About this project
Pumpkin-Online is a farming/dating sim MMORPG, wildly different than any other out there. Instead of level grinding with battle and combat, Pumpkin-Online is a relaxed game. You can role-play a profession, craft items, customize your own private farm, go on quests, have fun with NPCs, and more, all with friends!
Genre: Farming Sim MMORPG
Engine: Hero Engine
Kickstarter page is always being updated check back for updates :)
Funding is only to get us to an open beta not for the full game. But by backing the game you will get access to all future updates.
Date NPCs or other players:
You can form relationships with nearly every NPC, regardless of gender. Form lasting friendships, or pursue a relationship with any single NPC of your choice through interactive and rewarding questlines!
Partake in activities such as Fishing, Mining, Cooking, Crafting:
Pumpkin Online will have lots of activities, minigames, jobs, and pastimes to fill the day with fun.
Customize your own farm:
You can customize your own house and farmland. With a plethora of decor available, each player's farm will be unique. Players can also invite others over to relax at their farm.
In-depth character customization:
We want get rid of traditional character customization restraints. No longer will you be conformed to gendered character options. Customize your character however you want, in whatever way best suits you.
Create a unique character.
- Chose a profession and complete tasks to level up in that profession.
- Play skill and luck based mini-games to complete quests and activities.
- Gather raw materials to craft unique items to sell on the player market, for quests, or to gift to players or NPCs for perks.
- Customize your house and farmland with furniture and upgrades.
- Build relationships with NPCs and learn their stories.
- Travel around the game world and explore forests, mountains and other natural landscapes collecting resources.
- Attain achievements and badges by completing impressive feats.
Do all of the above with the company and help with friends.
Thank you guys soo much again for getting us funded! We'll already starting to make our plans to make the game.
I wanted to tell you a little more about our first stretch goal
Spoonie Island is an idea created by our Village seed backer who wishes to remain anonymous. She suffers from a chronic illness and she wanted to include some kind of awareness for people with disabilities on an island she gets to create with her tier. She gets to design some NPCs and shops.
However we want to push is a bit further. If we reach our stretch goal we're going to include a larger quest-line and adventure that revolve around that island that players can play through. I hope in the last 24 hours we can push towards it. Thanks again
There has been much popular demand to polyamorous relationships. ONLY if we meet the stretch goal will it be implemented. If not it is not planned to be in game.
Due to poor wording there seems to be some confusion with the open Beta Access tier. Open Beta Access, at $15 and above, includes all the game updates leading up to the gold version of the game. You pay once for the game and that's it. Gold means the game in its completed form as intended. Thank you guys we're really close! Thank you!
Special thanks to:
Laura Klotz and Vinny Parisi from Indie Game Mag.
Eliot Lefebvre from Massively
Adrienne M. Roehrich from Geekgirl Con
Mandi Odoerfer from GeekParty
**These are pre-alpha models, they will be updated in Beta**
Models and animtions done by Mark Jenkins
To see all the NPCs we're revealed so far, click here.
The incredibly talented Clark Bonafe is our musician for our project. Here is sneak peek at some of the soundtrack.
Northern Town (Spring)
Southern Town (Spring)
Read more about the team here :)
How are we different from other indie game projects?
- Most of us have degrees in game design.
- We're a part of the Kickstarter community. We've contributed to quite a number of other projects.
An MMORPG is a large undertaking, and our first goal is to get to open beta.
To see more features we plan to have in the future please go here.
These are some of the things that kill indie projects, so by fulfilling the above, we'll keep Pumpkin Online on track.
These are some postcard designs donated to us by fans!
They will be sent at random but, you can get an extra one with each donation tier!
Artist who donated thank you so much!
Postcard: A handwritten thank you. I did this for my last Kickstarter, which was a lot of work, but I really enjoy a personalized letter.
Buttons: A set of four buttons, Kickstarter exclusive updates, and a postcard.
Open Beta: Access to the game in Open Beta. This includes all future updates and patches until the game reaches completion.
Extra Copy: An extra account for a friend to play in Open Beta with you.
