About this project
Base Goal Met!
Thanks to our amazing backers, we've reached our base goal, but we still have a lot of great stretch goals to go for!
Drawing inspiration from games like Lemonade Stand, Rollercoaster Tycoon, and Game Dev Story -- Fiz combines 16-bit graphics, homebrewing, and business simulation. Can you brew and market world-renowned beer?
Fiz is like Lemonade Stand for the Apple II, but instead of selling lemonade, you sell beer. It's a special game because we gamify the fun aspects of homebrewing and leave out the tedious and annoying ones. You play as a homebrewing enthusiast who has decided to quit your job and start a brewery.
How To Play
The basic game loop is: make beer, use beer, upgrade brewery, repeat.
- 100+ Recipes to discover and customize
- 40+ Marketplaces to unlock
- 20+ Employees to hire and fire
- 50+ Brewing equipment upgrades
- Win awards and ribbons in various events and competitions
- Active Play
We aren't the biggest fans of clicking and waiting for things to happen in our games. Fiz game time passes quickly, so performing main tasks like brewing or selling a batch of beer typically take 1 to 2 minutes. You can also pause the clock any time you wish. You can play engagingly for minutes or hours at a time.
- Highly Replayable
Elements of randomness and progressive content unlocks guarantee that each playthrough will be different than the last. With so much content to experience, you can be sure you'll come across new challenges all the time. Improve your high score as you master optimum brewing practices, unlock new equipment, and hire secret employees.
- Honest Practices
We're gamers with the simple goal of making a living creating great games, not taking over the world. We aren't going to hit you up for in-app purchases in order for the game to be fun, and we don't like the idea of "pay to win" content either. Our in-game purchasable content will be focused on cosmetic items and automatic content unlocks.
Fiz will be available for Android phones, iOS phones, and iPod touches (iOS 4.0 or greater). Our stretch goals also include tablet support for both mobile platforms as well as PC and Mac versions, see below.
Note: All reward tiers include neither a copy of the game for Android nor a copy for iOS. Given the nature of the App Store and Google Play, developing and maintaining separate free versions exclusive to backers would simply not be cost or time effective for us. For this reason, the price of all reward tiers has been dropped by $2 ($1.99 is the anticipated launch price of the game). Please consider the reduced reward tier price as a credit for downloading the game once it releases!
Also, if our PC / Mac stretch goal is reached, all backers at the $7 and above level will receive a DRM-Free PC + Mac copy of the game in addition to their other rewards.
As a backer at any level, you'll enjoy periodic progress updates from us including an advance look at how the game is coming along. You'll also have been an integral part at helping two people fulfill their dreams of being full-time indie game developers. Finally, you get swag!
Add T-Shirts and Drink Coasters to any pledge level:
Who's Making This?
We are a two person team of industry-experienced game developers based in Eugene, Oregon:
Sean Sanders - Programming and Design
A lifelong gamer and since-he-was-of-legal-age beer enthusiast, Sean began making games in his early teens, and has worked professionally in the industry since early 2009. He most recently served as the Lead Programmer for the Chillingo-published iOS hit Rinth Island. In mid 2012 he founded Bit By Bit Studios and began work on Fiz.
Kelly O'Donnell - Art
The wild Kelly is often found drawing monsters and making 3D models, but she can be persuaded to craft pixel art with a delicious local brew. She left her senior artist job to join Sean and Bit By Bit Studios for indie game making adventures.
Why We Need You
Fiz has been under development for iOS since July of 2012, and up until now has been completely funded with personal savings and loans. We're in alpha stages now, but in order to finish the game as currently designed and bring it to Android and iOS, we need extra funding for software licenses, additional test devices, legal fees, and misc costs like music, sfx, hosting, and marketing.
"$7.5K Seems Like a Lot..."
Game development, especially mobile game development, is expensive. Our goal of $7.5K covers strictly overhead costs, mostly software. We're running as tight of a ship as we can! Here's the projection of where funds will go:
- $2,200 - Kickstarter Fees, AmazonPayments Fees, Dropped Pledges, and Reward Fulfillment
- $2,300 - Unity Pro, Unity Android Basic, Unity iOS Basic (software needed to finish making and to publish the game)
- $1,000 - Estimated legal fees
- $1,000 - Test devices to ensure the game displays and runs properly on our supported platforms. 2x varying size / capability Android phones, 1x iPod touch (current gen), 1x iPod touch (last gen)
- $1,000 - Misc fees - Website, Music, SFX, Accounting, Marketing
Any additional funding we receive will be used in the development of the game by fulfilling our stretch goals and going toward developer cost of living (food and rent -- we're currently paying this part out of pocket). We're going to be transparent throughout the lifetime of the game, so you can be sure we won't spend your generous donation on frivolous things like a domesticated pet fox, as awesome as that would be.
We love working on Fiz and would relish the opportunity to make it an even bigger and better game. If we exceed our funding goal, we'll be able to afford the costs associated with some really great additions:
Spread the Word
Whether or not you decide to back us, sharing the project with your friends is a great way to help us out too!
Risks and challenges
As we haven't started external playtesting yet, design changes and unforeseen problems can push back release dates and are a fact of life in games development. We are experienced with meeting ship dates even with changing requirements and have budgeted both time and money for unanticipated challenges we may face before the game is complete. Even so, it is possible we'll encounter delays.
To that end we will remain transparent with the progress of development so that our backers will be the first to know of any changes to our launch schedule.
Thank you for your support!
-Sean and KellyLearn about accountability on Kickstarter
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