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Neal Stephenson wants to revolutionize sword fighting video games.
Neal Stephenson wants to revolutionize sword fighting video games.
9,023 backers pledged $526,125 to help bring this project to life.

Signal Boost

As you can see in this video, part of the narrative was to have a response for when we reached a plateau in our funding effort. We had hoped, of course, that CLANG's funding trajectory would be more vertical, but projections are always a tricky business. It's best to keep working on spreading the message about the project, and to keep working on reaching our funding goal.

To that end, here are a couple more resources to share with your friends and networks. Please spread them far and wide, and don't forget take a look at the interview yourselves.

Dan Pearson at Gamesindustry International has an exclusive interview with Neal about CLANG.

Neal is doing a Reddit AMA (Ask Me Anything) on Thursday (tomorrow).

UPDATE: The actual Reddit thread is here:


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    1. Missing avatar

      Fabian on June 24, 2012

      Upped from 25 to 75 a while ago. This needs to go the one million at the least!

    2. Baja - Hosed by the Clang Kickstarter on June 22, 2012

      It isn't traditional European sword fighting, but I think this martial art would be seen in Arena fighting.

    3. Baja - Hosed by the Clang Kickstarter on June 22, 2012

      I found some video of Guru Buzz doing some sword and shield techniques

    4. Aaron Ping on June 22, 2012

      I'm with Mitchell. I've upped mine from $25 for $75. I'm really looking forward to this!

    5. Missing avatar

      Mitchell Jones on June 21, 2012

      When I noticed donations plateauing I upped my pledge from $25 to $35. I've noticed that most of the backers are pledging under $100, which I think is the main problem right now. Despite the number of backers, the cost of entry is so low that it's sort of undermining the funding effort. Unless we're expecting a lot more swordfighting fans (8,000 of them, pledging $25 each) start coming out of the woodworks, I think it'd be worth calling out to existing backers to up their pledges. Depending on how things go over the next two weeks I might push my own contribution even higher, and I would encourage everyone else to do the same. Just $10 more per person right now would cover over 10% of the game.

    6. Robert Chapin on June 21, 2012

      Having run a successful Kickstarter campaign, I found that it's true you get most of your funding in the first and last 10 days.

    7. James McKendrew on June 20, 2012

      Awesome. I now have a much higher opinion of your CEO. All I saw before was a lazy stuffed shirt reading the WSJ. This shows me a much more human side.

    8. Mark Teppo on June 20, 2012

      Thanks, Mircea. There are some useful charts and commentary in that link. Yeah, the trough is a basic part of the process, as is endlessly speculating on what is or is not driving traffic. :)

      We had a moment one afternoon when we were building the hamster wheel when we thought, "What the hell are we doing, building this thing?" But we were in that stage of planning where you know what needs to be done and things just have to line themselves up. And not every action has an immediate reaction. Some strategies take a little time to come to fruition.

    9. royblumenthal on June 20, 2012

      Stephenson: 'I sent you a memo.'
      Cartwright: 'Your memos are longer than your novels.'

    10. Justin Handville on June 20, 2012

      Yeah... this is the typical Kickstarter doldrums. Activity will pick up towards the end as long as momentum is maintained. More videos certainly wouldn't hurt though. :-)

    11. Mircea Goia on June 20, 2012

      Don't worry much about the's normal, you are approaching the dead zone (see below). This will pick steam again in the end of the campaign.
      But yes, keep the updates coming.

      See here more:
      When Craig examined his project, he noticed that it dragged during the middle of the campaign. Craig called this period the “Dead Zone”; we call it the trough. When a project first launches, there’s an immediate spike of activity as the creator starts spreading the word.
      And as a project nears its deadline, there’s another spike as two things happen: 1. the creator and backers promote the project to make sure it’s funded or that their friends get in before the end, and 2. people who’ve been sitting on the sidelines (but meaning to pledge) finally jump in before the bell rings.

      What’s most significant about this graph is how uniform the shape of the curve is for all project durations. Most projects will get that burst of interest in the beginning and end — the middle is up to the creator to maintain momentum, typically through press, events, and other promotions.

    12. Simone Ines on June 20, 2012

      I think we all want to see a little more of the story, of the OMVI -- maybe some artwork? Neal reading a passage? More videos would also do the trick (like the 50% funding one), since sharing those is a lot more effective than sharing 30-second statements or plain text... you could also launch a fan competition, say, let fans make up slogans, sigils, or draw Neal as a video game character. If you haven't done so yet, you should probably check out Chris Taylor's Kings and Castles video blog ( which was pretty awesome in 2010, to get an idea of what people would like to see. They also did a fan art contest at some point. Let us get involved!