Art Book: A small artbook with a glossary of 100 NPCs in the town. Over 100 pages.
Furniture: Exclusive pumpkin themed furniture for your in-game house.
Name a Street: Name a street in one of the towns
(must be PG appropriate) (Limited)
Original concept art: Have your choice of an original concept art painted by our concept artist. *NEW* Custom statue in town of what you want that says whatever you want. (Must be PG13 and not already copyrighted)
Design a Fruit: Design a fruit for the game
(something appropriate of course)(Limited)
Design a house for yourself and an outfit: Design a house to start off with in your account, as well as an outfit. Both designs will be available to be crafted/bought by other players.
Design an NPC: Work with us to Design an NPC with their own history and dialogue.
Design your own Festival: Work with us to design a basic festival in your honor.
Design your own Village: Work with us to design a small village with 3 buildings/shops and 3 small families. Includes a statue made in your honor.
No Slice for 2D Art
You may have noticed there is no slice for 2d art assets. The creator and concept artist will continue to create the art. This will put more of the budget into producing game content as that is the priority. As project leaders, we're not paying ourselves until game completion. All the budget goes to the staff.
To see a little more on the budget visit here
Want to cover us for a specific expense?
Please visit here to see a list of software and things we need and how you can cover us for that.
** Please note videos shown above are all taken in engine in real time. They are early pre-alpha models and graphics and will be polished up in Beta.
If you have any questions, comments, or feedback please don't hesitate to contact us through Kickstarter or email!
Contact Us: Pumpkinonlinegame@gmail.com
Risks and challenges
1. We rely on Idea Fabrik, the company which owns Hero Engine to provide services they promise with the development license we've purchased. Any changes in agreements may set-back or inhibit our ability to launch.
2. That our staff can continue to work with us and provide their best.Learn about accountability on Kickstarter
Unfortunately, we don't have even a "barely playable demo". The inventory items are currently created via a script and we want to make the player experience as simple and smooth as possible. We "could" potentially let people in and just run around in game, however each concurrent user requires us to purchase more licenses for Hero Engine and currently we only have 2 (another reason for this Kickstarter) which is for me and Malik (our Lead Programmer).
However, we will make a video demonstrating what you can currently do in the game such as creating items, dragging and dropping them into your quickbar slot, equipping them, etc. Also, Malik will be creating a Developer Blog detailing all of the progress he has made so far.
Yes, there will be. Once funded we will be designing and releasing info about more NPCs you can interact with.
Unlike social games, in Pumpkin online you will have to chose a profession to roleplay as in the beginning of the game. The profession you choose will determine how you play the game, so for example each profession will have certain perks and benefits as well as have different quests. You can also level up stats such as, fishing, farming, cooking which will unlock more complex game features.
At first our game looks like it's more of a social game than an mmo. Some key things that set it apart are:
1. Most of the gameplay is done solo or with NPCs.
2. There are skill based activities that you can level up in.
3. There are achievements and item completion goals.
4. It's possible to enjoy the game alone.
Yes, and it will be done in such a way so it seems like you are the only person dating that NPC.
3 years may seem like a long time but let me break down some factors that make it very long.
1. We're not a single player game, we are a server based game which means a lot of set-up is required to enable multi-player connectivity between clients and servers without much issue.
2. Making an MMO takes years, any quick Google search on the matter will bring up that it easily takes 2-5 years. Which is why we don't see as many MMO's being developed like single player games. MMOS have hundreds to thousands of items, customization parts, it needs to have tight security, it has to have a stable connection and not lag etc. All these take time to develop.
3. Idea Fabrik, the company that owns Hero Engine has to spend a lot of money to set up servers to run our game 24/7. Their deal is, before they publish any game it needs to be a fully playable vertical slice to ensure that it's worth their while. That being said the open beta can't be too broken, it can't have any placeholders, it can't have half developed features. The features mentioned must be programmed and de-bugged to completion with only extra features to be added on later.
4. We are a small development team. Your standard game studio has at least 20 people, working in house full-time. So it will take much longer.
