This project's funding goal was not reached on June 11, 2014.
About this project
Join us in making a Thunderclap of noise for Kaiju-A-GoGo and help spread the word!
They called you MAD in university! They stole your LUNCH MONEY in grade school! It's time to build your SECRET LABORATORY and PLOT REVENGE!
Nothing less than COMPLETE WORLD DOMINATION will satisfy you now. Your magnificent monster is READY TO RUMBLE! It's time to make the world DANCE TO YOUR TUNE!
Choose your giant monster! Destroy cities around the world! Rule the Earth in this light action-strategy PC/Mac/Linux/Mobile videogame!
"Have you ever wondered what it would be like if someone made a game where your only concern was to wreak havoc on a nice and peaceful city with a massive Kaiju? Have you ever wished that you could do that instead of it being done to you while playing SimCity?" ~Softpedia
"I can't wait to start smashing down cities while upgrading my monster's abilities. I do wonder what the puny humans will be able to do against our kaiju might." ~Gaming on Linux
"If you build it, they will come...to bow down to you because they’re terrified of being murdered by your monster." ~Cliqist
"I broadly support the ideas of this game." ~Rock, Paper, Shotgun
"Sounds like a fun idea to me." ~Kotaku
"Support Kaiju-a-Gogo if you like strategy games, giant monster movies, Canadian video game companies, or just want to try something different." ~Gaming Enthusiast
Kaiju-a-gogo is a strategy-action, PC/mobile video-game featuring GIANT MONSTERS. The player takes on the role of a fledgling Mad Scientist who has built the first human-controlled Kaiju in the world. While your rivals race to catch up with your genius and build their own Kaiju to compete with you, you have a five-year-window to use your Kaiju to achieve TOTAL WORLD DOMINATION.
Start the game by choosing one of three monsters and its associated Mad Scientist character. You will then begin play at your Secret Lair, an uncharted island, and launch your first attacks upon the unsuspecting world. As you crush city after city with your magnificent creation, the resistance of the people in that region will weaken, until eventually they bow to the inevitable and admit that you're in charge. When you have conquered all of the regions on the globe, you win! You are the world's Supreme Dictator and Number One Monkey. Simple as that.
Gameplay consists of glorious city-stomping fun, with points and resources gained by smashing every structure still standing and crushing all the armies, navies, police and giant robots that try to stop you. In between attacks, your Kaiju will return to your Secret Lair, and you will allow the monster to rest while you heal and train it with new Abilities.
As your Kaiju grows in size and power, its new Abilities will make it better, stronger, faster and more terrifying than ever before. Each Kaiju in the game will have dozens of possible Abilities, with players able to explore a different set of abilities in each game.
During the brief windows of rest and reflection between one city attack and the next, players will also have the chance to build up their Base, and construct facilities that will speed their victory over the planet.You might also want to build some defenses, however, in case the Kaiju Defense Forces figure out where you are, and come gunning for you!
- Conquer the world with your very own 100-foot monster at your command!
- Choose one of 3 monster types to grow and teach, each with over 90 unique powers and attacks!
- Crush crumble and stomp over 50 real world cities!
- Battle over 30 different enemies in awesome real time battles across the globe!
- Build up your very own Secret Lair with dozens of deadly devices and devious defenses!
- Available on PC, Mac, Linux, iOS and Android platforms!
- Share your own content with built-in Steam Workshop compatibility!
Cast Your Vote - Supporters at all Backer levels will be able to cast a vote at the end of the successful campaign to add an extra city for players to destroy.
Early Bird Price - The first 500 Supporters will be able to get a copy of the game on release for a reduced price. Thank you for your support!
Game Credits - All Backers at this level and above will be listed in the game's credits.
Digital Bundle - The digital bundle will include a selection of wallpapers and print-ready files of the Kaiju-a-Gogo T-Shirt and our Limited Edition Lithographs. Just the thing for International Supporters who want to avoid shipping charges!
