This project's funding goal was not reached on December 7, 2012.
This project's funding goal was not reached on December 7, 2012.
Just wanted to express how thankful we are for the awesome messages and donations; you guys keep us going NO MATTER WHAT! Keep spreading the word, and help the dream we all share come true!
BIG NEWS: We have updated the reward tiers with some HUGE additions: Put yourself or your creation into the game as a playable character for as little as $50. And if the game is fully funded, we will most likely break a record for the most playable characters in a wrestling game – ever. Get the full details at this update post.
The producer of WWF No Mercy, Sanders Keel, has backed our Kickstarter: "I'm very happy to make a donation for this. Best of luck as always and hope to see this come to completion!"
Pro Wrestling X is a 3D wrestling game being developed for the PC platform. Our game features the core game mechanics lovingly inspired by the classics of the Nintendo 64 era, WCW/nWo Revenge and WWF No Mercy – but free of the imposed limitations of licensed console games. A game made by wrestling fans, for wrestling fans.
Our mission with Pro Wrestling X is clear and attainable:
We've spent the last few years building the world’s first 3D PC game engine designed specifically for wrestling games. In 2012 we released a sneak peek of our humble-but-mighty prequel to Pro Wrestling X, Uprising. The engine and grapple system is awesome, and we own the technology outright!
Take a look at our controls, and see for yourself:
For our prequel, however, we had to use graphics and animations designed back in 2004. To be blunt, Uprising is a jet plane built with lawnmower parts. We are building a bigger and better game – we have LOTS of ideas – but redesigning our art and animations is an absolute necessity to move forward.
More bluntness: Development has been running on fumes for years – working in our spare time, fueled only by the passion for the project. Unfortunately, you can't pay rent with passion for wrestling games (we've tried). The sacrifices from the crew have been enormous. We're going all-in on this Kickstarter in the hopes we can continue our dream.
We aren’t looking to start a project from scratch; we've already done the hard part. Your money will mostly be spent on rebooting the art and animation assets (and buying our lead programmer a desk with a real chair so he can retire his floor cushion).
The new Pro Wrestling X will be the foundation on which all future development will be built – so we want to get it right. Should we be fortunate enough to get funded, these are the minimum base features of our Kickstarter release:
If we exceed our funding goal, we have many additional features and match types ready to announce.
Our success is only possible with the support of our amazing fans. The thousands of people who've been with us for years; who sent stacks of support letters when we needed them; who pump us up when we get down; who tell their friends and spread the word.
As we add rewards, we know it's getting hard to keep track of everything. Kickstarter doesn't allow us to modify tiers. We're created this website to help you decide your pledge. Just click "Reward Tiers" for the specifics.
To thank you for your generosity, we've got a lot of great rewards. Many are self-explanatory, here's a bit more detail on the others:
SHIPPING POLICY: We'll ship for free within the United States AND Canada regardless of reward tier. For anything outside North America, we'll have to charge a shipping fee based on the size/weight of the reward.
And along the way, we'll have a few surprises if we hit certain milestones. There's some great stuff we're holding close to the vest.
Once upon a time, Canadian game enthusiast Dave Wishnowski was complaining about the first GameCube wrestling game on an online forum (as was tradition in those days). A commenter dared him: “If you think you can do better, why don’t you make your own game?”
Fueled by at least three seconds of deep thought and consideration, Dave answered: “Fine! I will!” In the weeks, months and years ahead, he quit his job, launched a movement in Wrestling Gamers United, got some funding, found some friends to help and got to work.
Through many zany adventures (soon to be a best-selling inspirational / warning book), we prototyped, refined, destroyed, and rebuilt wrestling games over the course of several years. We’ve come a long way, and we are ready to take Pro Wrestling X to the next exciting level.
We need your help to make it happen. For those who have been with us from the start – and for those who are hearing about us for the first time – we can't thank you enough for your belief in us. We hope we get the opportunity to make you proud.
