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Truly classic games never die. The original Jumpman game still has fans, and now, we're updating it while sticking to it's core!
Truly classic games never die. The original Jumpman game still has fans, and now, we're updating it while sticking to it's core!
Truly classic games never die. The original Jumpman game still has fans, and now, we're updating it while sticking to it's core!
236 backers pledged $20,472 to help bring this project to life.

About this project

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$20,472

236

You can read about the Jumpman Forever Preview in this update post!  EVERYONE who contributes gets to play the preview - I send you a link when you contribute!

Ready for some real retro action? We’re not talking a game that just happens to use the trend of “chunky pixels” to take a modern game style into the past, we’re talking about a true retro experience from a game that hasn’t seen a true sequel since the 80’s - Jumpman for the C64 / Atari / Apple ][ era.

Let me give you a quick rundown on the specs for Jumpman Forever:

Multi-Platform Release: 

  • Ouya (First, as part of the Free The Games Fund) 
  • PC
  • Mac OS X
  • iOS (iPhone & iPad) 
  • Android (phone & tablet devices) 
  • with new platforms possible in the future (we're using a cross-platform engine)

Levels:

  • 30 levels (just like the original) at Ouya launch time 
  • 45 - 60 levels available during PC / Mac / iOS / Android launch 
  • Jumpman Forever level editor 
  • Integrated cloud based level sharing community 
  • Updates every 4 - 6 months for the first two years 
  • Entirely new levels!

Gameplay:

  • Complete replication of original Jumpman & Jumpman, Jr gameplay & controls 
  • Updated retro-modern graphics 
  • Complete old-school charm! 
  • Two playable characters - Jumpman, and the new character, Red! 
  • Old enemies return 
  • New enemies added 
  • Entirely new levels! 

Five Gameplay Modes: 

  • Easy - Slower, less enemies on some levels 
  • Normal - Regular speed, regular number of enemies 
  • Expert - Faster, normal number of enemies 
  • Advanced - Same speed as Expert, but additional enemies on every level
  • Speedrun - Fastest speed, Jumpman also gets to jump higher and farther 

Ouya version ships late February, all other platforms 6 months after that!

Experimental Features - not guaranteed to ship: 

  • Multiplayer (Jumpman & Red)

Stretch Goals:

Since we're just about to hit the goal line, it's time to unveil the stretch goals! 

  • $25,000 - All 30 ORIGINAL Jumpman Levels!  This is harder than you might expect: the diminsions for all the characters have changed, along with the aspect ratio of the playfield.   
  • $31,000 - FULL SOUND TRACK!  Right now, Jumpman Forever uses the same design as the original Jumpman - music is only used between levels.  With this, we'll be able to produce a FULL Jumpman Forever soundtrack (purists for the game can turn it off, though :-)
  • $33,000 - 33% MORE LEVELS! An extra 30 levels at Ouya release time (making the total when it reached PC / Mac / iOS / Android a whopping 90 levels, and 120 levels in total when you add in the original 30 Jumpman levels!)
  • $35,000 - A THIRD CHARACTER!  This is one of those things I've debated back and forth - Jumpman and Red both have abilities unique to themselves, so adding more characters means working out the ability of each character.  And, I finally have ideas on that... :-)
  • $37,000 - SELECTABLE RETRO SKINS!  Why should only the C64 version of Jumpman get a graphical update?  There were more versions, each slightly different (and less colorful) - the new selectable skins lets you play at Apple ][ or Atari version Jumpmen, along with some other cool options.  Same goes for Red, who would get some fun "outfits" :-)
  • $40,000 - A FOURTH CHARACTER!  Similar to the idea of the $35,000 stretch goal, this character also comes with abilities unique to it.
  • $50,000 - FOUR PLAYER MULTIPLAYER CO-OP!  Prepare for insanity.  Seriously.  Each character has it's own abilities, so Jumpman, Red, ( X ), and ( Y ) (They don't have names yet) each have to tackle specific parts of the level together.  OR...
  • $55,000 - UP TO FOUR PLAYER MULTIPLAYER -VS- MODE!  Yeah, why work together, when you can work on blowing each other up?  That's right - you get to bomb each other (and the level) to see who ends up surviving!
  • $65,535 - Three year release cycle.  Right now, we're planning for a full two years of new level releases and updates, adding new content every 4 months or so (usually 15 - 30 levels per update.)  With this, we move the release cycle out another year.  Some quick "off the cuff" math would put the number of official levels at around 400 levels by the end of year 3.  That's pretty mind blowing, to me :-)
  • $120,000 - IT'S ALL FREE!  At this point, we would have reached the expected profit for the first three years of sales of Jumpman Forever across all platforms.  So, in the HIGHLY unlikely event we were to reach this point, it's no longer going to be sold, we'll simply give it away on all the platforms it ships on!  That includes the first three YEARS worth of planned Jumpman Forever level packs! (We do reserve the right to make DLC or IAP level packs and expansions after the third year.)

