Funded! This project was successfully funded on December 22, 2012.

Update #1

Badges, Banners, and a Budget

First of all, I'd like to sincerely thank everyone who has already taken the time to check out Limit Theory and, whether you've backed or not, I appreciate you taking a peek!

As far as funding goes, I would say that we've done quite well in the first 24 hours, especially given that, when the project was launched, I had almost no way of getting the word out. I think this will result in a funding curve that, hopefully, will decline significantly less rapidly than usual. Usually there's quite a large burst of excitement at the beginning, and then a slow trickle after that. But with many people still being unaware of LT, I'm hopeful that we can craft a much more appealing curve :) 

Quick Facts about LT's First 24 Hours

  • 20% of total reached!  This is awesome, especially considering that LT is not a typical "start with a bang of publicity" project.
  • #6 on Kicktraq's hot seven!  That puts us on the front page of!  Awesome.
  • 300+ backers.
  • ~15% yield on backing.  In other words, about 3 out of every 20 people to watch the video choose to back.  I don't know much about what a typical yield is, but that sounds quite good to me!
  • Numerous helpful comments from you guys :)

Badges and Banners

Naturally, I don't have anything big to present yet in terms of updates.  But today I'd like to give you all a few trinkets to show your support for Limit Theory if you'd like to do so. I've got some backer badges, as well as some forum-size banners.  Check out the badges:

If you don't like any of those, tell me and perhaps I can make more :) And here are the banners (which can be used for forum signatures, or wherever else..)

To use the badges, just right-click -> Save As, then upload them as your Kickstarter profile picture.  To use the banners, link one of the following images in your forum signature:

(Those are listed in the same order that the images are displayed above)


I've gotten several questions about how the funds will be used, and that's definitely a fair question, since I failed to address it in the video or the project description.  But I'd like to clarify that, and present you with a detailed budget for how the $50,000 target will be allocated:

$20K Living Expense ~ I'm going to need support for the year that I'm taking off from college in order to develop LT. $20K will be enough to cover all of my living expenses for at least a year and a half, should I need to extend the development process.

$10K Backer Rewards ~ Well, of course I need to deliver on those pledges! At first I was budgeting about 20% for rewards and calculating tier costs accordingly, but, with so many people springing for digital-only rewards, this cost may end up being significantly less than anticipated. If that's the case, the extra budget from here will spill over to the "Everything Else" pool.  

$5K KS / Amazon's Cut ~ Can't really avoid this one!  

$5K Sound Design and Assets ~ Obviously LT has very few artist-created assets due to the procedural technology, but sound effects and music are both going to be artist-created. I will be composing the music myself (more to come on that in the future!), but will need to hire someone for the SFX. I've also put "and Assets" just in case any asset-related costs arise that I have not  foreseen.  But, for the moment, I'm fairly sure that all I will need are sound effects.

$5K Development Equipment ~ Unfortunately, I do need some new equipment. In particular, I will need to replace my laptop with one that is suitable for serious development. In addition, I would like to purchase an Oculus Rift dev kit, in the hopes of including Rift support in LT. Finally, I will also need to purchase a Mac-based machine so that I can work on porting.

$5K Everything Else ~ I add this both because $45,000 is a rather awkward budget, but also because one never knows what costs might arise.  In particular, costs associated with deployment and website maintenance would fall into this category.

Overall, I think it's quite a lean budget, and I'm very much looking forward to proving that $50K is all it takes to build a game like Limit Theory!

Future Updates

As for future updates, I have loads of ideas that I would like to share, and lots of gameplay that I want to prototype for you all. The scary part is that, unlike some projects, I have not prepared any updates anything that I post will have to be completely new content created since launch. That's both scary and exciting at the same

Better get back to coding ;)

Thanks again to everyone!  Hope to see you in the comments section and on!



