New backer rewards added to our tiers!
Hello, my friends, Guido here with some more exciting news.
New Backer Rewards!
As we try to add new backers to the campaign, we have also been spending time, trying to maximize, what we can offer existing backers to thank you for your generous support. For that matter, I am very happy to announce that we have some new rewards for you that will go straight into existing reward tiers. This means, everyone who has pledged n those tiers or higher, will automatically receive these new items. What are they?
Please meet my friend Colin McComb.
As many of you may know, Colin was one of the designers on “Planescape: Torment” and more recently, Colin is also the designer on the upcoming role-playing game “Torment: Tides of Numenera” from inXile, which has been kickstarted a while ago.
What many of you may not know, however, is that Colin is also a very talented novelist. He has released a fantasy novel called “Oathbreaker” last year, which has found plenty of critical acclaim. It was the first in a series of books, and currently, he is putting the final touches to the second book in the series.
Today I am happy to announce that we are adding both “Oathbreaker: Book 1: The Knight’s Tale“ and “Oathbreaker: Book 2: The Magus’s Tale” to existing reward tiers.
The current $30 BARD EDITION will give you access to an eBook version of “Oathbreaker: Book 1”, while our $50 PAINTERLY EDITION will also provide you with an eBook version of “Oathbreaker: Book 2.” For those of you who prefer printed paper, we are adding paperback editions of both books to the $120 CLASSIC BARD EDITION.
Fans of solid and intelligent fantasy will find Colin’s books a real treat, and we are very happy to be able to add these gems to our collection of rewards.
Unfortunately it is not possible in Kickstarter to edit the reward tier descriptions once they are in use, so the descriptions on the side of your screen no longer accurately reflect the actual contents of each tier. Please use the charts and reward boxes at the bottom of this page to get an exact overview of what rewards are included at what tier.
Team Q&A: Guido Henkel
I also felt it was, perhaps time to begin giving you guys a bit of information about the team that is building “Deathfire” for you. For ease’s sake, let’s start with myself.
What is your role on “Deathfire: Ruins of Nethermore?”
I’m, the jack of all trades, really. I work on the project as a designer, programmer and the producer, for the most part, but I’m doing whatever needs to be done. I don’t like roles and titles much, so I try to stay clear from them as best as I can and simply try to apply all of my skills and experience to making the game in whichever way they lend themselves to it.
Is there anything in particular you are working on right now?
For the past weeks I’ve been completely focused on our Kickstarter campaign, preparing materials, pulling it all together, editing the video, writing the music for it, talking to the press, building the website and so forth. While some of it is completed, the entire process is an ongoing thing and I find myself still working on them on a daily basis while the campaign is running.
Which aspect of “Deathfire: Ruins of Nethermore” do you find the most attractive one?
For me it is a throwback to the Golden Days of role-playing and everything reminds me so much of the time when we built the first “Realms of Arkania” game. The idea to make a really deep, involving role-playing game that has a rich story and plenty of variety for the player is what really appeals to me and makes me completely giddy. Nerdy things like our Psycho Engine get me completely psyched.
What do you like more, designing a game or programming it?
This is a tough question. I love both. I love to write and come up with new stuff. After all, I’ve also written a number of pulp novels in recent years. But at the same time I feel that it often drains me very much, and that’s when programming becomes the perfect infusion to counterbalance that.
In my heart, I am a programmer, though. Always have been. It fascinates me how you can put together complex components with small code building blocks, and to get the computer to behave exactly the way you want it to. I enjoy the analytical thinking that has to go into it.
Can you tell us very briefly which games you have worked on in the past?
I started making computer games in 1983 and have since worked on a large array of games. The most recognizable are probably the original “Realms of Arkania” trilogy, as well as “Planescape: Torment,” which I produced for Interplay. I’ve also been involved in games such as “Fallout 2,” “Neverwinter Nights” and many others. So as you can see, my primary field of expertise is in role playing games.
Which of all these games is your favorite?
I personally have a sweet spot for “Star Trail,” the second of the “Realms of Arkania” games. Not entirely sure, why, but it is. Probably because of the great team chemistry we had back then, and the way the game fell into place with all its features.
What’s up with the cheese toast reference in the Kickstarter description?
When we built the first “Realms of Arkania” game, we were all flat broke. As a result, we essentially fed ourselves almost exclusively with Grilled Cheese sandwiches that we made with a small sandwich iron in the office. We had one programmer on the team who was a little more health-conscious than the rest of us, and when his food began disappeared from the fridge somehow, he would always say, “Eat more toast and leave my salad alone.” Eventually someone put the line in the game where it stayed, and subsequently turned into a running gag that appeared in all three of the “Realms of Arkania” games.
Anything else you would like our backers to know?
I am so blessed that I have been able to make games for a living for 30 years, and I am happy that gamers still talk and play these games. By supporting “Deathfire: Ruins of Nethermore” you are helping to make it possible for us to create another game, which will hopefully bring you countless hours of enjoyment and entertainment.
Shout-out to our friends
Our artists Marian Arnold and André Taulin both used to work at Larian Studios, where they worked on the “Divine Divinity” series. Seeing that we’re running a Kickstarter campaign, the guys at Larian have been nice enough to mention us on their Facebook page today. Why don’t we all head over there for a moment and return the favor and “Like” their page.
I also want to mention the folks over at zojoi real quick, who are busy working on their own game “Shadowgate,” which they kickstarted last year. They were nice enough to mention us on their most recent update and we think that was a mighty nice gesture.
What does the Press Say?
That’s it for today. Mahalo, my friends! We truly appreciate your support and hope you find these new items as exciting as we do.