How far along are we?  Well, we started shipping the pre-Beta Jumpman Forever Preview to backers and press to show it off - yeah, we're far enough along we could show off eight levels and give the players something to whet their appetites :-)

What does Jumpman Forever look like?  Here's a quick Work In Progress video from the December 9, 2013 (expect bugs, inconsistencies, and oddities:  for instance, part of the sound effects and all the music are from the original game, not the new stuff)

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Or, if you'd like to see some of the other videos and level screenshots:

Images:  

Videos:

Now that we've gotten the essentials out of the way, let's dig into the specifics.  There's a lot here, so, here's a quick Table of Contents for the rest of it:

  • Our Goal
  • What Is Jumpman?
  • The History of Jumpman
  • Limitations Of Our License For Jumpman
  • Rambling in the middle...
  • Press Coverage
  • Kick It Forward

Our Goal

We're bringing back Jumpman into a totally new set of truly old-school style video-game.  Now, if you're familiar with classic video games, there's a good chance you've played Jumpman on a Commodore 64, Atari 400/800, IBM PC (including the Jumpman Lives! remake), Apple ][, or maybe one of the modern re-releases on the C64 TV setup or in the Wii's Virtual Library if you were in the UK.

Jumpman on the Commodore 64
Jumpman on the Commodore 64
Jumpman Forever Work In Progress: Stage 1, running on Mac OS X desktop
Jumpman Forever Work In Progress: Stage 1, running on Mac OS X desktop

What Is Jumpman?

Not a classic gamer, and wonder what all the fuss is about?  Let me give you a couple of quotes from Compute! magazine from back in 1983 when Jumpman was originally released:

"Creating a good first impression isn't the easiest thing in the world, especially if the audience is made up of experts. An even more difficult task is to sustain or improve upon that good impression over a period of time. Jumpman succeeds in both cases.

"In the face of cynical comments like "It's probably just like the rest of the climbing-motif games," Jumpman easily conquers that skepticism and establishes itself as a software classic. No true arcade-game fan who takes joystick in hand and begins to manipulate Jumpman around the screen will be able to walk away without adding this product to his Atari, Commodore 64, or Apple collection." -- Compute! Magazine, Issue 41

At first glance, Jumpman wasn't that much different than a number of platform games from the era.  That is, until you scratched the surface a bit, and dug into the game play.  In an era where most games had 4 or 5 levels that repeated over and over (for instance, Donkey Kong, Donkey Kong, Jr), Jumpman had a whopping 30 levels, and Jumpman, Jr added another 12 to the mix.