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      Creator Jerome Schärer on December 13, 2012

      Hey man just backed :)

      I wanted to ask how exactly it will look like with the planets... Will you be able to fly right from space into the atmosphaer? (Maybe even with damage if you fly to fast into it?).
      Will you be able to land anywhere on the planet? Im not talking about getting out of the spaceship and say hello to a alien lady and then have sex with her in the toilet of the bar, but atleast landing anywhere would be cool :)
      And ehm last but not least: Will you make Waterplanets? And will you be able to get into the water witht he spacecraft? That would be freakin amazing :D

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      Creator Patrick Wyss on December 6, 2012

      I just joined :-]
      excellent project! i love it!
      one thing about the hardware: make sure to get 2 external ruggedized drives to keep backups in at least two diferent locations. Maybe even go for an additional amazon s3 high reliability storage, probably your code will not be a lot of MB but it would be terrible to loose parts or all of it.
      good luck!

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      Creator NuttyRob on November 28, 2012

      I'm with @Steven. I believe in you just as much as the game, you got me with the video and your candid honesty. Keep up the good work we are all pulling for you.

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      Creator Josh Parnell on November 24, 2012

      @Steven - Thanks! Much appreciated. I can't wait for it either ;)

      @Mikael - Correct. Sorry for the confusion.

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      Creator Steven Langevin on November 24, 2012

      @Josh, you had my backing with the video. Your ambition and vision are inspiring. I cannot wait for this game.

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      Creator Mikael Sundström on November 24, 2012

      @Josh - That's sort of fine. I'm more interested in the Soundtrack then the making of.

      So, just to clarify, the $45 tier consists of; The Game, The Soundtrack, and BETA access.

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      Creator Josh Parnell on November 23, 2012

      @Atarun - AH shoot, I knew I was missing something. Thanks for catching that. Yes, sorry Mikael, my answer was incorrect, it includes BETA, soundtrack, and digital download, which is $30 down MINUS "Architecture of a Universe." Sorry for any confusion! Thanks for setting me straight Atarun!

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      Creator Atarun on November 23, 2012

      @Josh: "It includes BETA and $30 down (i.e., BETA, soundtrack, digital download)."
      But wouldn't "$30 down" also include the making-of?

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      Creator Josh Parnell on November 23, 2012

      @Mikael - It includes BETA and $30 down (i.e., BETA, soundtrack, digital download).

      @Andre - I'll post some more planet pictures in future updates. They will be explorable in a limited sense (not free-roam like the star systems). But yes, they will have procedural landscapes and cities!

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      Creator Mikael Sundström on November 23, 2012

      About the new $45 tier. Does it include from $30 and down? Or it it only the BETA?

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      Creator Andre Haase on November 23, 2012

      Hi! Love your concept. How will planets look like? WIll they be explorable, too? With procedural landscape, cities etc.? Would really be a dream to seamlesly fly from space onto any place on the planet. The ultimate freedom feeling ;-)

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      Creator Josh Parnell on November 22, 2012

      @lordfi5h - Will do!

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      Creator lordfiSh on November 22, 2012

      Add Pledges with two digial game copys pls :)

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      Creator Josh Parnell on November 22, 2012

      @Everyone - I like the idea of crowdsourcing writing, we'll see what happens when the time draws nearer to start doing dialogue. I'd also love for the community to be able to engage in the development in some would be great to let people have a hand in LT!

      @Andreas - It's a great question, and I'll be meeting with a CPA as soon as the project ends if we succeed. From what I understand, if all of the money is actually being spent on the project (which, as you can see, it is in this case), it is possible to minimize tax hit. But, if worse comes to worst, there's the $5K "everything else" bucket, and, if that doesn't suffice, I will just have to find a way to live more cheaply!

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      Creator Geoff Hannam on November 22, 2012

      Agree it wouldn't want to be a big management thing, but say picking a dozen people and giving them an outline like "Give me 10 merchant lines, 10 combat taunts, 10 kill mission requests, 10 cargo mission requests", etc and you get the idea. That would give 120 of each variant, and could probably be scaled up to more people/lines. Then you could use the same group to cross-copycheck each others work. The PG then could easily take these from a lookup table.

