Thanks to everyone for backing Galcon 2!!
It's been really amazing seeing the support of Galcon 2! If you just missed the Kickstarter, or you need to back the project using PayPal, please go to www.galcon.com where we'll have instructions posted.
Update: The GALCONATHON!!
For the last six hours of the Kickstarter, we're going to be holding the one and only GALCONATHON! It's going to be a live stream available on YouTube. I'll add the link here. Here's the schedule.
Update: Get a Galcon Power Necklace for that Special Someone!
Nan created a few more variations of the Power Necklace! She thinks it's exactly what your Valentine is going to want this year. Check out the closeups!
Update: It's All About the Box Set!
In addition to the amazing fridge magnet set and the super cool poster, you get a whole box full of Galcon-related goodies. Here are the details.
Update: Fireside Chat with Phil
Here's a video of me talking about what I'm excited about in Galcon 2! I explain in more detail my vision for some of the features.
Update: Galaxy Map Concept Art by Matt Kohr
Matt watched my design journal on the Galaxy Map, and fleshed it out into this sweet set of concept art pieces.
Update: Community Manager Nan on Galcon 2
Nan has been the Galcon community manager for over five years now! She's really excited about Galcon 2, and made a video for us about why.
See Galcon Gameplay
This is the trailer for Galcon Fusion (2010). The gameplay in Galcon 2 is going to be similar.
Try Galcon Now!
If you've never played Galcon before, we've got you covered! Galcon is a multiplayer real-time strategy (RTS) game. Try Galcon (for iPhone / Android) here. Or try Galcon Fusion (for iPad / desktops) here.
The Galcon Story
I created the first version of Galcon in 1995 when I was 15 years old. The first version I made was pretty similar to other turn-based conquest games of the past.
Over the years, I re-made the game a few times with similar gameplay.
However, in 2006 I created a real-time version of Galcon that involved sending swarms of ships from planet to planet. It was the FIRST game of this kind. (There have been DOZENS of swarmy RTS games made since that were inspired by Galcon's gameplay.)
In 2008, I brought Galcon to the iPhone. The touch interface was a perfect match for the game! Galcon was the first real-time multiplayer game to be released for the iPhone.
Galcon for iPhone went on to win the 2009 IGF Innovation in Mobile Game Design award!
Then in 2010, I ported it back to the desktop, and then to the iPad as Galcon Fusion. Galcon Fusion introduced some new game modes and was the first multiplayer game on the iPad to offer cross-platform gameplay between iPad and desktop players.
Now, heading into 2013, the 5 year anniversary of the launch of iGalcon, I want to give the game an overhaul and make this the BEST GALCON EVER!
Galcon 2 Game Design
I've put together a series of mockups to show some of the design ideas I have. All of this is pre-development, so things may very well change, but I hope it gives you an idea of some of the cool things I want to add.
I'm eager to create a better menu setup that gets you right into the game. Below, on the "PLAY!" screen, the "AUTO-MATCH" button will put you right into a new game. No more clicking into each server to find one that's ready to play!
I also want to bring the stats and ranks to a whole new level. By improving how the rankings work, it will be possible to rank up in all game modes, no matter how popular. I'm also going to add a trophy system as rewards for the in-game tournament system I want to add.
To further build community and help you hang out with your friends, I want to add clan support to Galcon 2. This will bring another layer of fun to the game.
I am designing Galcon 2 as a Free-to-Play game. This means I'm going to have a store for buying cosmetic upgrades and other game features. I'll be working hard with the community to ensure that play balance isn't upset by these upgrades.
I'm very excited about building this game! I hope these mockups give you a glimpse of what I'm envisioning.
I've already started discussing the game design with the Galcon community. We're working towards a design that improves the existing core game while adding new features to ensure that the next generation of Galcon is the best!
The Beta Experience
I'm really looking forward to this part of the project. In the past I've always spent 6-12 months developing a game, put it into a brief beta with a select group of people (maybe 20 or so), and then released the game. After that I'd follow the forums for a month or two to get bug fixes into the game, but after the release it gets really hard to make any dramatic changes.
This time the beta will be from the very beginning, which means I'll be able to make changes to the game early on to help it realize its greatest potential. I'm excited to have a larger group of beta testers working with me from the start.
As a backer, you'll get to see how a game gets developed from scratch. Of course, I will probably be borrowing bits from previous Galcon games, but largely it's going to be a complete re-write to ensure that the game is going to be designed for expansion in the future.
There are two main reasons for going Free-to-Play:
First, free means more users playing the game. Instead of 100 people online at any given time, I'd like to see 1000 people online! This will make a larger variety of skills and game types available all the time.
Second, by having the game include in-app-purchases, I can design the game so that players can continue to support the on-going development and get updates more often.
The Awesome Rewards
I'm really excited about these rewards. Some of these items are things I've wanted to do for a game for years, so this is a really fun opportunity.
The fridge magnet set
The fridge magnet set will make you the envy of all other fridge owners in the world. Below is a mockup of it on a really expensive fridge. (Exact set may change by final production.)
The gorgeous Galcon 2 poster designed by Matt Kohr will be 18"x24" and printed on high quality acid-free paper, suitable for framing!
The box set
The box will include a CD of Galcon related goodies, a bag of Galcon playing marbles, two Galcon pins, and a manual! Below is mock-up of the box. (Final box may be slightly different.)
The Power Necklace
Nan, our community manager, who was previously a professional jeweler, has designed this amazing Galcon power necklace. This necklace will give you the psychological edge in battles. (Final necklace may differ depending on availability of beads.)
You will get a custom 1.5" art-glass marble themed with planets, stars, and some Galcon ships! Created by the amazing Shannon Norris of Fireworx Glass Studio, these are going to be super special! Each marble is a unique work of art and will vary.
The Galconicorn's Horn
There is only one Galconicorn and he generously donated his horn to help raise support for Galcon 2. You will be the envy of all the Galcon players in the universe as the owner of the one true Galconicorn horn. (Galconicorn and rainbow not included.)
OS / Device Support
Galcon 2 is going to be developed for Windows, Mac, and Ubuntu Linux computers.
Once the game has reached the point of release, I'll be porting it to the iOS platform. Galcon 2 will work on all iOS devices supporting iOS 6.0+ except for the iPhone 3GS. Galcon 2 will also be ported to high-end Android devices.
Risks and challenges
In the past ten years I've produced the games Galcon, Galcon for InstantAction, iGalcon, Galcon Labs, and Galcon Fusion. I'm confident that I can produce another one. Doing a beta from day one is a unique experience for me and will require a lot of community involvement. To ensure adequate development time, Nan Hassey, who has been the community manager for the last 5 years, will act as liaison.
To ensure smooth delivery of the physical items, I've lined up manufacturers who can create all the items for me. I've been careful to price things out so that I'm still left with the money I need to create Galcon 2. My wife, Nan, is going to manage all the fulfillment, so I will be able to focus my attention on developing the game. I chose to limit the number of higher tier awards to ensure manageable quantities.Learn about accountability on Kickstarter
- (31 days)