A story-driven tactical roleplaying game with a touch of strategic resource management and a pinch of choose-your-own-adventure. Read more
This project was successfully funded on September 12, 2012.
Update Number Thirty-One!
Regarding our physical rewards, first we would like to say to our backers in the 100 dollar and above pledge brackets, thank you for your patience! It’s taken a while to get all of the physical rewards here from various parts of the world. We’ve learned a little bit about receiving international deliveries through the customs house, and a little bit more on the various methods available for shipping them out to you! It’s been an interesting series of phone calls, emails and snail letters but everything is finally ready.
We have now had all of the physical rewards delivered to the office and we’ve packed them all for shipping. Those of you receiving physical rewards should get a message to your Kickstarter inbox sometime in the next week with a confirmation number. That number will (apparently) let you monitor the physical rewards package as it is in transit to you. The packages are being delivered to the Post office tomorrow and boy are we excited to send them out to you!
Expeditions: Conquistador is now available digitally around the world via Steam, GOG, Greenman Gaming, Desura, GamersGate, and the Mac Game Store. You can pick up a physical copy in stores in select countries around the world including Germany, Austria, Switzerland, Spain, and Italy as well as many of the Spanish Speaking countries in the Americas.
Expeditions: Conquistador is now available in a variety of languages including: English, Spanish, Italian, and German (and coming soon Russian)
We have been talking for some time about the release of a game editor so that all of y’all in the modding community can go get your mod on with Ex:Con! The editor will become available via update at the same time as the new Russian language version.
New Website and Logo:
Now by popular demand (and some helpful comments by some backers) We have a brand-spanking-new website and company logo! We think it turned out quite nicely, check it out! www.logicartists.com
Things to Come:
We have been working like crazy the last couple of months on something… We wanna tell you all about it right now, but we need a bit more time with it before we release any info, we’re gonna announce it here for you guys (along with the soc.media sites) so stay tuned because exciting things are happening at the Logic Artists Studio!
Some Lessons Learned:
Regarding Kickstarter we setup our project after spending some time looking at what other game devs had done before us but nothing can compare to the lessons we learned about exclusive content when it comes to making games.
1. Give everyone a Beta Key. After reviewing our experience, and with the feedback from a number of backers, we can strongly recommend that you give all backers access to a beta key for your game. As a small team, it is difficult to get enough feedback pre-release regarding the user’s experience. We feel that you can’t have too much user feedback when it comes to making games and so for those of you out there working in small teams that are looking to kickstart a game the backers are incredibly helpful and passionate about the games they back. Let them help you!
2. Give exclusive in-game content, but only for a limited time. Backers, we know you love that juicy exclusive content! But it makes everyone else sad, and a bit jealous. Ultimately what we want to avoid as devs is exclusive in-game boosts. What we have learned is that this additional content was very cool. So for Kickstarter Devs, giving backers early access instead of completely exclusive assets might be a way to keep the general gaming community (non-backers) from feeling alienated.
3. Constant and Consistent Communication is key. We think that a bi-monthly or weekly update about the different trials of the project could be very valuable, not just to interested backers but to act as a developer diary of sorts, where we was devs can go back and be reminded of the different trials of development. We also think that this update should be performed by various members of the development team based on their role in the development.
What we have Achieved:
1. For our first PC title we are extremely proud of the current 77/100 Meta Score and user score of 8.3/10 on Meta Critic.
2. 30+ hours of Gameplay and the completion of a number of our KS stretch goals, even though we didn’t hit the stretch.
3. This has also allowed us to increase the size of the development team to 12 people which gives us a great deal more flexibility in our development process, and we have begun working on new projects. We’ve already got them in the pipeline, so you will be seeing more games released from us here at Logic Artists in the next few years.
Kudos to you backers! All that stuff we just wrote about in the update and more is thanks to you folks believing in our idea. We could not have done it without your support not just your donations but also all of the helpful comments and suggestions you have shared with us, both here and on the forums!