Solace Crafting | Distance-Based Fantasy Survival RPG
Solace Crafting | Distance-Based Fantasy Survival RPG
48km view. Crafting and building reinvented to be quick, simple, and integral to fast-travel and survival in an infinite RPG multiverse
48km view. Crafting and building reinvented to be quick, simple, and integral to fast-travel and survival in an infinite RPG multiverse Read more
Solace Crafting is aiming to become a leader in both crafting and building games. I believe that both crafting and building are only fun with reasons to engage in and improve them. They need purpose and sustainability.
That's exactly where the term "Solace Crafting" comes from. Solaces are a player crafted facility that act as a beacon for instant travel in a boundless multiverse. When a Solace is placed or upgraded, it must be defended for several minutes as evil spawns to try and stop it. As difficulty is based on our distance from the start, placing Solaces deeper into the wild becomes increasingly challenging, asking players to unlock and upgrade new traps, gather stronger resources, craft better equipment, befriend stronger allies, and increase their combat abilities.
I love building and crafting games like Minecraft, Terraria, and 7 Days to Die. Another part of me loves fantasy role-playing games like Everquest and Dungeon & Dragons Online. In 30 years of gaming I never found a game that bridged those two genres together in the way I always imagined. Building and crafting were always just tossed in like a mini-game, letting players dabble in it if they wanted to. I was done waiting for someone to design something better.
This is me, following my dream, taking development into my own hands. I spent five years making sure I knew what I wanted to do and how to do it. Now that my goal is in sight, this campaign will allow me to focus full-time long enough to finish the final stages of early access.
(almost all features below are already in-game and working)
View the world around you over 48 kilometers(35 miles) in all six directions. Our distance engine renders not only the landscape but encounters like floating islands, pyramids in the desert, NPC towns, and more. This lets you choose what content to engage in, with global events like meteor showers now possible on a massive scale.
The further we travel from the start, in any direction, the higher the level of monster, encounter, and quests we will encounter. This lets us control when and where we move to the next level, with no strict limitations. Higher level also does not mean "end-game" grind, only difficulty increases, not time spent, or experience required to level. Resources, loot, quests, everything evolves as you push deeper.
Summon a new Solace almost anywhere in the multiverse for instant travel back and forth from your castle in the mountains to your forge deep underground removing the need to walk back and forth.
- Build traps and hire defenders to help protect against several waves of monsters that will try to interrupt summoning and upgrading
- Store unlimited resources on an omniversal network, accessible within range of any Solace
- Connect to parallel dimensions and elemental planes
- Upgrade any Solace's range, power, visibility, aura, and more
- Help strengthen and defend NPC Town Solaces for rewards
Our unique crafting system offers simple yet complete customization of all equipment and enchantment recipes. Swords, bows, gauntlets, any type of equipment can be easily customized to fit your level and class, never forced to use what's "best," or only what's available.
- Easily customize equipment color, set enchants, rarity and more. No preset recipes.
- No timers, no mini-games, no sub-components, and no cross dependency.
- Improve entire professions and sub-categories with unlocks and upgrades.
- All recipes can be used by all levels.
Spend your skill points on as many skill trees as you like, mixing sword and sorcery, to create a truly unique character. We're aiming for variety and fun instead of strictly balanced presets.
- Skill trees branch and evolve unlocking rewards, recipes, passives, and new skills depending on where you spend your points.
- Add support abilities to your skills granting fire damage, a chance to stun, and more, even across different class trees, making for thousands of possible combinations.
Shape and color your hero to match your idea of "heroic". Plump, skinny, tall, and short, we want players to play who they want. Mix ears, fangs, tails, and more with no "racial" restrictions.
Our adaptive building interface allows easy and precise building upwards and outwards without the need to crawl and jump. We want to have fun, rather than make players spend hours to get anything done.
- Neatly organized interface designed to grow with new content.
- Build freely with no physics based limitations, no falling apart.
- Buildings do not decay or disappear over time.
- Use the keyboard to move and build massive structures in no time.
Harvesting often takes up a fair amount of player time in crafting games. I'm working hard to make the experience more entertaining with harvesting specific skills and abilities to help extract, explode, and seek out resources. Leveling up your harvesting professions also gives you the opportunity to unlock harvesting specific enchants and recipes to personalize your tools with.
