We are currently planning an initial release on Windows with a Mac OS X port following later, but we are considering making a stretch goal to add Linux support (this involves finding another developer to code and support the Linux version, so extra funds are needed).
In the past, we have partnered with other companies who develop apps for devices like phones and tablets. For example, Weird Worlds was recently ported to iPad and Android tablets by Astraware. We hope to do the same with Sea of Stars, and are designing the user interfaces in the game to be more easily adaptable to different resolutions.
To reach the largest possible audience, we intend to sell Sea of Stars digitally at several portals such as Steam, Desura and others (most do not require exclusive contracts). We will not impose any DRM or require internet connection to play the game, as it is a single-player title. On Steam, it should be possible to play in offline mode.
We think we have enough artists lined up to finish the game, and with two musicians/audio guys on board that sector should be covered as well. Later in the year we will possibly be looking for a Mac and/or Linux developer to port the game to those platforms and continue to support it.
Many of the rewards include other things in addition to the game (Sea of Stars) itself, and can be partially fulfilled well before the game or the public beta come out. Digital copies of our existing games will be delivered within two weeks of the Kickstarter campaign finishing successfully, if you have pledged for a reward that includes any. Physical artifacts and art prints will be delivered by the end of August 2013, allowing for production time. The public beta is expected to begin in October, followed by the full game in December.
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