Kickstarter Skins DLC - A special DLC of unique Gold Monster Skins specifically for Kickstarter supporters, in addition to all previous rewards!
Kerberos Indie Bundle - Download codes for all self-published Kerberos titles. Includes Sword of the Stars: The Pit and all its DLC (Mind Games, Gold Edition, and Pilgrim expansions) and Ground Pounders in addition to all previous rewards.
ADD A BUILDING TO THE GAME! - You can add a favorite structural landmark or building to one of the cities in the game! Want to add your favorite tourist trap, restaurant, or school or courthouse? Artist Chris Gerspacher will create it for you, so that it can be CRUSHED AND DESTROYED by Kaiju! This Reward includes all digital rewards of the campaign.
Kaiju-a-Gogo Mousepad - Receive all previous rewards, plus a full color Kaiju a Gogo special edition mousepad, printed shipped to your door. Roll your mouse in comfort and style!
Kaiju-a-Gogo Tshirt - All previous rewards, plus a cool Kaiju-a-Gogo Campaign T-shirt, designed by artist Megan Merz! Our team loved her Urban Renewal tshirt for Reagency Design so much that we just had to have our own version, using the Kaiju from our game. She did a fantastic job!
ALL THE GOODIES PACK! All previous digital rewards, plus the special edition mousepad, t-shirt, and three fun Limited Edition lithographs featuring the game's majestic monsters.
PICK A CITY TO BE DESTROYED! Target any city on Earth for destruction! We will add the city of your choice and include two important tourist landmarks to be demolished by players and their giant monsters! Show your civic pride by putting your home town on the map. You will also receive all previous Rewards.
KAIJU-LELE! Supporters at this level will receive the All the Goodies Bundle plus a beautiful, premium custom-built ukulele made by Kraken Maiden, the company of premium luthier Karina Melendez! Your hand-made musical instrument will then be hand-decorated with the KAIJU THEME OF YOUR CHOICE. Choose one of the monsters from this game, or select any other Kaiju or Behemoth that you love!
TRUE BELIEVER! Supporters at this level will receive the PICK A CITY Reward, an extra Kaiju-a-Gogo T-shirt, and a special VIP card, personalized with your name. Holders of the Kerberos VIP card will be granted insider-only access to all games in development, download codes for all Kerberos games on release, and free entry to any Kerberos public event, including those that would normally be Press Only. They will also have the right to cast a vote when choosing the company's next project.
DESIGN YOUR OWN MONSTER AND MAD SCIENTIST! - Working with veteran artist John Yakimow, you can contribute YOUR OWN KAIJU (and its Mad Scientist owner) to the game! Future players will be able to choose your Monster and the Mad Scientist you've designed in their own mad quests for world domination. This reward includes all physical backer rewards for the campaign. - SOLD!
"Sounds great, but who are you guys?"
We're Kerberos Productions, a small game development studio in Vancouver, BC. We were founded in 2004, and spent our first eight years as a third-party studio working in collaboration with small publishers, until we finally realized our dream of full independence in 2012.
We've successfully developed and self-published two computer games since then with the help of crowdfunding support. The first game, Sword of the Stars: The Pit, has become a cult hit and recently released its third expansion DLC. Our second, Sword of the Stars: Ground Pounders, is now in Late Beta and on the verge of gold release soon.
Now, we'd like to do something completely new and different! Our team has always loved giant monster movies, and we want to share that love with a fun, light-hearted and smart little game that can appeal to players of all ages.
The Kaiju-a-Gogo team consists of seven professional game devs, who between them have over 80 years of cumulative experience in the gaming industry and have contributed to over a dozen shipped titles, most recently Sword of the Stars: The Pit and Ground Pounders.
Chris “Degrassi” Gerspacher is the Lead Artist of Kaiju-a-Gogo and one of the founding partners of Kerberos Productions. He has worked in the gaming industry since 2001, and since the founding of the studio he has served as the Art Director and contributed 2D and 3D art assets for all Kerberos titles, in particular the original Sword of the Stars and Sword of the Stars 2, and Sword of the Stars: The Pit.