But, the number of levels wasn't what made Jumpman special - it just enhanced it.  The core of Jumpman was a combination of a solid control system (which I'm going to be posting about - if you play it, you'll discover you can get away with things other games don't let you do, like miss a jump, hit the girder, and climb up the girder) and puzzle based gameplay.  The's been platform games that integrate puzzle solving, but never to the degree Jumpman did it: every level was a different set of challenges, ranging from just dodging the bullets, to malfunctioning robots, vampire bats, falling bombs, moving bombs, disintegrating platforms, to invisible levels who's layouts you have to discover.  For those who are modern gamers, it requires the intelligent gameplay levels of Portal, while maintaining the old-school 2D twitch requirements of games like Donkey Kong.

Jumpman, Junior on the ColecoVision
Jumpman, Junior on the ColecoVision

The History Of Jumpman

Simply put, it's an amazing game.  And, anytime there's a game that stands out, there's always a cult following somewhere, and Jumpman still has that following.  Impressive, since the original game was released in 1983!

I'll give a little history of what's happened since 1983, since it's somewhat important to the story, though I'll make it brief:

In 1991, Apogee Software released Jumpman Lives!, a complete remake of Jumpman from the Commodore 64.  Unfortunately, they didn't have the rights to the game, and got a cease and desist on it.  But, it re-invigorated existing fans, and introduced a new generation of players to Jumpman.

Jumpman Lives!, for the PC
Jumpman Lives!, for the PC

In 1999 - 2000 range, something really weird happened:  A number of people got ahold of Randy Glover, and got permission to do sequels to Jumpman.  I was one of those people.  Most of the agreements were to do freeware versions of the game, though, I managed to talk Randy into letting me do a commercial sequel to the game.

So, a few new Jumpman games came out:  Jumpman Zero, Classic Jumpman, Jumpman: Under Construction, and one more who's name I've forgotten and can't find anymore.  

Jumpman Zero, a sort of trippy 3D-ish take on Jumpman
Jumpman Zero, a sort of trippy 3D-ish take on Jumpman

Randy began work on his own sequel, Jumpman 2 (which, I feel very fortunate: I'm one of the only people who had their hands on a playable tech demo of Jumpman 2 - Randy had given me a built to check out and see where he was headed with his new concept, a 3D game that played on multiple 2D playfields.  Interesting stuff!)

Limitations Of Our License

Now, there were limitations on the deal:  We only got to produce one Jumpman game.  If we wanted to talk about doing another, it would probably be as a collaboration with Randy, or we would be paying him royalties on the next game.  Additionally, the deal excluded the major console platforms of the day - Playstation, Nintendo 64, etc. (However, we're extending that as a "spirit of the agreement" to include the modern major consoles, like XBox 360, XBox One, Playstation 3, Playstation 4).  If the game was so wildly successful that the investment necessary to port to one of the major console platforms was a good idea, hey, he'd like in on the act.  And, personally, I thought that was a pretty good idea!

Jumpman re-rendered in the Jumpman: 2049 game engine - the blocks, in this case, were a low-friction ice based level
Jumpman re-rendered in the Jumpman: 2049 game engine - the blocks, in this case, were a low-friction ice based level

In 2010, I returned to game development with the release of The Horror Game, a table top RPG, and released The Plastic Army Game in 2012.  In 2013, I released my first new video game in a decade, RetroBreaker for iOS, Android, and Mac OS X.

Now, it's been over 13 years since I got the rights to do a Jumpman game.  I keep getting emails asking when I was going to do Jumpman: 2049.  Oh, I'm not getting daily emails or anything, just one every couple of months.  

I keep thinking of resurrecting Jumpman: 2049, but I keep hesitating.  I don't want to do the game the way I was originally thinking.  Originally, it was just going to be a simple matter of re-creating all the old levels, then throwing some new levels in, and calling it done.  

If the game still has a fan-base after around 30 years, why not do something more fitting?  

The concept of Jumpman Forever has come together with pretty ambitious idea:  create the game with the idea of creating and keeping an active fan base.  What does that entail?

