The Kickstarter failed, but we are not ready to give up! If you just found this page and want to back us, keep an eye on this page instead! We'll be relaunching in a few weeks! :D
Huge thanks to everyone who backed us this time around! We hope to see you next time too! <3
Updated with links to a few articles about the project:
"It has been some time since I have witnessed such a well-developed dynamism in a game and it warms my heart to see it in an indie game now! [...] Seeing what the developers achieved in such an early version gets up hopes for it to be an outstanding title when finished. Also, it is very rare for a game to be so unforgiving and user friendly at the same time. It is a unique experience, one the market needs!" ~ PixelJudge
"It’s so difficult, but damn if I don’t want to just keep playing. The sense of an instant learning curve, and immediately recognisable improvement is enormously rewarding." ~ RockPaperShotgun
"All of this including local and online multiplayer plus an extensive level editor make up a mighty fine package of arcade skilled based twitch gameplay. [...] I’m impressed with what I’ve seen so far and am looking forward to seeing the finished game in action. This looks to be my modern version of Sub-Terrania. Which at this point looks better than my modern Sonic. Poor, poor, poor Sonic." ~ SubstanceTV
"Give it a shot. I guarantee you’ll be hooked." ~ Indie Statik
"I took some time to sit down and play through a few levels in the alpha, and I have to say that I’m extremely impressed with what they’ve done so far. The controls work very well and is something that anyone could get accustomed to easily. Flowstorm allows for both controller and keyboard-based game play. During my play through, I used the keyboard and found the controls to be extremely easy to use. The physics seem to be accurate and your sense of time seems to go out the window with your respawn key just a click away." ~ Two Perfect Gents
"With its addictive respawn and refine loop, and strong inspiration from titles like "Gravity Force, Trackmania, Super Meat Boy and Liero", Flowstorm is an extremely refreshing experience that is set to put the Thrust-clone genre back on the map in a whole new way." ~ Jace Hall Show
"This is a pretty awesome looking game with a really neat touch to the gameplay genre." ~Indie Retro News
"Flowstorm looks like a genuinely interesting and clever idea." ~ NZGamer
"Finally Flowstorm is a game that deserves leans over, because it has the advantages of big games, quality graphics, a very neat gameplay, many levels and a community of players who may explode with the next few months. So do not hesitate and play Flowstorm!" (Google Translate) ~ Jeux-Video-Gratuits.org
We'll update the About-page on the website with a full list of coverage. <3
Flowstorm is a skill-based 2.5D racing and aerial combat game being developed by a dedicated indie duo. Although it has evolved from the old school Thrust-clone genre, it has a lot of similarities with more recent games with its high difficulty level, short respawn times and very rewarding gameplay.
Flowstorm aims to continue developing the genre, and will be fully equipped with multiplayer (both network and local), a solid level editor, plenty of community features and much more!
We have a solid base with the core gameplay ready, but there is tons of content that wants creating and implementing as well as features missing - this is where we need your help!
We tossed a very early version of Flowstorm around a few different forums, websites, as well as Steam Greenlight, to see what people had to say about it, and overwhelmed with the positive response, we knew that we had to finish this project. The problem was getting enough time for it, and that’s what brought us to Kickstarter. We don’t want to involve investors or publishers - we want to create this game as closely to the community as we have been so far. We want feedback from you, the players, and to make sure that you get the best possible experience!
A few of many quotes from the community and press:
The Racing Side
Flowstorm runs 6 timers on each level; race, fuel, acceleration, clockwise, counter-clockwise and air. Each timer suit certain player styles better than others and makes the game everything from a straight-out racing game to more of a puzzle game.
You will be able to play single-player or multiplayer, either online or locally on the same keyboard or with one or two gamepads.
There is also a shooting game mode, where you either shoot grenades at targets or player controlled rockets! You charge up your shots before firing, which makes timing essential.
Just like on the racing side, you can play singleplayer or multiplayer; either online or locally on the same keyboard or accompanied by a game pad. You can try this on the website right now!
Keep it skill-based As little randomness as possible in gameplay, no achievement for starting the game, no pay-to-win. We have a soft spot for games that you actually need to figure out how to play, as opposed to games where someone is constantly holding your hand.