Ken Lee has been working in the gaming industry since 1999 and has been a 2D artist for Kerberos Productions since the founding of the studio in 2004. In addition to his work on Kaiju-a-Gogo, he has contributed the majority of 2D art assets for all Kerberos titles since the founding of the studio, including the original Sword of the Stars and all expansions, Fort Zombie, and Sword of the Stars 2: Lords of Winter, Sword of the Stars: The Pit and Ground Pounders.
John Yakimow has been working in the gaming industry since 2005 and joined Kerberos Productions as an artist in 2007. In addition to his work on Kaiju-a-Gogo, he has contributed 2D concept art and 3D assets to the Sword of the Stars series since Born of Blood and later expansions, Sword of the Stars 2: Lords of Winter, and Fort Zombie, and Sword of the Stars: The Pit.
James Goldthorpe is a code wizard who helped give birth to the Sword of the Stars II: End of Flesh expansion and Sword of the Stars: Ground Pounders. In his spare time, James enjoys lifting heavy iron things and placing them back down.
Martin E. Cirulis is the Lead Designer of Kaiju-a-Gogo and the CEO of Kerberos Productions. His career in the computer gaming industry spans twenty years, beginning as a professional reviewer for Computer Gaming World magazine in 1994. He worked as Narrative Designer on Homeworld and Ground Control and has since served as Lead Designer on several shipped titles, including Homeworld: Cataclysm, Treasure Planet: Battle at Procyon, the original Sword of the Stars and all of its expansions, Fort Zombie, and Sword of the Stars 2: Lords of Winter, Sword of the Stars: The Pit, and Ground Pounders.
Rowen Epp is the Associate Designer for Kaiju-a-Gogo. He joined the Kerberos team in early 2014 to work on Sword of the Stars: Ground Pounders, which is currently nearing release, and is already hard at work on Kaiju-a-Gogo as well.
Chris Stewart is the Executive Producer of Kaiju-a-Gogo and the COO of Kerberos Productions. He has been working actively in the computer gaming industry since 1997 and served as a Designer on Homeworld: Cataclysm, Treasure Planet: Battle at Procyon and Bully before becoming a founding partner of Kerberos Productions. He has been the Producer of all Kerberos games since the founding of the studio in 2004.
We like the platform! And although we have successfully used other crowd-funding platforms to develop our first two games, this site does offer some features that other sites do not. The powerful contact and update suite makes it much easier to stay in touch with your Supporters and streamlines contact, follow-up and fulfillment of Backer Rewards, which we think is really important.
Do we have Stretch Goals for this campaign? Yes we do! In addition to our goal of a multi-platform release, we have plans for additional content and features that we would like to offer our players. We have announced a couple of goals already and we'll talk about all our goals more as the get closer to the full funding goal. Please wish us luck!
Click Announced Goals For More Info!
Risks and challenges
The challenges of game development are many, and each project is different. With this project, we have the following concerns.
1. The Number of Abilities Per Monster - Each monster in the game is designed to have 90-100 unique Abilities, and no one player will be able to explore all the possible Abilities for each monster in any given game. This is fantastic for increasing the value of the game by giving it "legs" (replayability), but it makes it a challenge for testing.
Fortunately, at Kerberos we have a great deal of experience with the challenges of executing and testing a complex Tech Tree in a strategy game. The Supporters of our crowd-funding campaigns and players of our games have always been vocal partners in the development of our games, and we will definitely put Kaiju-a-Gogo in their hands as early as possible to get their input.
2. Multiple Platforms - Another challenge is the difficulty of releasing a game for multiple platforms. Kaiju-a-Gogo is planned for release on PC, Mac, Linux, iOS and Android compatible devices--many teams would be unable to generate a game which was playable on so many platforms.
Our team has been working on this problem and developing our skill base in multiple-platform release for the past two years. Our first game, The Pit, was planned and released for PC only, and the process of adapting it for any other platform has been relatively slow. We chose to build our second game, Ground Pounders, to be multi-platform from the start: that game is in late beta and already playable on PC, Android, Linux and Mac, with iOS completing its final release in the next few weeks.