  • A LOT of new levels.  The plan right now is for 30 levels with the Ouya platform launch (February), with up to another 30 added with the cross-platform launch (August - September range)
  • Update the graphics slightly.  Keep all the old school, 2D platformer charm, but make it just modern enough to look decent on a 40" TV.\
  • Replicate the gameplay as close as possible, utilizing some of the "loose control, tight gameplay" concepts Jumpman used.
  • Create new levels that replicate the gameplay concept - puzzle solving on the fly while dealing with enemies that always keep you moving.
  • Create a level editor to allow users to create their own levels (that's one thing that the Jumpman Lives! - it included a level editor where you could make your own simple levels.  There's still places to download levels for Jumpman Lives! online!)
  • Create a single unified, cross-platform community to share those levels from within the game.  We'll be extending another project I work on - cloudPages - to handle this job.
  • Use a cross-platform engine to make releasing Jumpman Forever on future platforms easier
  • Use a replaceable graphics setup, so in the future we can support those fancy new 3.9D displays (or whatever groovy display tech comes out in 10 years) with shaper versions of the characters
  • Create and stick to an infrequent release schedule, producing content updates every 4 - 6 months for the first two years of the product, and every year after that.
  • Explore the "wild" ideas that I've had for Jumpman Forever, that may or may not make it into the final versions, particularly the idea of a two-player co-op mode that would allow for some really wild gameplay puzzles!

Part of this is already done - we've already got the cross-platform engine (which is why we'll be supporting Ouya, Android, iOS, Mac OS X, and Android), graphics are replaceable, we've got a graphical style that very much evokes the original Jumpman style (while remaining a little more high-rez than what the original allowed), and we've already partially replicated the in-game "feel" of the original.

Jumpman from Jumpman Forever.  The original Jumpman was only about 8 pixels tall, it was composed of three colors (on the C64 - on other platforms it was only one color, white!) and there were only two states to it's run animation.  The new one is conside
Jumpman from Jumpman Forever. The original Jumpman was only about 8 pixels tall, it was composed of three colors (on the C64 - on other platforms it was only one color, white!) and there were only two states to it's run animation. The new one is conside

We've also extended the game slightly, with a second character, Red.  Unlike Jumpman, Red isn't a bomb technician - she's got the jump boots (a prototype set), but she can't defuse the bombs.  This lets us tell throw a really wild set of puzzles in there that keep the feel, but allow for more unique levels to be added (and, if we manage to pull of the multi-player setup we'd like, one player would be Jumpman, and the other would be Red, each playing of that character's strengths.)

Red from Jumpman Forever.  She's actually slightly taller than Jumpman, making the character a little more challenging in tight spaces.  She also has "little details" like her hair flows while jumping or climbing, things like that.  Red will let us throw
Red from Jumpman Forever. She's actually slightly taller than Jumpman, making the character a little more challenging in tight spaces. She also has "little details" like her hair flows while jumping or climbing, things like that. Red will let us throw

Since we've only got one shot at doing a Jumpman game (unless Randy happens to give us rights to do another one some day, though I haven't talked to Randy in years!)  We want to take this one shot, and do it right: we want to create a game that has a following for years to come!

Take a look at what we're giving away as rewards - we've got a little of everything!  Jump in, and join us on this great adventure in game development!

Original C64 Jumpman splash screen
Original C64 Jumpman splash screen

Press Coverage

As I see articles mentioning the Jumpman Forever Kickstarter campaign happen, I'll be posting links to them here for folks to take a look at, and as a sort of thank you to those that have taken a moment to show a little support for an indie project!

Podcasts & Videos:

  • Atari Antic: http://ataripodcast.libsyn.com/webpage/2013/12/15
  • OMG! Hour Podcast: http://omgnexus.com/2013/12/omg-hour-episode-81/
  • Nerd Genious: https://www.youtube.com/watch?v=kCtYeIx07Zw&feature=c4-overview&list=UUHvxxZWkLz89eoCHRgGPSBw
  • X S Gaming Podcast: http://xsgamingpodcast.podomatic.com/entry/2013-12-17T18_16_13-08_00

(Whew.  That's a lot of linkage - if I missed your coverage of Jumpman Forever during the Kickstarter, please drop me a line so I can update the list!)

