The Reassembly Story
Note: All images on this page are in-engine screenshots, most of these ships were designed by our alpha testers.
Start off as a small ship in friendly territory.
Explore a living universe.
Say, "Hello," to your neighbors.
Gather resources, upgrade your power reserves and unlock new components.
Redesign your ship as much as you want.
Make it a bit larger and check in on the neighbors again.
Or try out other designs.
Oh, and you can customize your color scheme.
Not flashy enough for you?
Or maybe something more sinister?
Now to design a fleet.
Build some outposts.
Explore the map.
Make new friends.
Customize your weapon bindings.
And, applause. Thank you!
In supporting this Kickstarter you're helping us lock in our release date, ensuring the game comes out smooth as butter and slick as freshly mopped floor.
Ship Sharing and Tournament Mode
Besides polish there are two features that we plan to add. The first is easy-to-use ship sharing so you can upload your creations to the Reassembly-verse. The second is a tournament mode so you can test your ships against other players' designs, and we will run official tournaments as community events on a regular basis.
We first tested these features with our alpha testers just a few weeks ago and had a blast. You can see some of the results at our YouTube page.
First and foremost, you valiant and virtuous folks can expect a beautiful and polished game worthy of not only your money, but your time. But besides the game here are some details on the other rewards.
Name Destruction Video:
Right now this is a $1 tier exclusive, but if we can automate the process we will expand it to all of the tiers, so stay tuned for updates.
All of the music in the game on your hard drive. 12 original tracks with 7 remixes, totaling 92 minutes. Check out this track as a preview.
Here is a sample background for 1920x1080.
Not big enough for you? Why not just download it at full resolution and use it as your background! We will do many more in a similar style using the in-game engine.
Mod Makers Guide:
Arthur has made this game very customizable, but there are lots of little tips and tricks about how to make it all work that are currently only stored in Arthur's brain. Arthur will write this all down in a several page guide explaining how to go about modding some of the basic aspects of the game so tinkerers can hit the ground running. We know you want to get started on changing the game before it is even finished, so this guide will be out in a rough format as soon as beta is released, and then updated and refined for the final release.
This is the flyer we came up with for PAX, but we totally think we can do better than this and will make sure our next flyer is even cooler. And it will be a functional postcard that can be sent in the mail!
Here are two designs we made for PAX.
We aren't set on using these exact designs, but it will probably be similar. We may also run a poll to choose our final design.
We don't have any fancy pictures of these because they don't exist yet, but that won't stop us from telling you about them! We want to do sheets of magnets with blocks printed and pre-cut into them. You get these sheets, punch out the pre-cut blocks, and then start designing ships on your fridge while you try to decide what to eat after your Reassembly induced fasting.
Similar to the magnets we haven't finalized a design for the poster yet, we just know that we have to make some really nice posters for this game to hang up in our own houses, and figured you might want some too.
Design a Plant:
Plants are the basis for every resource in the game, they are the core of the ecosystem. They also cover every asteroid so you see them a lot. Here are some that are in the game already.
If you would like to try your hand at designing a new plant then you can back us at our lowest custom content tier and make something that will be a permanent part of the game.
Design an Enemy Ship:
See this ship?
Think you can do better? Back us at this level and you can make your design a permanent enemy ship.
Design an Enemy Component:
Not good enough to make just a ship? Want that ship to have a custom weapon or shield? Well then you can design a component and a ship that uses it. Here are some examples of variables you can set, as long as we approve the balance.
Design a Player Component:
Basically the same thing as the above tier, but for the player faction. For this reward you can choose from a number of component types, specify size and shape, and all of the variables.
Design a New Enemy Faction:
This is what an entire faction's worth of ships looks like.
You get to choose a color scheme, block shapes, and characteristics. Then we put those in the game and you can build until you have made a faction's worth of ships. Then we make them an enemy faction that everyone in the game will fight and die against.
Design a Player Component Type:
We're not even going to attempt to put an image in here for this. Your imagination is the limit.
This Kickstarter is a collaborative effort by Anisoptera Games, Peaksound and Indie Voyage. Anisoptera Games is Arthur Danskin's development studio. Peaksound is Peter Brown's sound design and music studio. Indie Voyage is a crowdfunding game label made up of Rob Leach, Colin Sullivan and Christine Hoang.
Before working on Reassembly Arthur Danskin worked as a GPU Architect and Systems Software Engineer at Nvidia for three and a half years. At Nvidia he contributed to the design and verification of the Kepler family of GPUs as well as to the DirectX driver. He has a Bachelor of Science in Computer Science from the Johns Hopkins University and has spent really a lot of time building spaceships out of lego bricks.
For all his classical upbringing, Peter Brown, aka Peaks, makes weird yet accessible bleep-bloop music. Sometimes he will combine both worlds, or compose entirely in the classical paradigm. But mostly it's computer blips, stemming from oscillators or field recordings of him kicking things. As a result he's planning on releasing the world's first "Kick-step" track. But until then you will see him composing strange noises for video games, ads and film, varying from big action scores such as Fast & Furious 6, to indie horror such as The Quiet Ones.
Rob's been meandering around and through the games industry for over 12 years. Starting in QA, Rob moved on to production, design, writing, and project management of games spanning a multitude of genres and platforms. Having partnered with Colin Sullivan on Indie Voyage, Rob's background in production helps ensure common pitfalls in the game-making process are avoided.
Having worked with game developers and crowdfunders on legal issues, Colin decided he wanted to be more involved with the game development process and co-founded Indie Voyage with Rob Leach. Colin helps with anything that needs to be done, but focuses on business issues, community management and helping with marketing.
Before joining the Indie Voyage team to direct marketing efforts, Christine did PR and marketing with The Behemoth and THQ. She was also a Frag Doll Cadette and has an obsession with storm troopers.
Arthur has been working on Reassembly for over two years, but one person can only do so much. This Kickstarter will let the Indie Voyage team help Arthur bring Reassembly to release in a polished state by February of 2015.
It also lets all of you become involved in the project before release and give us your feedback. We have been running a closed alpha for six months and those testers' feedback has been invaluable, but we would like to get a broader group of our community involved now that we are approaching beta and release.
The money raised on Kickstarter will allow Arthur to continue developing Reassembly, while paying for other areas of development such as QA and promotion at gaming events like PAX and IndieCade.
We at Anisoptera and Indie Voyage are looking forward to bringing Reassembly into your computers and, more importantly, into your pulsing fleshy hearts.
Risks and challenges
Arthur has been working on this game for over two years and it is already in a very playable state.
The biggest challenge will be ensuring that we can achieve the level of polish we want to reach in the relatively short time left before our targeted release date.
Our team at Indie Voyage has experience making sure games are delivered on time and on budget, so we believe we can make it.
We have no doubt that the game will be delivered on time, but if we are not happy with the state of polish by our targeted release date of February 2015, then we will let all of our backers join the early access beta at that time. Then every backer can enjoy the game as the final finishing touches are added.Learn about accountability on Kickstarter
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