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A tactical strategy PC game on an epic fantasy timeline from the creators of Psychonauts, Brütal Legend, and Iron Brigade!
A tactical strategy game on an epic fantasy timeline from the creators of Psychonauts, Brütal Legend, and Iron Brigade!
A tactical strategy game on an epic fantasy timeline from the creators of Psychonauts, Brütal Legend, and Iron Brigade!
31,774 backers pledged $1,229,015 to help bring this project to life.

Brad and John Skype with Jake Solomon, Reddit AMA Tomorrow, Bitcoins!

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E3’s over and we’re moving into our final full week before we close on the 27th. We’ve got a lot of exciting updates planned this week, so let’s get into it! :D


Recently Brad and John Skyped with Jake Solomon, lead designer of XCOM: Enemy Unknown. Jake spoke about some of the challenges he encountered during the development of XCOM and how the team at Firaxis overcame them. Along with lessons learned from making a modern turn-based strategy game, Jake gave his unique perspective on the early design direction of MASSIVE CHALICE. Check it out below or on Double Fine's YouTube channel!

To see veterans like Jake back the project is super exciting for us! If you’d like to discuss this chat then head over to the forums!

Reddit AMA Tomorrow

Brad and Tim are going to be on Reddit answering questions tomorrow, June 18th starting at 11am Pacific! Keep an eye on the MASSIVE CHALICE Facebook page and the Double Fine twitter feed for more details!

Bitcoin Support

You asked for it and we listened! Our tireless web team has added another method of backing MASSIVE CHALICE by supporting Bitcoin. Head on over to and select either Bitcoin or PayPal to show your MASSIVE love for MASSIVE CHALICE!

Thanks again and you’ll be hearing from us soon!


Brad and the MASSIVE CHALICE Team :D

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    1. Missing avatar

      Jabberwok on June 19, 2013

      Didn't get to finish the video, but another thing that could help boil down tactical choices is having a range of different abilities for each character, or very different strengths and weaknesses in the different classes. This will make placement important. If diffierent abilities function in very different ways, the choices on what abilities will be useful would also affect placement and things like that. Also, In Shogun: Total War, each type of unit had one or two types of enemy that it was effective against. This made the formation and movement of your army very important, because you had to try and find a way to attack the weak units while avoiding the strong ones, which meant predicting where your enemy would move their forces. In melee, facing could also be important. If an enemy is locked in battle with one of your units, then it could be possible to flank them for a damage bonus.

      I liked the memorial in X-COM, but I wanted even more specific information out of it, like how the character died, and the ability to view their stats and equipment. In fact, when my best sniper was gunned down by a sectopod, I felt the need to write him an obituary.

    2. Missing avatar

      Rob Sample on June 18, 2013

      @ Stephen Hammes
      On "gaming" the death in battle idea. It strikes me that if Brad, John, and their team are designing the game the way that they say they are, this problem will kind of take care of itself. Depending on squad size, and it sounds like they're thinking about the six-person general range, losing one team member, even if they're old/less powerful, and even if it's going to buff one of your other team mates would still put you at a tactical disadvantage. After all, you did bring them to the fight for a reason.

      In "new" X-com terms, I take rookies along on missions hoping to level them up into characters of their own, not necessarily to use them as bullet sponges - even if I do take more risks with them. On the flip side, I feel like it would be a really hard call to burn one of your high-level older heroes, just to get the relic on the field. I guess in the end it will come down to individual play style, but I feel like good design in character investment will mitigate some of the "gaming the system" issues.

    3. Vortex - Syndicate?Satellite Reign 3.93 on June 18, 2013


      Hehehe so true but unfortunately these guys think the new x-com was a good game rofl....

    4. Pierre Nilsson on June 18, 2013

      @Scott Aldridge: I know this must be a typo but... Unicorn the planet eater?

    5. Brendan on June 18, 2013

      Hey guys, a quick comment on the risk/reward discussion between Brad and Jake:

      Game of Thrones keeps popping up since it's a paragon of the fantasy genre. An interesting example of risk/reward can be found by looking at the Targaryen bloodline. They are more powerful and have dragons, etc. - yet there is a risk of madness in their offspring.

