- Update #1 - 50% in 3.5 hours!
- Update #2 - Funded in 24 hours!
- Update #3 - First stretch goal!
Update #4 - Paypal & patches
- Update #5 - DOLMEN
- Update #6 - Second stretch goal & visuals
- Update #7 - Stretch goal no 3
- Update #8 - Singleplayer stretch goal!
- Update #9 - 60k stretch goal!
You can also back Pantropy on the website until May 10th:
You join one of two player factions, the interplanetary mining corporations Andell or Itokawa, competing for domination against each other and one hostile NPC faction near the center of the map.
While relatively safe in the starting area (don’t expect any spawn kills), it becomes more dangerous as you venture into enemy territory with the goal to capture strategic objects like power plants and mining facilities and to push forward towards the enemy control tower.
The game is set on a huge 64 km2 (39 sq. Miles) handcrafted map, with an NPC faction of fearsome biomechanical creatures controlled by a rogue AI native to the planet Lethaea at the center of it.
Use reinforced bases, infantry, and vehicles to help your advance, such as the powerful T3 spider mech.
As you and your comrades build more bases, the NPC faction will try to capture territory for themselves and build their own bases if you let them. If you manage to push them back, you will be rewarded with loot, including encrypted data storage devices and alien artifacts you can research to uncover the history of what happened on Lethaea.
This means that base raiding won’t be limited to PvP alone.
Imagine the dynamics and aesthetics of an MMOFPS, throw in some highly customizable, modular mechs, add a detailed crafting system and base building, then add to that a hostile NPC faction of biomechanical creatures fighting for their own interests, add global events and a storyline, and you still won’t get Pantropy… but you’ll be pretty close.
Pantropy’s art lead is Tyson Roberts, who has been with us for over 2 years now.
Have a look at his amazing concept art below:
We love music and know how important it is to set the mood for a game, so the score for Pantropy is being written by Alex Pfeffer, known for his work on games like Crysis and Wolfenstein.
Listen (LISTEN!) to our main theme below:
The game at launch
Get the 1.0 release (PC digital). This doesn’t include the Alpha and / or Steam Early Access versions.
The game at Steam Early Access launch
Get a digital copy of Pantropy the moment we release the Steam Early Access version. This tier includes the 1.0 release version.
Closed Alpha access
Play the early, closed alpha version of Pantropy. This includes the Early Access and the 1.0 release.
Our thanks in the credits
Your name in the credits as an Early Backer. We appreciate your support!
Custom forum title
You’ll receive a custom forum title depending on your tier. Whichever one you choose, we’d love for you to join our friendly community and help make this game the best it can be.
Get a digital copy of Pantropy’s official soundtrack. Perfect when you want add some Sci-Fi to your hike.
Receive a digital artbook with over 200 original images. See how we went from vision to concept to implementation.
Discord Founders Club channel access
We’ll give you access to a very special channel on our Discord.
Kickstarter exclusive backer skins
Get unique skins for the T2 and T3 mechs and the Tomahawk!
These skins are exclusive for our backers and it´s the only chance to get them!
Name an NPC
You can give a human character in the game a name.
Name a creature
You can name a creature of your liking in Pantropy.
1 hour voice chat with the devs
Talk about the game, the development process, or anything you want with the game’s developers.
Access to the VIP developer forums
We are Brain Stone GmbH, a company founded in 2016 by the brothers Sebastian and Julian Kaulitzki.
Sebastian has experience in game design and runs the business side of things, having owned a successful 3D graphics company since 2005 (his first game credit was “DoveZ: The Second Wave”, a scrolling shooter released in 2004), while Julian is the lead programmer on the project.
The company is 12 people strong; our devs have decades of collective experience.
Here are just some games that our team members have worked on:
We had the idea for Pantropy back in 2013 and began working on it part time in early 2016, switching to working full time on the game from mid-2016 to today. During that time we’ve found a private investor who’s backing us, but we would like to ask the Kickstarter community for your help. Again.
This is our second Kickstarter campaign; in the original one we raised €42,917 ($52,931) from nearly one thousand people, but unfortunately fell short of our €75,000 ($92,520) goal. So we’ve decided to lower our funding goal even if it means that it’ll take a bit longer to develop the game.
We are doing this because we don’t want to let our previous backers down. And although we have an investor, and have put virtually all of our own money into the game to make sure we’ll get a finished product one way or another, your support would mean that we would be able to make the game better, and with more content, than we could on our own.
Thank you so much to everyone who placed your trust in us, and to all those who encouraged us to restart the campaign. Thank you also to all those who helped get Pantropy Greenlit on Steam in 2017.
Pantropy on Steam:
Right now we’re running a closed alpha with about 250 testers across 5 servers, with a peak of 30 players per servers so far. The game seems to be running well, although we’re still hunting bugs.
You can follow us on our public Trello board if you’d like to see how we’re changing the game based on the feedback:
As long-time backers of many other projects here on Kickstarter, we’d like to use this chance to help Pantropy’s great community to grow even bigger.
Securing the funds will allow us to develop the game faster, add more features, continue optimizing for performance and multiplayer, hire one more level designer to further flesh out the game world, and to expand the game’s story.
We hope you’ll join us to help make this unique game the best it can be.
Pantropy already has a dedicated following both in the US and here in Europe. Here’s where you can find us at:
We’ve an active community on Discord with over 1,000 members, so there’s usually always someone to chat with about the game. We love interacting with people interested in Pantropy and game dev in general, so whether you want to back us or not, feel free to join anyway!
This is the page for our German-speaking fans and community members. Komm und schließ dich uns an!
We’ve already mentioned our Trello, but what the heck, we’ll mention it again. This is where you can follow our progress to see exactly where the game’s funding is going. This is where we post code, concept art, screenshots, and regular updates.
We use STOMT for bug tracking and feedback. They’re an awesome company who are also based out of Germany. This is where you can report bugs and see what the other players reported. If you’re a tester, thank you, thank you, thank you.
Follow us on:
Risks and challenges
There are always risks when working on game projects of this scale, especially when trying to do something that hasn’t been done before. That said, we feel confident that we are going to be able to deliver the game to Steam Early Access in 2018.
We can say this because we have been working on the game since 2013, and have already released a closed alpha version of the game in 2017 which was played by over 250 people, and we’re looking forward to more people joining in as this Kickstarter takes off.
One obvious risk would be not having enough money to fund the game.
We have alleviated this by investing our own savings into Pantropy, which in turn helped us to find a private investor who gave us lots of freedom and a capital to work with while maintaining our vision.
We have actually received a few publishing deal proposals after our first Kickstarter campaign, and, while we are thankful to everyone who believes in our game, we had to turn them down because we feel that complete independence from producers and publishers is how we can stay loyal to both ourselves and to everyone who decided to take a chance on us.
The second big risk would of course be lack of experience, as this is Brain Stone’s first game.
Thankfully, we can say that this shouldn’t be a problem because we were lucky enough to be able to assemble a team of professional video game developers who shipped dozens of titles, and with whose help we are sure we’ll be able to create a game that our backers will enjoy.
We’re firm believers in crowdfunding, and we hope that you’ll believe in us too.
You won’t be disappointed.Learn about accountability on Kickstarter
- (30 days)