarter project we can run pre-production of Jagged Alliance: Flashback while Space Hulk completes, and then go into full production on Flashback straight away once it ships - saving precious time to bring you the game as fast as possible.
Below you'll find links to a GDC demo of Spacehulk and a Gameplay Video from Frontline Tactics:
While we have managed to secure the Jagged Alliance license, we have chosen not to pursue any funding through the license holder bitComposer, as we wanted to maintain and stay true to our vision of the game.
Knowing that we couldn't finance the game out of our own pockets, we started kicking around the idea of doing a Kickstarter campaign to reach out to the community for help - So, this is why we are turning to you, fans of Jagged Alliance and turn-based action strategy games, and are hoping you will be part of bringing back one of the most iconic franchises of the turn-based game genre.
Our approach for this Kickstarter funded project is transparency. We will give you the naked truth in frequent updates, as you are our backers and are entitled to know where your contribution endes up.
By pledging, you are not only supporting our vision of the game, you are also supporting the independent development of this game. We strongly feel that this should be a game by fans for the fans.
Kicking it Forward
Jagged Alliance: Flashback is supporting the Kicking it Forward initiative started by Brian Fargo and inXile.
This means that we pledge 5% of the revenue of Jagged Alliance: Flashback sales back into future Kickstarter projects. We have chosen to primarily use the money to pledge towards turn-based tactical/strategic digital games.
You can read more about this on http://kickingitforward.org
$350,000 is actually a small amount for a big game like Jagged Alliance. We can only do this because we have a lot of existing technology in place for turn-based strategy games and because we are using a expandable and modular story design.
Since we are building the game based on our existing core technology for turn-based games, every penny donated in the Kickstarter will go to create the Jagged Alliance experience and not re-invent the wheels. Funds will be used to writing the story, making great environment art, adding mercenary characters and animations, building cool levels and programming Jagged Alliance game mechanics into our technology base.
Story design wise, our plan is to create a great main story for the $350,000. If we surpass this minimum goal, we already have some tasty stretch goals planned for you. These will bring you additional levels, additional mercenaries and some of the more advanced features in a modular fashion.
In short, any funds received beyond the $350,000 will make everything about the game, bigger, better and more badass!
If you have come this far, backed us, watched the video or promoted our campaign we can’t thank you enough! In the end Jagged Alliance: Flashback will only be possible with your support.
We are incredibly humbled that we have received the opportunity to work on a game that is so deeply rooted in the turn-based genre. We hope that you are just as excited as we are in being part of bringing Jagged Alliance back to its turn-based roots. We really can't wait to get started!
Thank you so much for coming by and thanks a MILLION for your pledge!
Since we have been making a lot of changes to the pledges we've decided to make 2 spreadsheets to create a clearer overview. You can find it in the links below:
Risks and challenges
Making games is tough, challenging and full of risks. Over the last 9 years we have steadily built up experience by developing increasingly complex games under standard publishing deals.
We have taken this route because more often than not, smaller companies will take on big games as their first title and fail, either because of team inexperience, bad management or simply because there is no market for the game.
Our approach is part of the reason we managed to land the Warhammer 40k "SPACE HULK" license with Games Workshop - the increased complexity of SPACE HULK meant that the we felt the next logical step for us would be to take on Jagged Alliance, our 9th game.
For the last 4 titles we have specialized in turn based strategy games, which means that we can take experience as well as battle proven code with us to the next game. Slowly increasing the ability to make more complex and larger games.
The risks we have identified at the moment are:
* DRM-free delivery - finding good distribution channels to deliver on all 3 platforms. GOG is the obvious choice for Windows and also Mac. But what about Linux? Time will tell and worst case we will distribute the game to Linux owners ourselves.
* expectations - Some will undoubtedly expect us to simply remake Jagged Alliance 2 and merge that with the community created patch called "1.13", this is not what we're aiming for. Flashback is a new game, built around the core gameplay mechanics from the original games, various elements from the 1.13 patch and some new ideas. Our aim is to get as many features in as possible but we simply cannot produce the same amount of content with the current budget.
* delivery date - at the current time we expect a delivery date in late 2014. If the Kickstarter is very successful and exceeding our current plans, then that date might shift into 2015 simply due to budget size increase and added complexity by having more team members
* engaging the community to finalize game design - we REALLY want to engage with you and allow the community as a group to give feedback on e.g. which features to add and what mercenaries to include in the game. But game development is not a democracy, and this means we will have to take decisions that might not be popular with everyone. Being transparent about this is our way to manage this risk
* scope and budget - the proposed budget of $350,000 is only enough to make a solid core and a limited size of story. If we just barely make the goal, the game size will possibly not have the size and complexity of what some players expect from a spiritual successor for Jagged Alliance 2. But we would rather want to make a solid smaller turn-based Jagged Alliance:Flashback, than not make a game at all. And through the years afterwards we and the community could still add more content - it would simply not necessarily be there in version 1.0
* modding - the game engine we are using is different than the engine used in Jagged Alliance 2. This gives new possibilities as well as cuts away others from earlier days. Given the final budget size, we want to include editors and modding as possible. But we can at this point not give any guarantees for modding feature X or asset Y.Learn about accountability on Kickstarter
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