      When looking at the demon sword and possible consequences this is a really cool example. Maybe the demon sword could even have positive effects on the future of the bloodline, but could also result in a demon child that turns on the squad, or maybe even converts and goes over to the demon army (which would mean some really awesome user created story elements).

    6. Insert Disk 2 on June 18, 2013

      Please don't bring to Massive Chalice the new Xcom game mechanics, they were awful, ages beyond the first one in terms of freedom of choice and strategy.

    7. trisenk on June 18, 2013

      +1 for similar Brian Fargo or someone from inXile team! :D

      I know Brad mentioned The Banner Saga in one of the previous streams, but you should definitely talk with its creators (Stoic), because they already have a pretty sweet turn-based, square-based, melee combat system in form of a free multiplayer Factions (on Steam). It may be a bit too chess-like for Massive Chalice, but those folks seem to know a lot about this kind of combat systems.

    8. Missing avatar

      Scott Aldridge on June 18, 2013

      when he says light our darkest hour this is what he refers to.…

      When Rodimus is chosen as the heir to Optimus Prime by the matrix of leadership grows like 2 feet taller and throws Galvatron out of the room. then he destroys the matrix of leadership and destroys Unicorn the planet eater.

      Lots of usable stuff here.

    9. Leandro Ariel Pezzente on June 17, 2013

      Excelent Videocast !!! Really Amazing !!!!
      Hey , do you think you can get Brian Fargo on a pre-production chat like this , talking about Fallout Tactics and maybe Wastalnds tactical aspects ??? That would be soooooo RADDDDDDD !!!!!

    10. theeliminator on June 17, 2013

      There can be somewhat of a cover system for fantasy. Knights or Heroes with big shields can be like moving cover for the ranged heroes. Jake talked about how in X-com you looked at a battle field and picked your rout based on cover. In most historic battles the side that wins took the most advantage terrain on the field.

      Things like choke points and high ground. Those things with the knowledge of your enemy can turn the tied of battle. Just like the Battle of Agincourt where the English picked a battlefield that would be imposable for heavy armored French knights to traverse.

      So I think you can have a cover system in fantasy it just won't be where most of your fighting will take place from.

    11. Daniel Sobral on June 17, 2013

      Three arms! Moties!

    12. Daniel Sobral on June 17, 2013

      Diplomatic End to Massive Chalice: after generations being corrupted by using demon technology, the nation decides they are not really enemies of the demons and strike up a peace.

    13. Stuart Nicholson on June 17, 2013

      A full team wipe the way Brad describes it in Massive Chalice actually sounds pretty epic to me. It's not something that would be desirable to see that often, but imagine the story that would generate for a player if all the younglings are literally forced to take up their parent's weapons to defend the realm after such a catastrophe. The stuff of legend!

    14. Daniel Sobral on June 17, 2013

      It seems Jake suggested that a retired warrior could "ask" to be returned to battle in their old age so they can die in battle. Maybe he didn't, but I *would* like to see something like that.

    15. Missing avatar

      Procrastigator on June 17, 2013

      Do you guys know the Age of Wonders series? I'm thinking there might be some interesting inspirations for tactical aspects in there.

      Also, X-Com is very well made, but I feel I must express my disagreement with M. Solomon on the desirability of one aspect: What I would most like to have in a tactical game is a realistic array of choices, that is to say I want the word to run along with the broad choices I make, and not force me into discreet choices between a few options in which I am more or less strong-armed.

      This was one of the great element of the original X-Com that isn't faithfully transferred in the new one: I can't have more than one landing ship or base, and the game is forcing me to choose between battles artificially.

    16. Marykate Clark on June 17, 2013

      I also really like the Faustian deal thing.... that's really intriguing. =-D

    17. Stephan Hammes on June 17, 2013

      Wow, great video!

