About this project
From the makers of the critically-acclaimed remakes of King’s Quest III and Space Quest 2 comes an all new point and click adventure game, in the classic stylings of games of yore…..
Infamous Quests presents…. Quest For Infamy!
Quest For Infamy is a classic point and click RPG/adventure game, in which you assume the identity of “Mister Roehm”. Roehm is trying to escape his criminal past, and his latest scrape has gotten him into even more trouble. He’s come to the little town of Volksville to try to get away from it all, only to discover there’s so much more going on in the valley than meets the eye! Come along and take a walk on the wild side with Roehm – and discover just how bad you might be.
Team Infamy is
Steven Alexander (Blackthorne) – Writer, Director and
Shawn Mills (Klytos) – Scripting and Programming, Co-Producer
James Broom (Broomie) – Interactions, system development and Senior Promotional Lead
Charles Huband (Chucklas) – Lead Programming and Scripting
Jeremy Kitchen (Jerminator) – Art Director, Lead Background Artist and Lead Animator
Jenny Pattison (Corrigan/Estirdalin) – Lead Portrait Artist
James Mulvale (Sickfiction)– Lead Composer, sound designer and SFX editor
About Quest For Infamy
When Klytos and Blackthorne founded Infamous Adventures over 9 years ago, they wanted to create a game that let you play as “a not so pure” hero - maybe even a villain! The idea developed into Quest For Infamy – and soon the young game-makers realized the scope of the game was beyond their grasp. Like a pebble tossed into a pond, the small waves of the Infamous spread out to the far corners of the globe. Learning to hone their skills, and attracting top-notch talent along the way – the decision was made to finally complete Quest For Infamy. With the advent of Kickstarter, the team thought they could raise the funds to sufficiently produce the game.
The time is now – and the time is right for a brand new adventure game with a classic feel.
The Game will be Available for PC and Mac Platforms, initially.
If we have enough funding, we are looking into porting it to iOS and Android Platforms, and well as Linux. Please stay tuned for more info about this.
Why us? Why now?
We’ve worked hard to preserve the legacy of classic adventure gaming for over nine years; we’ve always wanted to get the funds to produce an original commercial work. When the opportunity presented itself through Kickstarter and fan participation, we couldn’t sit still. Our fans have been so great to us over the years, and we hope that they would back us in such a venture.
Funding and Over-Funding?
We’re not out asking for a large budget, either. As a small independent team, we can keep our overhead down significantly, but we do need some funding. Raising the $25,000 we have as our goal will ensure that the game will be completed. As good as our artists, writers, programmers and actors are, we all still have to put a roof over our heads and feed our families. However, if we not only achieve, but break the goal – we can do so much more. We have ideas for additional content – more quests, more puzzles, more areas and more characters. More monsters to battle and more treasure to find. We can do so much more with more funding – but we’ll start with hoping we have your support to make a great game initially for $25,000.
So, hey – if you just want the game – a $10 pledge will get you a copy of it – guaranteed. But if you believe in us, and want to see us reach the full awesome potential of the project, give a little more. I promise you will not be disappointed. Our team is working amazingly hard to make one of the new great classic adventure games.
Remember - all funding will only be collected after the Kickstarter Campaign ends - no money will be deducted from your accounts until then.
As you can see, our rewards are listed on the right. I'd like to talk about a few of them.
DVD Slip Case Art - This is some nice art to print out and put in a DVD case if you'd like to.
The QFI Backer T-Shirt - This is a custom designed T-Shirt, with art exclusive to you backers. It features the art on the front, and "BACKER" written on the back. So you can show all your friends everywhere that you helped support, create and back our game.
ARTWORK AND CONCEPTS
SPECIAL THANKS TO
Our Wives, Girlfriends, Families and Friends for putting up with us working so hard for the last five months! Much love!
Be sure you talk to everyone in town, and a few just outside the town walls. After that, you should hear the bells calling you.
With our budget goal of $25,000, there just isn't enough to cover the cost of the production of those. But, however, if we meet and begin to exceed our goal - I'll add a Stretch Goal in which we could afford to produce those items - and create a new tier pledge in which you'd get these items. We at IQ would all love the game on our own shelves in a classic box, and I know you would too! So keep your eyes open, and we'll see what happens.
No - it's included. You're good enough to pledge your money and your support to us - we're good enough to ship them out to you, where ever you are.
While we don't have a port working at 100% right now - it's slightly buggy - we feel confident that we will have a working Linux port in the future. Our Linux users and fans are important to us, and rest assured - we are working on it!
No, the audio recordings are temporary, and will be re-recorded for the final version. We made this demo with literally no budget; raising money from this Kickstarter will give us the money to go into a studio and properly record all the voices.
The $50 dollar was written before the addition of the physical boxes, and the way it's worded makes it seem as if you receive all the rewards of the tiers below it (Including the $35 dollar Tier's Physical Box.) The $50 tier doesn't include the physical box - the $60 tier does - the additional $10 covers the cost of the production of the disc/packaging and the shipping. Sorry for any confusion that may have caused!
As of this moment, there are no plans to release the game on Steam - however, we are looking into it and what it would require - so I'm not saying never. Just saying at this time we have no plans.
Support this project
- (30 days)