TECHNOLOGY – Building a video game is a massive risk. Many games fail to be completed because of unforeseen technical challenges. Thankfully, we have greatly reduced this risk by creating our own engine – one that we know works and one we own outright.
We'll also minimize the risk of creating new art and animations by lining up technical artists and animators that have already produced content for previously shipped wrestling games.
[This is so important. We've discovered building a wrestling game is almost nothing like making a first-person-shooter or RPG. Wrestling games are unique and intricate in their own way, and the fun is in the details – details only a wrestling fan can know.]
MANPOWER – We're a small team, each member performing a critical job. If any one of us gets hit by a bus, it could delay development (and make the other team members quite sad). We are reducing this risk as much as possible by making sure documentation is maintained, allowing new people to step in and take over if need be with minimal confusion and guesswork.
Also, we avoid buses.
Tragedies aside, we've already faced – and overcome – a myriad of crazy challenges. Your support will back a crew that has never quit. Ever. Long periods without money. Near-death experiences. Nearly finished games that had to be scrapped through no fault of our own.
We have soldiered on; there is no quit.Learn about accountability on Kickstarter
What's cool about Kickstarter: you can change your amount any time until the project due date. You can add funds, change reward tiers, anything like that all the way up to December 7 at 9:00 Eastern (in our case). You can do this by looking under the main dollar figure, and clicking Manage My Pledge.
There's no need to delete your current pledge in order to change it to something new. If you change amounts, you don't have to do the math to get to the new tier ("how much do I need to add to get to $150?") – the number you type is what you'll be charged, and only if we hit our goal amount.
Last reminder: no one is charged anything if we don't reach our goal.
We agree – Kickstarter doesn't let you modify the reward text in the sidebar once the project goes live, so there's no easy way to let people know when we have added stuff. As a general rule, ALL rewards "stack" – meaning you get what's promised at a certain level PLUS everything mentioned before it.
We're working on adding a page to our website that spells out in specific detail what you get when you back at certain levels. We've got a lot more control of presentation there.
We're absolute believers when it comes to the PC/Mac/Linux/DRM free religion. The problem obviously boils down to money. We've been running on zero cash for years, so we have to focus our free time on just PC development for now. With funding, however, we hope to release for other platforms down the road.
As expected, we've gotten a lot of questions with our big announcement, so we'll try to clarify what we're thinking. We got a lot of comments along the lines of "I want to be in the game, but I don't have $5,000." The more we thought about it, the more it felt right to just open the floodgates. Our fans have been a big part of this dream, let's let them share in it!
The trick is, however, how do we manage the workload here? We're always going to be a small crew, we will never have the time/money to build custom characters for everyone ourselves. So what we've committed to is building the Create-a-Wrestler tool early in the process, stuff it with as many moves/body parts/accessories as possible, and let you guys have at it.
When you have something you dig, you can give it to us to ship in the game. If it won't get us sued and if it plays by the rules, it ships.
At the lowest level, you have to use what we provide – but we plan on offering a good selection. We're wrestling gamers, we know what *has* to be in there, and we'll be asking for input along the way too. At $75 and above, you get access to the texture files – meaning if you want a custom mask/tights/face, you can do it.
As far as custom moves/taunts/animations, stuff that isn't in the CAW tool – that stuff gets really expensive, and we just won't be able to provide that at the lowest tiers. Just to be clear: you'll always be able to add whoever you want in the game, just like any other wrestling game – it just can't SHIP with the game, if you catch our drift.
Donations at the higher tiers – $150 and above – we have a little more flexibility with custom animation requests. We're still working the math there, and when we have an official policy, we'll post it.
We wanted to offer something special to those who donated more; we thought belt guru Jesse Justice might design an in-game belt for characters designed by bigger backers. We asked, and sure enough, he has a design already in mind. $150 bronze, $250 silver, $500 gold – we might even have some mockups to show you soon.
- (30 days)