$5,001 – MAC compatible
$5,500 – Small instruction manual and info booklet for every donor
$6,000 – Logo tees and buttons available for sale
$6,500 – Other language translations
$7,000 – More lively, animated sprites and cutscenes
$7,500 – Fully illustrated player’s guide made available including routes to all endings and detailed locations of all guilt points. Free if you donated $60 or more. If not, $7 to download.
$8,500 – Art book made available, featuring art from the official art team as well as potential others that we can rope into our shenanigans <3 including deeper introspective looks at all of the characters, facts about everyone that aren’t included in-game, and a more philosophical look at their relationships to one another
$9,000 – Potential for expansion into Saintly spinoffs featuring all of Mike and Timo’s stories, as well as in-depth explanations of the true motives of *SPOILERS*
$10,000 – ?????????????????
$12,250 – ?????????????????
$15,000 – ?????????????????
Be sure to check back here often for updates throughout the month!
NOTE: All internet-transferable items are available for free delivery worldwide. This includes the game, OST, instruction manual, and (if the stretch goal is met) the player's guide. Some rewards are only available in the US. There is a $25 shipping fee for non-US delivery of physical items, excluding Canada and Mexico.
Toby Eldritch is a troubled 14-year-old boy with no real friends to speak of. His mother is an alcoholic and his father treats him as poorly as he himself was ever treated, particularly after an incident in Toby's young childhood. A quiet, introverted boy, Toby takes his anger at his parents out on animals, and has only recently begun to feel remorse for what he does.
Toby awakes early one morning with a passenger to bury, and he sneaks out of the house to do so in his typical fashion. This is where the story begins, as he makes his way to school afterward and runs into Emily Hauver, Tabitha Patel, and Angelica Smith, Timo Jodarian's notorious Scene Queens who terrorize the high school on a daily basis. The three of them are chasing after another boy when Toby first sees them, but he has his own encounter with them later.
Eventually coming across an old cellphone in the school's Lost and Found bin, Toby steals it and plugs it in when he gets home, having lost his MP3 player to Timo's girls. That night, the phone rings for the first time, and Toby is forced into a parallel dimension to fight an apparition of a horrible, dog-like monster that nearly kills him.
Then, the story truly begins.
- by Scarvenrot -
Saintly is a re-imagining of the "magical person" genre, applying the idea only to criminals or anti-heroes rather than to traditional heroes. No boy or man is exempt due to any factor other than complete sociopathy: if he has the capacity for guilt at moral wrongdoing, he has the capacity to become a magical boy. Magical boys are also not bound by the constraint of biological sex. The only thing that matters is the energy of the male mind.
In my experience with magical girl series especially, I've noticed that there isn't much variety of casting. You have a team of girls or a single girl, usually with a variety of brightly-colored hair and equally bright costumes that they transform into beautifully and elegantly. There's a lot of flash and sparkle, and a lot of similar personality types represented in characters. In long-running series especially, interpersonal conflicts are often fleeting and essentially meaningless to the overall plot, or else teach the audience a lesson about friendship or believing in oneself. All magical girls that I can think of have pale skin, long legs, and big, bright eyes.
I wanted to bring together a cast that was unique, in each of these senses. Each boy on the team is of a different race, each has a different sexual orientation, and each is a distinctly different personality and appearance from what one would expect from a typical hero or antihero. Each boy has a specific deep personal pain that drives him to act the way that he does, and undergoing this transformation against his will only serves to worsen that hurt. Unlike with series in this genre, where much of the conflict is external, the majority of Saintly's conflict comes from the turmoil that the boys go through as they grow and interact with both each other and the three main girls who round out the cast.
Though there is one "star player" on this team, he isn't particularly stronger than anyone else for a reason that isn't explainable through the sentencing system, and he isn't the strongest magical boy ever to exist, either. Likewise, none of the boys are the weakest ever to exist. Each has his own personal strengths that he brings to the team (which is a traditional trope), though each also burdens the team as well, often downplayed or addressed in very standard ways in most magical girl series (a girl will be clumsy or forgetful or nervous about fighting a monster, often overcoming that problem by the end of the episode or saga).
The boys (and girls) also represent a variety of body types, as well as races. Toby is short and squat. Timo is lean and fast, and Mike is skinny and unhealthy. Angelica is curvy and big-chested, while Emily towers over everyone else and is nearly breastless. The girls themselves, though symbolically representing three supposed love interests for the male heroes, are completely independent from the boys and have their own story to discover over the course of the game. Each girl has her own motives, purpose, and faults, just like the boys do.
I hope that Saintly is seen as something positive in terms of encouraging diversity in casting and in powerful storytelling. Strong stories can be told with traditional characters, yes, but they can be told with nontraditional heroes, as well. There are many different kinds of people in the world, and we share many of the same woes and heartaches, which is just one of Saintly's many messages.
★ABOUT THE GAME★
Saintly is a plot-heavy, strategy-based roleplaying game for the PC (and possibly Mac).