5. If you look at our production chart you will notice I have predicted 2 years for the actual game development and then giving us 1 year of a leeway to de-bug and fix errors. Because let's face it no one wants a broken a game.
6. We know you're really excited and you want to play it sooner. BUT our mantra is, we need to take our time and make sure that the features in Beta are fully working and functioning instead of rushing out something that's broken and unplayable and we hope you understand.
What will you guys do if you don't meet your goal for the kickstarter? Will you do another kickstarter or will you put the whole game on hiatus?
Well we’re hoping that it doesn't come to that, but it is a possibility especially since it’s a large goal.
If we don’t make our goal then sadly it means we didn’t drum up enough support and excitement for the game. With that being said then unfortunately we’d have to put it on hiatus because then a game can’t support itself without enough support especially mmorpgs.
If we at least get more than half the funding we may end up doing another Kickstarter with a smaller goal. Which would be harder to work with, but better some budget than none and see how far we can get with that.
Now if we get less than half the funding. We’re going to have to cancel the project and do another project. We’ll have to move on to something with a smaller scope and will require less funding. So it won't be the end :)
I just found out about you guys and I'm instantly sold on the idea, but I've seen a lot of great ideas flop so forgive me if I'm a little nervous.
Hi, well that is a legit concern and question, so let me explain why I think we’re confident we can do this.
Our team make-up.
You said the make up of our team seems like half artists. If you’re including 3D art yes, if your referring to only 2D art then that is not true. One other person, excluding myself, is a 2D artist. We have one programmer but we also have software engineers and other developers on the HeroEngine community who assist us but aren’t an active part of the team, so we’re not alone. The funding is to help us get another programmer on board.
Since we’re an indie company there is of course skepticism. But it’s not impossible, our mantra is to take our time and keep working at it until it’s done. We’re not going to promise impossible deadlines, or even features we haven’t discussed with our programmers. I’ve backed indie Kickstarters myself and I figure if it’s an idea I really like and if donating gives these guys at the very least a shot at making the game then why not.
We have Game Design degrees
You also need to remember myself and 3 of my staff all studied Game Design together. So we’re NOT video game fans who are like, hey making a game is easy, sure why not! We’ve written analysis papers and studied game theory and have been a part of small studio projects. Granted I’m not saying that automatically makes us know it alls, but I’m just saying we do have some background and experience in how games are put together and issues that arise in development.
I am fully confident we can do this. Being a small team doesn’t make us incapable it just means things will be get done much slower than a large team. We just ask for everyone’s patience as we work on it.
Like I said, if you like an idea it would great to give the developers at least a shot to make it. Then that’d be a big help towards helping it become possible to begin with it. You don’t have to donate a lot, every little bit helps us!
Key things that I personally look for is:
1. How often does this indie developer make updates?
2. Do they actually work on gameplay and not just art?
3. Do they respond to and encourage direct questions?
4. Do they at least have some Game Design background?
And we try to keep on top of all of the above :)
If your "Pumpkin Online" campaign is for getting the game to beta, how will you get more money once you get there to develop the game to version 1 (or whichever number you consider good enough to release publicly)?
The game will have a one-time purchase fee (Still to be determined but we're estimating between $30 to $50) and the game will continue to be funded via micro-transactions so in-game items for cosmetics, better fertilizer, etc. We don't want to make a pay to win game, but it will be a little easier for players who pay since they will be helping fund the development and servers for the game. Also, farther down the line we will be having expansion packs which will be one-time purchases as well.
Currently the engine only has support for the PC. For other system requirements please see Hero Engine's system requirements page.
However, here is a guide to be able to play the game on a Mac depending on the version of the operating system using Bootcamp. ( Special thanks to Malik for mentioning this option )
*Please note that you will have to purchase a license of Windows (preferably Windows 7).
Which can be found here:
64-bit Windows 7
32-bit Windows 7
We do plan to have chubby NPCs and chubby body types as an option in the player creation mode.
No there will not be, because it could be easily exploitable in the game.
We will not have instances for this type of relationship however, when dating an NPC there will not be that much physical affection shown.
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