Always listen to the community Although we cannot grant every wish made by the community, we want to always at least hear everyone out.
Flowstorm is an indie game We will have no publishers, no venture capital, no angel investors or similar financial backing. This is to ensure that Flowstorm will stay true to its nature and close to its community.
The campaign will serve as a more immersive, linear experience to guide you through everything that the game has to offer in terms of rockets, game modes, environments etc, along with a peek into the full universe of the game and the story behind where these rockets actually came from. No spoilers to find here - just a few pictures...
The game features an easy-to-use level editor where you can create and share your own levels.
It is included in the stand-alone alpha reward (Test Pilot Pack) that will be sent out when the Kickstarter is finished, and you can already create your own levels with it to play and upload in the level center!
The Level Editor will of course also be included in the final game, so any backer that isn't a Test Pilot will get access once the game is released!
These are the backer rewards that we developers want to see and make, but if you have any other crazy ideas, leave a comment and we'll see what we can do! :)
Neat Corporation is an indie game studio based in Stockholm, Sweden. The team consist of Jenny "Sranine" Nordenborg and Joachim "Acegikmo" Holmér, a developer duo with experience from Unmechanical, Starvoid, A Game of Dwarves among other titles as well as TF2-mapping (Glacier, Repository), years of freelancing and The Ball’s contribution to Portal 2’s Potato Sack, who have decided to do indie business under the name Neat Corporation. Flowstorm is our first common project, which we hope to be the beginning of a long run of solid indie games. If you are a backer - yes, you! - then you are not only backing this project, but also giving us an extra push towards creating games without investors or publishers in the future!
Kickstarter is a truly unique opportunity for players and devs to come together without middlemen mostly worried about net profit coming between us. We want this! We want to work with you.
Or... why not drop us a question in our own forums? Ask us anything! :)
If you have any questions or comments regarding the project that you do not wish to express in any of our open channels, please contact us at email@example.com
Thank you for backing the project! If you want to get even more involved, join us in the forums and discuss the game with us and all the other Flowstorm players! :D
We also want to want to thank Rogue Planet Games for helping us out with the legal necessities in order to launch this Kickstarter campaign! <3
Risks and challenges
As you all probably know, creating games is a road full of bumps and sharp turns, and the only thing we can do is to give you our best estimate and keep you informed of obstacles that we run into.
At least, having our own expertise as our starting point and working with what we know that we can do well makes us quite self-reliant in the production. We have created everything on this Kickstarter page, on the website, in the game etc; design, music, code, art and so on.
Hopefully things will continue to run smoothly! Either way, if you want to know how things are going, you should know by now that you’re free to join our discussions and tests to really get a hands-on feel for the new content coming in, as well as suggesting ones that you think are missing and discuss them with the other players and devs. If you just want an update now and then, just throw an eye on the Kickstarter page when you feel like it or visit our website www.flowstormgame.com
Time! In a business perspective; salaries, but personally; just enough to pay for food, rent and stuff like that. We have already paid for licenses, hardware etc ourselves, so that's covered. We just need to buy ourselves more time to work on the project.
IT'S PERSONAL PACK: In addition to previous rewards; Unmechanical on Steam, Making of Flowstorm (digital .pdf file), a painted picture of you (or your pet) in the credits and a personal thank you-postcard!
FAME PACK: In addition to the ROCKET SCIENTIST reward and lower; Be, name or create a character in the campaign! You will be immortalized as a major character in the world of Flowstorm and be a part of our lore, perhaps even in games we haven’t dreamed of yet. (Do note that your character will need to fit in the game universe, but feel free to let your imagination loose and we’ll get the scissors and glue out to tweak it to suit the story without taking away the essence of your creation! Of course in close cooperation with the creator of the character - you.)
HERO PACK: In addition to the ROCKET SCIENTIST reward and lower; Be, name or create a major character in the campaign! You will be immortalized as a major character in the world of Flowstorm and be a part of our lore, perhaps even in games we haven’t dreamed of yet. (Do note that your character will need to fit in the game universe, but feel free to let your imagination loose and we’ll get the scissors and glue out to tweak it to suit the story without taking away the essence of your creation! Of course in close cooperation with the creator of the character - you.)