Fantasy Tales Online is retro sandbox fantasy role playing game. You’re an adventurer thrown into a dangerous world. To be successful you will have to form guilds, complete quests, collect gear, fight through randomly generated and hand crafted dungeons, and most importantly construct your own player cities.
You will encounter thousands of magical and unique items, build your own homes and guilds using blocks obtained from questing, raiding and crafting, and take on strategic boss fights that go beyond the hack ‘n slash mechanic. Our goal is to take away the grind from hack and slash and let you enjoy the game before you reach level cap. You’ll encounter strategy, sandboxing, and housing right from the start.
This is a free-to-play action MMORPG with sandboxing. We want to finish the Windows and Mac client with an Linux & Android post release stretch goal.
Early Access demo:
This is our early access demo, if this is what we can achieve just think of what we can do with your support.
Choose Your Hero
Choose your hero and support your guild by taking on time tested RPG roles. Will you support your party in its time of need or will you deliver the coup de grâce from the shadows? Each class will feature unique battle and adventuring skills that when used in the right situation will turn the tides in a fight or give you access to hidden to treasure.
Explore The World
Explore a massive hand crafted world filled with quests, hidden secrets, random events, and humor. Shape it by joining or perhaps leading a player city. Dive into randomly generated dungeons where you’ll have to complete puzzles, slay champions, and take on the boss….
Collect Unique Gear
You will find thousands of randomly generated magical and unique item. You’ll find them in hidden chests, secret areas, in a destructible object, or of course after that epic boss fight. What you find will match your efforts.
Take On Bosses
Use strategy and tactics when facing foes that have you out classed. Boss fights appear from the start of the game without the grind. You will need to exploit their weakness, use the environment against them, or bring out the MMO aspect and call in your guild to outnumber your foes.
Join your local player town. Collect blocks and objects to place in your home. Band with friends and upgrade to a guild house as the base of your operations. Elect your town major and contribute to it success by defending it and going on the offensive.
Free to play, not pay to win
The game costs will be supported by optional memberships that will primarily be a boost to experience and magic find (better drops). Everything in the game will be unlockable without paying with the exceptions of some cosmetics. We want to stay away from a pay-to-win model. We’re hoping to use this to our advantage to promote large server populations to create a true MMO.
We will release more information as we get closer to each stretch goal.
- $30,000: Alchemist Class
- $35,000: Crafting System
- $40,000: PVP Update
- $50,000: Linux Port, Achievement System
- $60,000: Dynamic World Events
- $70,000: New Act of content
- $100,000: Additional Monsters + Character Looks
- $200,000: Android Port
- $500,000: Releasing MMO Maker tools
Risks and challenges
1. We're aiming to spend the bulk of the money raised on commissioning art assets. We've commissioned art work many times in the past so we have a good idea what the prices are and how long the process usually takes. However the labor market for pixel art isn't large by any stretch which means that there's a lot of variability in the contract that we can fill. We're hoping to offset unexpected costs using memberships and resorting to recolors and simpler variations of sprites to deal with unexpected artwork costs.
2. Scaling a MMORPG. MMORPG popularity often comes in spikes and bursts. It can be difficult to scale the game to deal with these loads. We're hoping that Benoit's experience having worked on optimizing large applications used by millions of users will make it easier to optimize the game. However even AAA studios struggle with loads, particularly on launch day. We're expecting this to bring challenges and were expecting to be on call during big events to reach to server load issues the best we can. We've also built in performance monitor tools in the server already to gather performance profiles while these load spikes occurs to analyze and optimize offline.
3. Isn't a MMORPG a large project for an indie studio? We've been working on this project for longer than we care to admit. We've simply refused to give up. The engine is nearly completed at this stage and we have a large number of original assets. We're already got enough to release a very short fully fledged MMORPG (see the current early-access Beta). We're reaching to Kickstarter so that we don't have to compromise on our vision and instead can expand the size of the game.Learn about accountability on Kickstarter
- (45 days)