      Two things I was thinking about while I was watching the video:

      1. You should add that "wish to die on the battlefield"-idea. That would be a great mechanic! The old war hero wants to die on the battlefield, so he will be auto-assigned to the next mission. For that he gets a bonus perk. That perk makes him AI-controlled for that mission. He will just run towards the enemy, killing as much enemys as possible. For that he gets bonus hit-chance and damage. Additionally he gets 2-3 bonus turns after his HP reach 0. But even if he "survives" the battle, he will die the moment the last enemy has been slayen. That would be really cool.

      2. Dont make the reactions of heroes seeing relatives die predictable, because, that would lead to situations like this: I leave the old father of one of my heroes in a bad situation, so that he will die the next turn, just to trigger the emotional reaction of the son, in order to get a berserker for the rest of the mission... that would break the emotional bond, you try to establish between the player and the heroes.

    18. Missing avatar

      Stephen Maden on June 17, 2013

      That video was sweet. I'm really excited about the possibilities of this game. The wait might be too long! Keep putting up this good stuff guys and gals! Oh and the art stuff is cool too, really cool!

    19. Marykate Clark on June 17, 2013

      I'm thinking a little bit of Civ Rev meets RPG?
      I'm excited no matter. The story, characters and overall plan are just too awesome. =-)

      Will other people see our custom House details? If your House is added to the game for everyone to see, etc... I guess there can be many Houses with the same surname.

    20. Draxyle on June 17, 2013

      Super fascinating talk. You don't often get to see two different developers talk frankly about game mechanics like this. Kudos to Jake Solomon for taking the time for this.

    21. Ethan Elias Johnson on June 17, 2013

      If consequences for using demon technology only manifest later in the bloodline, won't all heroes be fully decked out in demonic gear for the final battle?

    22. Taragon on June 17, 2013

      so listening to the video with jake solomon, i got tot he point that im wondering about the "good death" in battle. what if its based on the hero's personality, some prefer different life styles, different codes of honor, different ways to die

    23. Eddy on June 17, 2013

      Jake seems like a cool dude, but XCom aliens being dormant until you find them just killed the game for me, a lot of game time wasted over watching nothing then bang, alien discovered, free enemy move... don't do this in Massive Chalice, please!

    24. Missing avatar

      Makali on June 17, 2013

      The part I find most exciting from the video is the discussion on the cost of using the demon weapons. This seems to have been a theme from the beginning but I would LOVE to see this make it past the "Unreasonable Optimism" stage.

      That, and being able to have your ancestors come to assist you in your greatest hour of need. I see this skill as being used once a generation to keep it scarce and as a last resort.

      Also, having the ability to take your old players out of retirement to die on the battlefield is a GREAT idea, when combined with the fact that their ancestral item will have different stats based on where they meet their end.

      These are all amazing ideas.

    25. Kevin Anthony Arruda on June 17, 2013

      Stretch Goal to bring Jake Aboard?

    26. Christoph Zürcher on June 17, 2013

      I really have to find the time to watch the full video. Jake truly delivered with XCOM.

    27. Missing avatar

      qvark on June 17, 2013

      They are supporting a libertarian pipedream that is extremely volatile, and is predominantly used to buy drugs and peddo pornography and whose main currency handlers are under investigation by the Secret Service and the FBI.

    28. Chris Taran on June 17, 2013

      @qvark And thankfully they aren't!

    29. Thomas Wicker on June 17, 2013

      Damn it, John and Brad. You guys are so awesome, If I find myself in San Francisco we are having a drink and a steak together.

    30. Double Fine and 2 Player Productions 2-time creator on June 17, 2013

      @Mad Jeddai - Yup, tomorrow June 18th!

    31. Missing avatar

      MAD JEDDAI on June 17, 2013

      Yeah I just checked Reddit and don't see any AMA for Massive Chalice, so I'm guessing you meant tomorrow June 18th?

    32. Benjamin Lu on June 17, 2013

      Erm, today is June 17th? I don't use Reddit, but it seems like there are a lot of people who do and they'd probably want to know the correct day. :)

    33. Missing avatar

      qvark on June 17, 2013

      Please don't support ponzi schemes.