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      Creator Atarun on November 22, 2012

      @Geoff Hannam: if he crowdsources the writing, I want in. ^^
      That said, I imagine managing such an effort and curating the resulting input would take a whole lot of time... Unless it's really like "hiring" a couple writers and not paying them (by that I mean if he screens applicants, picks just a few and then manages them much the same way he would a paid writer).

    17. Missing_small

      Creator Geoff Hannam on November 22, 2012

      Re Atarun's comment: Josh you could consider crowdsourcing some of the dialog writing? OK you wouldn't want it to be a free for all, but I'm sure you could find such talent in your backers?
      It would be great to be able to contribute to a project in a non-financial manner, and help increase engagement and lock-in.

    18. Meyellow.small

      Creator Andreas on November 21, 2012

      What I'm missing here is the tax budget. You don't have to pay any at all?
      On other projects' cost breakdown lists, this was quite a big part.

    19. Avatar200200.small

      Creator Atarun on November 21, 2012

      @Josh: One thing you might want to consider is hire a writer. All those NPC dialogs (and descriptions?) will take a lot of time to conceive and the more time spent there, the less repetitive the game will feel. It's much easier to split writing between people than coding, because having different writing styles makes NPCs feel a lot more varied.
      Of course, that would require a lot more money than you asked for, but if it saves you a lot of time and improves the quality of the game, it'd be a great stretch goal, right?

    20. Icon3.small

      Creator Josh Parnell on November 21, 2012

      @Gillan - Thanks for the suggestions! I agree that we need more content for backers, especially of the digital / in-game nature. I'm going to be thinking hard throughout the campaign to figure out how I can get more cool stuff to you guys! I will certainly allocate $100 for Greenlight when I feel the time is right. For now, I'd rather wait until the game gets a little further along before submitting, lest it get buried beneath a sea of submissions.

      @Atarun - Well, that's a tough one to answer. I guess the best I can do is to say that I'll be willing to burn even harder than I'm already planning..and get even less sleep than I'm planning to get to make the stretch goals happen ;) I'm not really interested in hiring another coder, so it's tough to say how I could most effectively use the funds to push the development. More coffee I guess? But we can worry more about that when the time comes...let's just try to make LT a reality before we get into the technicalities of bells and whistles!

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      Creator Brian Rubin on November 21, 2012

      First update already, love it. :) Congrats also on passing $10,000

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      Creator Gillan Martindale on November 21, 2012

      I'd suggest thinking about offering top ups for more digital content - I'd be happy paying an extra $5 for access to a cargo or mining ship at the beginning of the game. It's worth thinking about things that are relatively cheap to create and you can offer unlimited numbers of due to their digital nature.

      Also, while I can understand the desire to get an Occulus Rift dev kit as soon as they're available it might be worth leaving it towards the end of the development process. Remember that very few of your backers / customers will have the kit given there isn't even a consumer version pencilled in yet and an extra $500 might be helpful coming up to release.

      Have you thought about allocating $100 towards paying for a Steam Greenlight application? It might be worth doing that now to get additional eyes on the Kickstarter.

    23. Avatar200200.small

      Creator Atarun on November 21, 2012

      Great update!!
      I love the budget breakdown. It's a very rare thing, actually.
      One thing I do not understand, though, is how more money will help you with the stretch goals. Will you take more time off from university? Will you hire people to help? Will you buy licenses or assets or something? How will the additional money help? (this might sound a little premature, but somehow I have this feeling that this campaign is going to make it :))

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      Creator Styggron on November 21, 2012

      Great update Josh! Good information there answering the question most of us were thinking. Good on you. Thanks for the badges and banners.

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      Creator AGN1964 on November 21, 2012

      What? Some people watched video and did not back the project?

      Congrats on the good start!

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Funding period

- (32 days)