Encounters are the main source of experience, recipes, and rare resources. They can be as small as a pair of elementals guarding a rift tear, to an extended siege on an NPC town that you've helped construct and must now defend against evil.
Encounter quests are built to support crafting and building just as much as exploration and adventure. Imagine coming across a wizard at level 16 who says he needs a new staff, or a town ravaged by wolves that is in desperate need of a new fence. Repairing the fence can lead to setting up further defenses, which can then lead to a timed defense campaign, earning you a new enchant recipe, a permanent fast-travel location, and a new type of guardian for your own defenses.
- NPC towns are aware of and can direct players to encounters up to 4km(2.5mi) away.
- Help towns evolve gaining access to vendors, fast-travel, defenders, recipes, and more.
My name is Kyle Postlewait. Seattle born geek and mountaineer, I found my ambition living in Japan over the past eight years. I love to create things both digital and physical, whether I'm cooking, woodworking, or landscaping.
Currently, I work at an aluminum and zinc foundry designing machines for the automobile industry. My work requires very strict data control and management skills. I have learned a lot working in an ISO certified environment, both as a team member and as a leader, and have brought many of these skills with me into game development.
On my journey thus far I've run into thousands of people just like me looking for a chance to create music, models, animations, and more. I work with some of them already, and hope to work with many more.
After feeling let down by several big titles, and down right swindled by several others, I decided to create my own studio and work hard to do and be better. Thus, Big Kitty Games was founded atop five major guidelines:
- To be honest: No pay-to-win. No squandering funds (funds are not profit!). No paid DLC. No racism. No sexism. No bigotry. Additions pending.
- To promote good sportsmanship wherever possible.
- To seek the middle ground of rated content. No excessive gore, excessive violence, or unnecessary sexual content.
- To prioritize problematic content. Bug fixes and anti-cheat countermeasures should always take top priority.
- To be community driven. We will include our community in design decisions and promote content submission as much as possible.
As a husband and owner of four cats I need a minimal source of income to buy cat toys and kitty litter. With Kickstarter I'm reaching out for that minimal survival quotient, backed up by my savings, so that I can switch to full-time game development instead of a couple hours of free-time after work.
Kickstarter also brings with it a great platform to connect directly with backers, engage in open discussions, and form a lasting community.
How can one person achieve this?
Rest assured I am not doing this alone. I am the only active developer yes, but I work hand in hand with a variety of developers to help improve their tools for terrain, weather, animations and more. These in turn improve the visual quality and functionality of Solace Crafting.
I am not seeking to create AAA graphics, favoring instead replayability and growth potential. The pivotal role that Solaces play in player progression through the game world brings in tons of potential for growth. Building and upgrading Solaces in increasingly difficult areas rewards quick access to higher level resources, quests, and more, creating clear and immediate benefits to improving your building and crafting skills.
The next big step after our more immediate goals of quests, skills, and defenses are realized is the introduction of The Elemental Planes.
With crafting and building present as core features of the game, having dimensions rich in rare resources such as stone, wood, and metal, makes for wonderfully contrasting landscapes. The current world is very Earth-like with trees and grass, mountains and lakes, but with The Elemental Planes and beyond, I look forward to working with much more fantastic art themes to compliment our distant engine.
On a planet called Ace a group of common-folk began to travel the astral planes. These prodigies brought to Ace wisdom and magic far beyond their time. They visited lands that alien races had long ago abandoned, mines deep within planets too hostile for surface life, and frozen landscapes that floated above unseen forces. The stories and artifacts they brought back with them seemed to usher in the start of a golden age of wisdom and adventure.
One prodigy however was deceived by his own curiosity, as he traveled deeper and deeper into realms not meant for mankind. His name was Foridal of Garreath, the Northern most kingdom of Ace. Though he believed his actions of good nature, he brought nothing but sorrow and misery to his people. The snows of the North spread further with each passing year, as Foridal's following silently grew. Communication with Garreath was eventually abandoned to horror stories of sacrifice and ritual.