The game features a unique blend of exhausting combat and moral choice strategy, both as a part of the overarching plot. The monsters are a burden to fight, with a set unique to each boy, each designed to target a boy's particular weaknesses: Toby is slow, Mike is physically weak, and Timo is magically inept. However, as part of the game's moral choice system, you have the option only to battle Toby's monsters (except in the case of event-related "boss battles"): doing so may lead to particularly negative endings, however it may help you conserve your supplies.
Levels, health, and magic are all standard elements, with experience being denoted by "progress points" earned at the end of each battle. You do level up, but rather than aiming for a particular level, the enemies simply continue to get stronger as you do, keeping the difficulty level at a consistently high point. The thing to focus on is the time that passes. Progress points may be earned more easily in places where supplies are readily available, making it less difficult to fight tougher monsters later on.
Money is denoted by "cents", with health-replenishing items featuring everything from typical cafeteria food to Timo's preferred health snacks and energy bars (which often boost your stats). Equipment changes as you level up: you earn new weapons as you progress. Saving is done in odd places around the maps, including Toby's journal in his bedroom, Mike's photo album in his house, Timo's closet, and assorted sign-in sheets, posters, and pictures around other maps.
Other features of the game include:
- An intriguing cast of characters outside of the main 3 boys and 3 girls
- Strong emphasis on character personality and moral choice
- A variety of entirely different endings
- Permanent death (so use items wisely!)
- A unique battle system linked to the morality system
- Expansive, interesting maps brimming with secrets
- Different romantic subplots that are wholly avoidable or which may change drastically depending on choices made throughout the game
A lot of elements may not be experienced in a single playthrough. The game will require multiple runs to discover all of the secrets that the world and the characters have to offer.
Scarvenrot is the creator, writer, sole programmer, and lead artist/producer on the team. She's here to make things miserable for everyone, including you. She has an unhealthy obsession with Luigi and probably likes Bjork a little too much.
Rumminov is co-artist and co-pixeler, co-producer, and Scarvenrot's main complainee. Her hobbies include fantrolls and putting beads and lace all over everything. She enjoys McNuggets and pugs.
Feastings is also co-artist, co-pixeler, and co-producer, helping to create sprites and backgrounds as fast as she can. She's crying and screaming and wants to go back to playing videogames, but she has to work on this one instead. She's going to school while working on this, bless her heart!!!
Lea is doing all of the music like a total BAMF and is also co-producer. She's a chemistry junkie and enjoys peanut butter and banana sandwiches. She has 4 cats, wears a size 9 shoe, and is probably wondering what the hell is wrong with the rest of us at any given moment. We're all sorry.
(Pictures will be posted on Scarvenrot's Tumblr as they are made available! Reminder that most gifts will be delivered in January of 2014!)
Cell Phone Charms
With your help and support, the game should be available this holiday season, 2013. The cast of Saintly thanks you for this opportunity to share their story!
Risks and challenges
All of the programming challenges have been met, addressed, and overcome. It's all smooth sailing from here.
Everyone on the team has a fairly demanding schedule, but we're all dedicated to producing a quality product that will be a true reward for all of us to see completed. We're staying in contact with each other consistently and staying on the same page. Kickstarter rewards should be managed without any issue, but should any complications arise, donors will be contacted immediately to alert them of any problems and how they will be resolved. If anything, only time delays should be anticipated. Everyone is going to end up with what they pay for.
In the event of severe sickness or some other unforeseen occurrence, judgment calls will be made as necessary, and appropriate action will be taken. The game and all subsequent products will still be made, though. All donors will always be aware of the schedule.Learn about accountability on Kickstarter
Can you tell us more about the enemy level-scaling and how you plan to implement it? Are there other anti-grinding features being considered?
This question was asked by Josh Kroger. Thank you Josh!
The enemies (collectively called Lacrimos in all incarnations) start out tough, and they only get tougher as you proceed through the game. Anyone who's played an RPG is familiar with that basic setup. However, it's also standard to expect rewards from battles, both experiential and monetary. In Saintly, you get relatively small rewards for fighting very strong monsters. Also, there are nearly no "full restore" points in the game, and no one on your team learns any healing abilities for quite some time. This means that for the majority of the game, you're relying on health items to restore your hit points. These items are in short supply and are all fairly expensive to buy.
Of course, you can always steal money or food when the opportunity presents itself in order to grant yourself more opportunities to fight and gain experience, but this may hinder your chances at getting a good ending, and it may also bar you from certain events in the game that are reserved for, shall we say, "good little boys". Also, you'll find that if you steal money to pay for health restoratives in order to try to grind, the payoff will be very small, and you'll wonder if it was even worth it.
I'm breaking the game down into segments and doing multiple test runs to figure out averages of monsters that can theoretically be battled in each part of the game before getting a game over, both for players who go the truly "saintly" route, and for players who choose to steal and manipulate in order to gain meager extra experience. I want it to be fair, but also challenging. The way you approach battles in this game is meant to be just as much a part of the overall strategy aspect of the game as the moral choices you must make along the way.
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