Kicking It Forward

We're also a member of Kicking It Forward - for a but more information on it, visit their page.  It's a pretty cool idea!

http://kickingitforward.org

Risks and challenges

One of our biggest challenges: controls on iOS and Android. The touch screen controls are a fairly hard setup for precision gaming. We'll be supporting external controllers as they come out (part of our hardware expenses for Jumpman Forever) but the game still has to be perfect when it comes to controls, otherwise the player is going to be frustrated quickly.

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FAQ

  • Jumpman Forever for the Ouya will ship first in late February, and it will be an Ouya exclusive for six months. We'll be shipping beta copies of Jumpman Forever before the exclusivity period is over, particularly for testing control schemes on iOS and Android devices.

    Last updated:

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  1. Select this reward

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    --== Our Thanks ==--

    Hey, thank you very much for helping us out! Game development takes money, and every little bit helps!

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    Early Adopter Reward

    When it ships, Jumpman Forever is expected to be $3.99 in the various app stores. With the early adopter price, you in on the action for half price!

    Ouya copies are expected in February, and all other platforms 6 months after that.

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    --== Early Buyer Reward ==--

    Bummed because all the early-adopter copies are gone? No worries, you can still get it for less than the planned shipping price with the Early Buyer reward - you just don't save quite as much!

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    Beta Tester Reward

    Nearly instant gratification! Forget waiting till it ships - become a beta tester! Get in on the action WAY early for the various platforms (Ouya, PC, Mac, Android, and iOS), and get in on the final version, too! Oh, and as an added bonus, we'll be sure to list you with the beta testers in the credits.

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    --== Jumpman Forever Christmas Card ==--

    Want to give the gift of games for Christmas? Give your old school gamer something he won't forget: an exclusive Jumpman Forever Christmas card that we'll ship directly to you that contains it's own redemption code to get in on the beta and the free copy of Jumpman Forever when it ships! Or, you could just keep it for yourself, Scooge! :-)

    All cards are signed and numbered for authenticity and limited run.

    We'll be shipping these out the day after the Kickstarter ends, so you should be receiving your card just days before Christmas!

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    --== Exclusive Content Reward ==--

    When we ship, one of the features we'll be rolling out over time is a special community level sharing platform. You'll get special early access to it, and access to 12 specially created Jumpman Forever levels that only you get!

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    --== Exclusive Content AND Christmas Card Reward ==--

    Feeling live giving something so awesome your gamer friend is going to be embarrassed at how cheap the gift they gave you was? This is the one to give - it's got an exclusive code for the beta, the final version of the game, AND the exclusive extra content. The gift that keeps on being awesome...

    All cards are signed and numbered for authenticity and limited run.

    We'll be shipping these out the day the Kickstarter ends, so you should be receiving your card just days before Christmas!

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    --== Limited Edition Jumpman Animation Cell Prints ==--

    We'll be taking animations from the game, and printing them, framing them, numbering them, and signing them. Each one comes with a certificate of authenticity, and each one is suitable to be hung on the wall - and is an amazing gamer-geek gift! Each print is unique - thus the limited quantities - so no two of this item are exactly alike. The print may be of Jumpman, Red, or one of the more interesting enemies (but not "mundane" ones, like the Alienator bullets)

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    --== Your Level Here Reward ==--

    One of the fun things as a game developer: everyone has an idea. "Hey, you should have sharks in the game." "Hey, you know what you need? A skydiving level." We get tons of ideas from people, and as game developers, we know what to do with them: mostly, we ignore them.

    But, here's a rare chance: this time, we'll listen to you. We're offering the ability to let us tell you what you want for a level, and we'll try our best to create it. We say "try our best", because not all things are possible from a technical standpoint.