The Students, a group formed under the tutelage of the prodigies, was to stand against Foridal and his Blood Cult. Fearing for all life, you travel to the City of Time to join their cause. As is ritual for all newcomers you are brought before the Core Shard, a giant crystal said to reach to the very heart of the planet. When touched Students are bound to the Core Shard, allowing them to return from their astral studies no matter how far they may wander.
Reaching your hand forward you touch the Shard. A deep purple light surrounds your body as the instructor nearby gasps. You see his face, eyes spread wide in surprise, as the world around you folds onto itself. Seasons flash by, images of space, lands you have never visited, colors you have never seen. Then all is black.
And then, you smell grass. You feel warm. Your face rests on bare earth. Opening your eyes you stand up. Your clothes are missing, yet you are unharmed. The sun shines warm on your skin. A breeze sways the leaves of the trees nearby. There are no buildings nor people you can see, only lush green, a lake in the distance, snow peaked mountains on the horizon.
A crystal the same purple as the Core Shard of Ace pulses from several steps away, this one just taller than you, wide as a palm trunk. Without sound or movement it somehow beckons you. You hear only birds and the wind. As you approach the crystal slowly, words come into your mind.
"This is not your planet. You are not what you were. You must grow. You must find yourself. You must save the Multiverse." The pulsing fades, though you can sense the crystal is somehow alive.
The expected alpha release delivery date is three months. After that, online sales should be enough to support the project. Game development is however not without unforeseen problems, and selling a broken version to the public is never a good idea. Thus, the below budget is calculated for six months of frugal spending.
With full-time development funded I can be online every day answering community questions, taking in player input, posting updates, and everything that a transparent developer should do. Any funding beyond the minimum goal will primarily be used to contract artists around the world for more original game content including equipment models, monsters, environments, music, and more.
The rewards are heavily targeted at letting backers become a permanent part of Solace Crafting. Want to get your voice in? Your favorite quote? Your cat's name? Don't see something you think should be in the rewards? Let me know!
Don't forget you can absolutely pledge a custom amount to buy multiple rewards. If you're confused on how to do that, just let me know and I'll be glad to help.
In general all content must be of a good and positive nature, and be more or less fit into a classic fantasy setting:
- No sexually explicit content
- No gore or blood
- No swear words, or overly offensive language
- No reference to any real-world groups or individuals, past or present
- No guns, steampunk, or modern technology
- Nothing too silly like a big halibut for a sword
- English and Japanese only (for now)
- All content must be entirely original work, and forfeit all intellectual property rights
- Anything of a 3D nature can be submitted as a sketch or even just a description
- All content submitted in digital format is subject to alteration
Unless anonymity is requested, all backer and community content will include the artists name or nickname in-game (when possible) and on our website.
Poem: around 10-50 words
Short Story: less than 2000 characters
Champion & Hero: name and saying
Townsperson: name, saying, and appearance
Astral Prodigy: name, saying, and appearance
-Steam Achievement for finding you in-game
Quest NPC: name, saying, and appearance
-Quest line of up to four steps with reward
Boss: Full customization (attacks, area, story, etc)
Any support for Solace Crafting is supporting not only my passion and dream of a better crafting and building heavy RPG, but also my vision of a gaming studio that promotes sportsmanship, community, and creative team PvE content. Whether the campaign fails or raises a million dollars I will continue to pour my heart and soul into building a like-minded online community.
I'm sure there are many unforeseen trials ahead, and I am certain that I will not have to face them alone thanks to the love and support I have received on my now five year journey into game development.
Please feel free to contact me via the comments, social media, or our website if you need any assurance that I am in this for the long run. Thank you for reading to the end, and I hope you've found an interest in what I'm working on.
Risks and challenges
There is no risk of Solace Crafting not being delivered. The game already has a fully functional build, live and frequently updating on Steam for testers.
Unforeseen delays are certainly possible, that's why the budget is calculated at six months instead of my goal of three. I am prioritizing a functional, optimized, and bug free game instead of AAA graphics and animations.
Due to the nature of Solace Crafting, multiplayer is the largest challenge on the horizon. Initial releases will be focused on single player until a content rich experience has been achieved.
- (30 days)