This project's funding goal was not reached on December 21, 2012.
This project's funding goal was not reached on December 21, 2012.
Here's the first walkthrough of the game. It covers character creation, traveling the map, an initial puzzle and meeting an NPC!
Check out an image of the d10 reward and comment on your favorite!
We're adding the PC version of the game at the $20 pledge level! This reward is automatically included in all tiers above $20.
In Galactic Keep: Dice Battles, the world is rendered to feel like a tabletop paper-and-dice exploration game that will launch on the iPhone, iPod Touch and iPad.
Players roll a die to move and explore maps and to attack and battle enemies. Puzzles and mysteries set into the world require a player to make choices that can change the current story-line. There are a plethora of weapons to collect, creatures and monsters to battle and playable characters to unlock.
The game begins with the player choosing from a group of characters, 'rolling' their attributes and selecting a special skill to uniquely modify them. Players will be dropped onto a map and must explore, making choices as they go. There will be monsters to fight, allies to make enemies to take down, traps to escape and puzzles to solve.
"If the game lives up to its potential, the experience will be less like playing a videogame and more like taking part in a tabletop RPG with a wildly creative DM." - Slidetoplay.com
We've come a long way in the past months but we still have a lot of work to do. It's looking great and beginning to play amazingly, but in order to help us to continue development, we need a push.
Galactic Keep is a very large and elaborate game. The maps are expansive, the puzzles are complicated and the playable characters, enemies and creatures to battle are many. The whole of the game engine has been lovingly coded by us from the ground up.
Funding from Kickstarter will:
This is the game that we have wanted to make for a very long time. Not only are we COMPELLED to make it because we want to see it made and play it ourselves, we are COMMITTED to making it because we have already put a huge investment of time and money into it.
Another big reason we are so committed is that there’s nothing else quite like it out there. It certainly sets itself apart visually, the concept is engaging and fresh (albeit retro) and the world and characters are unique!
"Gilded Skull’s art style is one-of-a-kind – it looks like the kid in your homeroom who drew robots on his Trapper Keeper has been given charge of a game development outfit."- Pockettactics.com
We're building it to be the game that we have always wanted to play and I believe that many others like me will want to play it too!
"…as a fan of dice powered RPG's, I cannot wait to finally have this game on my phone." - TouchArcade.com
We have developed four apps on iOS that are available on the app store. Two of them were published by MTV Networks. Three of our four titles we have developed were featured by Apple (one of which is still being featured in Apple's juried collection of 'KIDS GAMES' for iPhone). Two of our titles have been the #1 Kids Game on the iTunes App Store, holding that position for several months each.
“Licensed games are often hit or miss, but Gilded Skull was responsible for two fantastic releases under the SpongeBob banner.” - Gamezebo.com
WE DID IT! We hit $5000! The next bonus item has now been unlocked. All BONUS ITEMS are granted to ADVENTURER level backers and higher (anyone who is getting the game). It is a SPECIAL ATTACK that can be used while on the map. We're sure it will come useful on many, many occasions:
Here's the first unlocked BONUS ITEM:
New BONUS ITEMS will be revealed when we reach major milestones. The next item will be unlocked at $10,000! Thank you to the generous support of all backers, we appreciate your help in getting GALACTIC KEEP made!
We initially started the first stage of development on Galactic Keep in February of 2009. By 2010 we had come very far, creating a version of the game that featured a fully playable level and a ton of content. It was at that time that we were forced to pause development of the game so that we could work on ‘paying projects’ and refill the company coffers.
When the two major projects we had embarked on were completed, it was February 2012. The ‘pause’ was a lot longer than we ever expected it to be. In that time Apple had launched several new devices and many iterations of iOS.
We decided that it would be best if we started over with Galactic Keep. We took three years of game design, sketches and concept work that we had done and began to build the ultimate version of the game that we had originally wanted to make!
The core game engine has been rebuilt from the ground up. It’s fast and infinitely more expandable than the original game engine. We have developed many great new tools, the most notable being the ‘Skull Editor’: a versatile tool for creating ‘ready-to-play’ maps and game layouts (layouts of the game’s many card types and screens for the various iOS platforms).
We have created over 30 playable (unlockable) characters, almost 70 enemies, well over 200 unique items, specials and weapons with more being added every day. Most of the game’s UI is complete but we are in the process of ‘wiring everything up’. We are also creating the main gameplay maps and many of the 'side quest' maps: packing them with objectives, items, enemies and puzzles.
We are currently building a fully playable mission that would include a vast majority of the core gameplay. We will keep you intimately updated on our progress as the game is being developed!
The story of Galactic Keep involves figuring out how a very large number of humans somehow 'appeared' into another galaxy millions of light years away from Earth. The humans are trying to find their place amidst various species jockeying for positions of power, a galactic 'military force' attempting to keep order and various other factions and groups trying to create chaos.
'Missions' in the game will take player to diverse locations: a planet in the middle of a revolution against coalition forces, an experimental compound running out of a battle cruiser crashed into an alien swamp, an orbital platform owned by pirates that's been taken over by a plague of mysterious visitors. We're currently figuring out what'll be initially available in the game. We are planning to constantly release more missions (or 'modules') in updates that include new playable species, weapons and enemies.
The player enters into this universe as part of a coalition special forces unit, one of a group of seven hand-picked from across the galaxy. The group is tasked with being the first to explore an ancient vessel discovered within an unclaimed stretch of volatile and perilous space in the furthest corner of the galaxy. The ship became of interest to the coalition because it was producing temporal distortion signatures that were off the charts. It is this distortion that initiates the adventure: a portal discovered on the ship.
"You announce to the rest of the team that you’ll be the first to enter the device and everyone agrees…this makes you nervous. You’re handed a transponder that was pulled out of a console nearby and you’re told to stand on the platform by the reouge scientist who brought the device to life."