    There are some restrictions, though: no guns, no fighting, and Jumpman can't be intentionally killed in the level. Additionally, you only get to tell us about one level you want done (though, if we tell you that one can't be done for technical or plotline reasons, you can submit a different idea.

    This is a first-come, first-released deal: not all of them will ship with the initial game release, and we'll be dibbling them out as part of the updates.

    As an added bonus, we'll be giving you credits as level designer!

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    --== The Ultimate Jumpman Fan Box ==--

    In the 80's, games came in fancy boxes, not electronic downloads. Some developers had gotten some pretty cool ideas along the way, adding neat things like collectables, maps, books, and more inside the package.

    We're bringing that idea back with a limited run of Jumpman Forever collectors boxes. This is a retail Jumpman Forever box (without a UPC code on it) that contains a flash drive with the PC, Mac, Android, and Ouya versions of Jumpman Forever on it. Then, we sweeten the deal with a Jumpman (or Red) desk figurine for your desk, and a bound book "The Art of Jumpman Forever" that contains glossy printed versions of the levels and art of Jumpman Forever. No, there are no pixelated nudes of Jumpman or Red in there, sorry - we're not talking that sort of artwork.

    Each one is printed, signed, and numbered - we're keeping the run of these extremely short for a reason: they're only for the people who think Jumpman is one of the most awesome games ever made.

    This won't ship until after the PC, Mac, iOS, and Android versions ship, since it contains installable copies of the "shipped versions" of the games.

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    --== In-Game Supporter Link ==--

    The original Jumpman games have been around for nearly 30 years, and people are still playing them off and on. Can you imagine being able to continue to reach your audience for such a long time? With Jumpman Forever, you can - we'll be adding a menu item just for supporters. You'll get your name or business name, your link, and up to 250 characters say why they should be clicking on your link, using your product, or whatever you like.

    Each time the list of supporters is presented to a Jumpman Forever player, it is randomized: so, no worries if you're the last one to sign up, you'll still have the chance to be at the top of the list!

    No adult services or illegal product links.

    Quantities are limited on this to keep the reward quality up.

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    --== 4th Splash Page ==--

    When the game starts, we'll have four splash pages (it's common in games to have splash pages, we're just using them a little differently). You can have your name, business name, your logo, and your url on the page.

    After the product is out for two years, we'll be removing the splash pages.

    Additionally, you'll get a space on the In-Game Supporter Link page (which, unlike the splash page, is permanent.)

    No adult services or illegal product links.

    This is the LAST splash page that will be displayed.

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    --== 3rd Splash Page ==--

    When the game starts, we'll have four splash pages (it's common in games to have splash pages, we're just using them a little differently). You can have your name, business name, your logo, and your url on the page.

    After the product is out for two years, we'll be removing the splash pages.

    Additionally, you'll get a space on the In-Game Supporter Link page (which, unlike the splash page, is permanent.)

    No adult services or illegal product links.

    This is the SECOND TO LAST splash page that will be displayed.

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    --== 2nd Splash Page ==--

    When the game starts, we'll have four splash pages (it's common in games to have splash pages, we're just using them a little differently). You can have your name, business name, your logo, and your url on the page.

    After the product is out for two years, we'll be removing the splash pages.

    Additionally, you'll get a space on the In-Game Supporter Link page (which, unlike the splash page, is permanent.)

    No adult services or illegal product links.

    This is the SECOND splash page that will be displayed.

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    --== 4th Splash Page ==--

    When the game starts, we'll have four splash pages (it's common in games to have splash pages, we're just using them a little differently). You can have your name, business name, your logo, and your url on the page.

    After the product is out for two years, we'll be removing the splash pages.

    Additionally, you'll get a space on the In-Game Supporter Link page (which, unlike the splash page, is permanent.)

    No adult services or illegal product links.

    This is the FIRST splash page that will be displayed.

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Funding period

- (29 days)