Given the experience and confidence we've gained while working with Ground Pounders, we're fairly certain that the multi-platform development of Kaiju-a-Gogo will go smoothly, and that players will be happily conquering the planet on the device of their choice on release day without a problem.
If we seem confident that we have what it takes to deliver this game--we are. Because we do. We have already produced two successful crowd-funded game projects and overcome significant challenges to make them happen. Our team is made up of committed industry veterans and we have all proven our commitment to our company and our work for many years.
We have a long-standing and well-earned reputation for pride in our work, accountability, and for supporting our products for as long as humanly possible. We listen to our players and we put the game first, every time.
When we have secured enough funding to proceed at full speed, we should be able to go from pre-Alpha to Beta and Final Release of the game by Thanksgiving 2014. Our major focus from the beginning of Beta until release will be to collect feedback, suggestions and performance data from our Backers, to refine the game and make it the best product possible.
Naturally we have high hopes for this campaign, and we've come up with some Stretch Goals in case things go well. Fingers crossed that this will be our first successful campaign on Kickstarter!
Just as a final word, we want to thank all the fans who have spread the word about our crowd-funding campaigns and and spent so many hundreds of hours live-streaming our independent games.
We hope that you'll enjoy this one as much as you've enjoyed the others. Thank you for your interest and support!Learn about accountability on Kickstarter
Of course! But we cannot promise that the city will not be defended by bears. This is Canada, after all.
You need to crush the world's ability to resist, their morale, not kill every city. Big victories can change world opinion very quickly but so can big defeats, so take care.
Base building is straightforward, you just need to acquire enough of the four resources in the game. Research and experimentation however has some risks... it all depends on what corners you are willing to cut.
What are the resources / currencies in the game that you use to build bases and improve your monster?
There are four "currencies" in Kaiju-A-GoGo - money, power, knowledge, and Purpletonium.
All four are found throughout a city in specific structures - as in, crush a bank, viola, money. Stomp a power plant for energy power inside. and so on.
These riches are then spent on training facilities, where you're monster can acquire new powers. More riches means you can improve your facilities, which allow monsters to acquire higher level powers.
Each monster is better at carrying certain currencies back to your base - Shrubby is excellent at hauling knowledge back, compared to Ginormasaurus, but not great at collecting power. Ginormasaurus however loves storing up power!
In some cases, you can even threaten a city and if you can scare em a little, they'll just cough up some money for you!
The reason backers get Steam keys as a for sure is that Steam is very open to letting their partners hand out keys, while it's not as straight forward with mobile partners, or retailers that offer DRM copies.
That said, we anticipated that people would want them and we are looking into options - at a minimum all backers that has a copy of the game in their perks will get a Steam key and we will make sure backers who wish a DRM copy will get one.
When presenting your game to the public, everybody is looking for different things. In the past, when we have presented work-in-progress gameplay footage, we have some people that like it, and others who assume that it the same as looking at the final game, when there is always lots of changes going to happen.
So, this time, it is very early in the project and anything we could show wouldn't be a good representation of final gameplay. However, we understand it is also important to show the other half that there is more to the project than concept art and screen stills, so we will be showing off some tech/dev footage during the campaign.
Ah Haaaa! We're not!
There is a misconception that if a game is on PC and mobile, it started as a mobile game. This can happen. It happens a lot. That's probably why there is a misconception. Add to that the fact that a lot of people dislike certain design trappings popular in mobile games, namely intertwining IAPs with gameplay and the ability to progress through the game.
Of our last three games, we have always started by making a PC game with all the content and replay you'd expect in a $10-20 PC game. Then we look at how to take all that and move it to mobile in a way that makes sense to mobile consumers while retaining the PC gameplay core. For us, we prefer people to pay for new characters to try in the game, rather than pay for the lives needed to play.
- (30 days)