"Almost instantly, the floor drops out from below you and you fall into blackness. Are you still falling? Are you conscious? The blackness envelopes you and then a peculiar scene begins to materialize around you. The darkness slowly recedes and you are standing in a…field."
When we set out to make Galactic Keep, we wanted to emulate a classic tabletop roleplaying game on iOS. We soon figured out the best way to make sure this worked was to…create an actual, physical tabletop roleplaying game. We created a prototype version and balanced the rules by playing it. Over and over.
There are specific and lengthy rules for combat, map travel, trap and robotic turret usage, vision, on-map weapons and sniping among the other core mechanics. For now, we’re going to let you in on the inner workings of the combat system.
Combat is initiated when one character or creature deliberately moves to take over the same map tile as another character or creature. The combatants both roll to begin the combat and this roll is modified by the combatants luck attribute. Any character with a luck attribute over 17 gains +1 to their start roll (with every 5 luck points above this adding a +1 to a max of +4). Attackers gain an advantage of +3 to their luck roll. The highest roll plus modifiers attacks first.
While engaged in combat, players can choose to ATTACK, use a SPECIAL, BLOCK the next enemy attack or use an ITEM.
The standard ATTACK is calculated based on a dice roll plus modifiers: strength + weapon + d10 = damage inflicted. Weapons will often have unique features that are expressed as equations of their own.
The SPECIALS work in a similar way to the weapons but the roll is modified by the character’s intelligence instead of their strength. Specials are much more powerful attacks and are restricted to a maximum of four uses per combat, dependent on the level of the character. Characters gain an additional special attack usage with every nine levels gained and start the game at level eight with one usage.
After the sixth round of battle, both of the combatants receive a burst of strength, a second wind. Their attack and specials are further modified with the addition of the player’s endurance attribute to their damage.
We’re also implementing a critical hit and failure system into combat. If the player rolls a ten or a one on their attack they will receive a random ‘critical hit’ or ‘critical failure’ based on the type weapon they are using and the type of enemy they are attacking. Enemies will also receive a critical hit or failure upon rolling a one or ten. Each type of critical hit and failure is represented a specific equation, not unlike a weapon or special. Colorful text accompanies a critical as characters are torn limb from limb in their battle to the death (after the battle, current technology can facilitate a full reconstruction).
If a player chooses to BLOCK, the character deflects a portion of their opponent’s damage while regenerating a small amount of health. The next enemy hit is reduced by (d10 + character endurance modifier) x 5%, the character immediately heals for (d10 + the character endurance modifier) x 3%. (e.g. a roll of 6 on the d10 for a L8 character (END mod of 3) means the next enemy hit is reduced by 45% and 27% of the player’s current damage is healed).
By choosing to use an ITEM, the player is able to gain access to their inventory and can choose to use their turn to consume or use an item that they are holding or to switch their weapon or special.
Our goal in creating the combat system was to make it easy to use and to allow for an unlimited amount of variety. After much testing we proved that this system played well and was a lot of fun! It provided the opportunity for a lot of battle customization while adding unexpected twists and turns with each encounter.
And the best part: In Galactic Keep you can choose to see as much or as little as you want. If you'd like to see everything that's going on under the hood in combat you can or you can choose to display just the outcome of your hit!
This is a game for people who love table-top role playing games and for people who love role playing video games. It displays the roots of the genre while bringing a lot of new things to the game table in a modern and creative way. This is a one-of-a-kind game idea and it's your opportunity to help bring it into existence.
Since our initial announcement of Galactic Keep, we have been floored by the positive reception we've received. Upon going back into full development in May of this year, we were surprised again with the renewed interest in the project. Here are some of the more recent stories written about us and, specifically, Galactic Keep.
Slide to Play: Q and A - Galactic Keep: Dice Battles
TouchArcade: Dice-based RPG 'Galactic Keep' Back in Development
PocketTactics: Gilded Skull starts showing off Galactic Keep
More new game images and concept art coming soon!
Our biggest strength is also our weakness. We are independent and small.
On the plus side this allows us to be nimble, to make decisions swiftly and maintain a singular vision for the game. We can change course rapidly if something doesn’t work or if we have a new idea to streamline a mechanic. We can take game feedback and criticism from our fans and implement changes immediately without having to worry about getting ‘sign off’ from anyone higher-up than ourselves.
On the down side, being small has its disadvantages. If a large and un-charted problem surfaces it could throw us off schedule. The people developing the game are involved in every single aspect of its design: art, level and mission creation, programming, user interface, animation, sound design and music. This helps to build a cohesive and fluid game experience but the negative is that if one of the core team members is forced to pause, the whole game development pauses.
Also, having some manner of funding is key to finishing the development of this project. We don’t have a publisher supporting us. We have not taken out bank loans nor have we been financed by an outside investor. We are wholly and completely 100% self-funded. Every penny we make, every penny we have, goes toward allowing us to make this game.
We very much enjoy the freedom that being independent affords but the truth is that while we have been working on Galactic Keep we are all forgoing our ‘salaries’. We are currently in a situation where we are bringing in virtually no money until the game is launched. In the past, in order to support the business and ourselves, we were required to take on outside work…and Galactic Keep was delayed. We would rather that not happen again.
Yes, this team has launched several other major projects with outside partners in the past but this is, by a long shot, the game that we would most prefer to work on! There is no doubt clouding our minds: we will finish this game. This is the game that we have wanted to make our whole lives.
We are confident that Galactic Keep will be an amazingly inventive and very unique game. We are asking for your help to make sure this project sees it’s way to the app store…and, if all goes well, beyond!Learn about accountability on Kickstarter
Have a question? If the info above doesn't help, you can ask the project creator directly.
- (15 days)