Castle Story is a voxel-based creative strategy game about building castles brick by brick and defending them against enemies. Read more
This project was successfully funded on August 26, 2012.
Kickstarter diary number two : Days to come
(this update has also been posted in our blog, click here to read the original)
Hi folks!We’ve spent the week getting back on our feet, after a pretty eventful weekend. Bascially, sending emails to dozens of people, answering hundreds upon hundreds of email, and deciding what we should do in the near future.
I don’t have a credit card! How do I pledge? Can I pay with Paypal?
- $30 - Get TWO COPIES OF THE BETA as well as two names in the game (yours and a second one of your choice)
This one is pretty self explanatory. For those of you who want to offer a copy of the game to a friend, this reward is for you!
- $45 - Get TWO COPIES OF THE PROTOTYPE as well as TWO COPIES OF THE BETA. You also get two names in the game (yours and a second one of your choice)
- $80 - Get one T-SHIRT of your choice, one POSTER of your choice as well as the PROTOTYPE, the BETA and your name in the game.
Finally! You can now get a t-shirt of your choice as well as one of the two posters! More choice is better, right?
Ok, let me be frank, we’re stuck with the reward descriptions we’ve written. We wrote August because technically, the Kickstarter ends on the 26th. But in all likelihood, it won’t be ready until September.
The huge size of our Kickstarter is putting significant strain on our small team. We’ve been getting so many email and requests, that we are having a hard time working on the actual game these days. We’re at 400% of our goal and will probably reach 500% by the end of the month, so this means that we are required to put 400% as much effort managing everything than we originally planned for and it will probably last until the very end of the Kickstarter. So as close as we are to releasing the prototype, the Kickstarter is also slowing us down considerably.
Our milestone (accounting for all possible delays) is to release something in time for the IGF submissions which is on October 17th. Ideally we would still release somethings earlier than that, but if anything happens, you are guaranteed some kind of release by that time.
Do you have any stretch goals?
This is a tricky question. What are stretch goals anyway? Some kind of scheme to motivate more people to donate?
I don’t really like the concept of promising more features on a whim. We’ve been working on that game for the last two years of our lives, often on the verge of starving, and constantly depending on parents and friends to support us. This game is our baby, and we will push it as far as we can.
I don’t think there’s any feature we could promise that we don’t want to do already. We’re a small team, exploring a game idea that has never been tried before, so we will get as far as we humanly can.
There’s also the fact that the game is in the middle of development (opposed to a game that hasn’t been started yet), so the concept of adding features that late is really strange.
Anyway, I think it would be dishonest to hold back features we already wanted to do, in order to get more people to pledge. This is why we don’t have stretch goals, to us it feels just like day 1 DLC, and we don’t like that.
 However, I would like to add that we still plan on hiring our community manager, musicians, artists, accountants and a lot of people who can help us develop the game more easily so we can deliver a game that is, simply put, better.
That’s it for now. This update is getting pretty long anyway. We’ll get back to you next week with some videos and some more pictures, so stay tuned!
Before we go, we’ve just updated the third t-shirt design, as well as creating a wallpaper for it.
Remember! Don’t dig too deep!
The Sauropod Team