Citadel of Sorcery: MMORPG
Citadel of Sorcery: MMORPG
Next evolution of the MMORPG. Novel quality quests, with PnP RPG style personal game play, on a full planet, that changes every day.
Next evolution of the MMORPG. Novel quality quests, with PnP RPG style personal game play, on a full planet, that changes every day. Read more
About this project
Rewarding those that tried to pledge... no matter what.
When this run on Kickstarter ends on Thursday, November 8th, it is obvious that we aren't likely to make our minimum goal. This means that anyone who pledged here will not be charged any money, their donations are canceled. However, we do want to allow you the opportunity to get rewards! So we will be starting our own options and Raffles to anyone who tried to pledge here, and comes over and supports our game at our site, at: www.citadelofsorcery.com.
We appreciate the opportunity that Kickstarter gave us to post our game on their site, and we appreciate all those that pledged and believe in this game even more! So you may still support our game and get even better rewards and offers, just come to our website November 9th and check out all the new offers! See you there on Friday!
Game sites speak out about CoS
We need your help!
We need to get the word out about Citadel of Sorcery. Right now a high percentage of players that actually come to our Kickstarter page and learn about the game pledge at some level, but, frankly, we just aren't getting enough traffic here in the first place. Our Team is working hard at spreading the word, but need your help! So… we thought we would reward our current Backers for bringing their friends and other gamers.
Here’s how it works… We total up any pledges that you bring in from other Backers (all they have to do is message us [not a comment, please actually have them message us] and mention your name as their sponsor). You get to add their donations to your total, and you will receive all the In-Game items of any level that this number reaches!
So, if you brought in enough people, and their total pledges plus yours reached $10,000, you get the floating castle! But you can start getting additional rewards at any level; even one backer might get you additional rewards.
For example: If you pledge $100 and your friends pledge a total of $150 (and message us) you will receive the In-game rewards for the $250 Level, so get that word out!
Note: This is retroactive, so if you already brought in people, have them send us a message that you were their sponsor and we'll give you credit!
Here is an Avatar Icon to use on Kickstarter
(or wherever you want)
MMO Magic, Inc. is proud to bring you a new kind of fantasy MMORPG experience. Citadel of Sorcery is more than just a game, it is a new kind of entertainment experience. Forget what you have seen in other MMOs, and enter a world where everything is alive, and where choices you make can change the quest... and the world.
Our experienced designers have been making computer games for about thirty years, and started even before that making table top RPGs. Citadel of Sorcery (CoS) is a Triple A title, and is the game we have always wanted to make... and play. With your help CoS will be our crowning achievement.
So we ask you, isn't it time to expect more from a game?
Here are some of the key innovations in Citadel of Sorcery:
- Quests: Our quests put you into a story that is like a novel or great movie, but this story changes based on your character's past, your current decisions and things taking place in the game at that moment. Our stories are evolving epic adventures that are different for every player or group.
- World and exploration: Our world is so massive that no player will ever see it all, it is the full size of earth. Twenty years after this game releases, there will still be places no person has ever seen. So get ready to go exploring!
- Changing World: A day in our world does not repeat, time moves forward, and the world is changing with every new day. All of our NPCs live a full life and make new choices all the time. We don't even know what they are up to next! Kingdoms rise and fall, some npcs may become your personal nemesis, and start hunting YOU! When you come into our world, expect the unexpected!
- Abilities/custom classes: Players are able to create their own custom classes by choosing any of our 1890 completely unique Abilities. There are no limitations to what you can learn, or be! Every Ability can be improved by study and practice. But that's not all! You can earn Uber Abilities, and these are ridiculously powerful.
- Combat and A.I.: NPCs use varying levels of A.I., so every situation is different and players must use new strategies and tactics based on the situation, terrain and opponents in order to win. Enemies make use of the terrain and can work together as a team. NPCs will even adjust their actions based on what you do in a battle.
- Equipment Customization: Every single piece of equipment you obtain is valuable. There are no trash items CoS! Not only that, but you can custom craft EVERYTHING into Magical, Soulbound or Monogrammed pieces of equipment with the powers and stats you choose to add! You can even have them reworked visually to match your outfit!
For more detailed information on the game, see the 'Deeper Look' below.
With the innovative nature of Citadel of Sorcery, as well as the Pre-Alpha look at the game, there were bound to be some questions asked. Here are answers to some of the more common questions we have seen popping up around the net . Just click this button to go to a page on our website called:
MMO Magic, Inc. is an Independent developer, which means, we are completely self funded. However, our people are also experienced game developers with multiple titles shipped to market. The company was originally founded by Philip Blood, Ron DeRuyter, John Savage, Rhonda St. Laurent, Brian DeRuyter, Ken Dougherty and Will Ware. The company is currently running with about 40 team members working on the development of CoS.
The CEO, Philip Blood, has over twenty-five years of experience as a Lead Game Designer and Executive Producer of games, and is also a published author. Our COO, John Savage has been CEO and Art Director of other game companies, Will Ware is our Programming Director, with many games under his belt, as well as several game engines. Our Technical Level Design Director, Ron DeRuyter is a Producer of published games, and expert Level Designer. Our Artistic Level Design Director, Rhonda St. Laurent, is an expert game and lore master, and creator of many table top and LARP games.
