Lords of New York
Lords of New York
It's 1925, New York City. An era of gangsters, flappers, bootleggers and jazz. Will you rise to the top of the mafia or bring it down?
It's 1925, New York City. An era of gangsters, flappers, bootleggers and jazz. Will you rise to the top of the mafia or bring it down? Read more
About this project
- Update #1 - Welcome
- Update #2 - Indie Megabooth at PAX East 2013
- Update #3 - Poker, Voice Actors, Demo & Barrel USB drives
- Update #4 - Kickstarter Avatars
- Update #5 - 3D Modeling of Vince
- Update #6 - Playing Cards, PAX East Prep & Poker Demo Update
- Update #7 - Poker Gameplay Video
- Update #8 - PAX, Press, Updated Video, Updated FAQ
- Update #9 - The 10 Best Indie Games of PAX East 2013!!!
- Update #10 - Adding support for Wii U and OUYA!
- Update #12 - We're a Staff Pick!!!
It's 1925. Prohibition is in full swing, alcohol is forbidden and business is booming for the mafia. Speakeasies and jazz clubs are packed every night.
Step into a world that dances between glitz and guns, glamour and danger. Are you going to make your mark by working your way to the top of the mafia or by bringing it down?
Your journey begins at the end of a dark alley where the only thing that stands between you and the path to glory is a knock and a password.
Lords of New York is an adventure RPG game where you follow the story of one of three high stakes poker players as they pursue their life's ambitions and become one of New York's elite.
Each character has unique gameplay, end goals and poker style (cheating, intuition or statistics) all designed to support a compelling story arc. While the paths of their stories may cross, they are completely different, increasing the game's replayability.
Lunchtime Studios is a small team dedicated to quality stories and superior gameplay.
While we may not be packed with people (or peanuts) we are packed with talent (and nutrition). We also have a lot of experience working with tight schedules, tight budgets and shooing pesky kids off of the lawn (no easy feat). Some of the AAA games our people have worked on in the past include: Empire Earth, Empires: Dawn of the Modern World, Sim City series, Dungeons & Dragons Online and others.
Sometimes we're a little goofy but we work hard and are 100% dedicated to bringing you games that resonate and stick with you long after you've played them.
*All in-game contributions require a signed release and we will approve all names
We have a lot of ideas for stretch goals and would love to get some feedback from you about what's most important. Some of the ideas we have are: Android, extra playable characters, campaign editor, multiplayer, player housing, extra playable locations, Xbox live and Linux.
Leave us comments on here or on our forums to let us know which rewards interest you the most. There's no point in us offering goals that people don't want.
Also, please note that stretch goals that add complexity to the game, like multiplayer, will change the date that the game is ready.
In preparation for launching our own Kickstarter project and also wanting to have a complete understanding of the whole process, I started backing several projects. I definitely learned a lot. What I didn't expect to learn was that what started out as a logical/business idea has turned into a real joy for supporting projects that are about something you care about or believe in.
We have backed almost 60 projects on here because once you start, it's really hard to stop. So, even if you don't end up backing our project, go back something, even if it's a small amount. It feels really great and you can make a difference. Thank you. - Courtney, Owner Lunchtime Studios
Risks and challenges
Scheduling is always a challenge. It's never possible to get it exactly right, but with experience, you can make a good estimate that includes time for things that you don't expect. Our team has over 30 years of combined experience working on games and projects with tight schedules. We are confident that our estimates are solid. We will also be posting regular updates about the progress of the project either on our website, in our forums or on the Kickstarter site.
This has been one of the toughest parts for us. Sure we're nerds and we have some math skills, but one of us (could be me, I'm not saying) is totally obsessive about getting the numbers right. It is extremely important to us to make sure that we chose a goal that once all of the fees and reward costs have been accounted for that we're still left with an amount that allows us to finish the game on-time and on budget. The reward tiers have been worked, re-worked, re-re-worked, and worked some more. Even up to the last minute. We, including the nutty one (yes, it is in fact me), are very confident that all costs and expenses have been accounted for.
We are game makers not warehouse operators, so shipping massive quantities of stuff is not really one of our strengths. We will ship the rewards in advance of the game, once we have all of the items received. We will send everything out in manageable batches so that there is less of an opportunity for error.
Communication is the key to everything. If you don't have good communication, you're going to have a lot of unhappy people. So, we will be in constant communication with our backers. Not creepy 24/7, stalkery contact, just "here's what's going on this week if you'd like to know" type contact.
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