But the talent behind MMO Magic, Inc. doesn't stop there, since our founding we have added more and more talented game developers to our team. The members who join our team soon come to realize that this is more than a job; working on Citadel of Sorcery is a chance to create something you can be proud of for the rest of your life! This is no ordinary game... or team.
We started making this massive project eight years ago simply because we wanted to play a better MMORPG. Now it is finally getting near Alpha. Like you, we have purchased and played many MMORPG games, only to be disappointed by their lack of focus on game play. We guess they thought that a small world with pretty graphics and endless repetitive grinds was enough for players... but again, like you, we think differently. With years of experience making games, our team members were in a position to do something about it, so we left our jobs at other game companies and banded together to form MMO Magic, Inc.. Our goal was to do whatever it took to make a new kind of MMORPG. But, you may ask, doesn't it cost millions to make a AAA game?
Yes, it does, and we have personally spent multiple millions. So far every single dollar of that money to make the project has been put in by our team members, we believe in this game THAT much. At this time we have no loans to pay back, no investors requiring return, no publisher telling us what to do, but millions of dollars worth of game has already been created.
Because our employees are personally invested in the launch of this game they will continue to work on CoS until it’s done, guaranteed. We even let them out of their cells to see the sun the other day (well, the game world sun). This is one of the reasons we can promise you that the game WILL launch, no matter what. When the entire team has put their heart, soul... and wallet into a project like this they want to see the it through to the finish!
To list all the games our team members have taken part in building would fill pages. It’s easier just to mention some of the Publishers we have worked for and genres of games they have created over the past twenty years.
Publishers we have worked with include:
Sony, Blizzard, Disney, Mattel, THQ, Eidos, Crystal Dynamics, Prolific Publishing, Sega, Nintendo, MGM Interactive, Ripcord, Panasonic, Frogster, Acclaim, Atari and Microsoft.
Genres (for both PC and Consoles):
MMOs, FPS, Multi-player Military, Racing, Action, Adventure, Children's, Sports, RPGs , Fantasy and War games.
As you can see, we have a wide plethora of experienced talent making CoS, and we needed them, since we're pushing the boundaries of what an MMO will offer... in all ways.
Our minimum Kickstarter goal amount was chosen by figuring out an amount of money that would have a significant impact on how fast we reach Alpha. The money we receive will go directly to adding some full time positions to key areas where we have identified bottlenecks in production. We believe that adding these people will cut the time it will take us to reach Alpha nearly in half.
You have our promise that every dollar we receive through Kickstarter will go straight into speeding up the progress to Alpha, and getting you into this amazing game sooner.
Now, if we exceed our minimum (and this would be GREAT!) it will seriously speed up production of this game! We could reach Alpha even faster, which in turn will speed up the progress to Beta and Final Release. Our goals remain the same, to finish this innovative title as quickly as we can, without compromising the quality or game design we set out to achieve.
Over the next few weeks we will be adding more and more Team Member Videos, talking about parts of Citadel of Sorcery and the Technology behind it.
More Videos coming on different subjects by more team members, so keep checking back!
Each of the buttons below takes you to a page with more information.
Risks and challenges
Eight years ago we designed the most innovative MMORPG in history. That statement inherently comes with a lot of risk. We needed to make new technology, from the ground up, in order to make this new design. However, we shouldered these risks ourselves. We self financed the game past the major technology development needed to create this full size planet, and the vast array of tools needed to make these new game play elements. All of these major risks are therefore behind us. We are here to get funds to expand the team and let them use the technology and tools we have already created to add more content and additional finished art. This is the low risk part!
However, the one risk that still remains is time. We have so much personally invested in the game that it isn't a matter of IF the game will be finished, it's a matter of WHEN. This is the main reason we are here on Kickstarter. The risk of going longer is seriously reduced with an influx of funding, even the minimum amount will make a difference. A larger amount will significantly reduce the risk of taking longer to finish... but we will finish!
What qualifies us to handle these risks is simple, experience. You will not find a more experienced core team on any game project. We started making games back on the Apple IIe, Commodore 64 and Amiga computers. We have continued to make games ever since, shipping MANY titles to market for many platforms. We know how to make a game, and more importantly, we know how to finish it and get it to market.Learn about accountability on Kickstarter
We are currently planning to launch the game on the PC platform, but we'll consider a Mac version later.
The Alpha/Beta tests will be on U.S. servers, though we aren't limiting testers to the U.S.
Combat is planned to be working at or near Alpha.
We plan to concentrate on improving graphics and art Post-Alpha, though small improvements will continue all the way.
Your donations are taken only if the project is successfully funded after the project ends in November.
If the project funding isn't successful, you will not be charged for your donation. However, the good news is we have a plan to reward all backers, regardless of whether we fund... or don't. We will release details on that on Nov. 9th.
We decided that the community was too split to offer just one method of payment, so we decided to offer ALL three major methods. Here is the short version of the details of this:
B2P (like Guild Wars)
P2P (like WoW)
F2P (like LOTRO)
A player may choose to pay any way they want, and even change between them at times.
B2P pays no monthly, but must pay for expansions.
P2P pays monthly, but does not pay for expansions.
F2P has no monthly, but must either earn or buy credits to get certain items and areas. Earning them is possible, but very slow, most players will buy some credits and spend them on what they want.
B2P and P2P players may go to any server at will (even F2P servers), but F2P players may only go on F2P servers. While on a F2P server, B2P and P2P players will still have access to everything without need of credits, but this way they can play with their F2P friends.
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