Lost Cities by Reiner Knizia - Steam Edition
Lost Cities by Reiner Knizia - Steam Edition
A faithful, digital version of the hit card game Lost Cities by Reiner Knizia. The game will be playable on Windows, Mac, and Linux!
A faithful, digital version of the hit card game Lost Cities by Reiner Knizia. The game will be playable on Windows, Mac, and Linux! Read more
--> GET LOST CITIES ON STEAM <--
Even though the campaign did not reach its funding goal on Kickstarter, we plan to release it on Steam shortly. Add it to your Steam wishlist today!
In Lost Cities, you play the part of an adventurer searching for forgotten cities around the globe. Plan your expeditions wisely to outpace your rival's pursuits! Feeling confident? Place a wager on an expedition that you think you can master. After 3 rounds of adventuring, the player that had the most successful expeditions is the winner!
- Officially licensed version of the award winning Lost Cities by Reiner Knizia!
- Play locally or online.
- Play against the Computer - AI with five unique personalities
- Includes "hot-seat"/"pass-n-play" mode for players who want to share one mouse/keyboard or gamepad.
- Switch seamlessly between playing with mouse/keyboard and gamepad.
- Dozens of Steam Stats & Achievements.
- Asynchronous play - you can play even when your opponent is offline.
- All of your games are recorded to BlueLine Cloud so you can see them later.
- Professional translations into EFIGS languages (English; French; Italian; German; Spanish)
- Built on the same engine as BlueLine's 5 other Steam games, so it has the benefit of 6 years of improvement from real-life usage. Also, improvements made to the engine during the development of Lost Cities will help improve future updates of those other games.
We've been working hard on the Steam version of Lost Cities for about 8 months. Prior to that, we've been evolving our Board Game Engine for over 5.5 years while releasing other digital board games on Steam. Lost Cities is making great progress, and we have released a free demo (Windows only) of the pass-n-play ("hotseat") mode of the game so you can give it a try (look for "Download PC Demo" button on the right). We're really proud of it & think you'll be able to see the value of the game even though the AI and Online modes will probably be the most popular after launch.
The current schedule is to have the game launched on Steam by late-June. The majority of the work that remains is related to the AI (the computer "personas"), the online mode, international translations, and getting the game in front of a lot of testers to make sure it's extremely solid and reliable at launch. If you want to be part of the testing, please choose a Pledge level that includes Beta access... it would be great to have your help in making this game really well polished!
Some Stretch-Goals will be for content that will be released in incremental updates after the game is launched, but a couple of goals may result in extra work that will push the launch date back slightly. In either case, the text (below the image) in the "Stretch Goals" section will specify what effect each goal will have on the schedule.
After the campaign is funded, we will use Kickstarter Project Updates to apprise you of major milestones, and keep you in the loop if there are any hiccups in the schedule.
Our Steam page currently has a provisional launch date of June 29th, but that's currently just a placeholder and a rough goal. As we develop, we will shoot for that date, but once we are "code-complete" (all features completed, just doing testing & fixing) we will announce a more firm launch-date.
It wouldn't be a Kickstarter if we didn't have some rewards. We have some great rewards ranging from our simple appreciation, to a library of all of our existing games, as well as some cool limited perks. Take a look!
In addition to your standard reward tiers where you get the game and a few other fun perks, we've developed a couple of really great limited rewards for you!
Mark Your Discovery! The first limited reward gives you the privilege to design a crest for one of the lost civilizations in the game! Not so artistically inclined? No worries, we'll be polishing the final artwork that actually goes into the game. The minimum we need from you is a simple sketch of the symbol. You can do that either in a digital program or send us a picture of something you sketched on a napkin. We'll take your idea and polish it so that it is in the same style as the other symbols. Once we have that done we'll put it in the game as shown below (and likely in some other in-game locations as well).
Cement Your Legacy! Our second limited reward allows you to really get yourself in the game. If you choose the "Cement Your Legacy" reward, we will take your likeness and create a new computer player persona in the same art style as the 4 base personas. The new persona will be given your name and featured throughout the game!
We've also developed a bunch of fun stretch goals. These are a mix of some things we'd love to get to and some backer-wide rewards for helping us get further along.
There will be more Stretch Goals unearthed as the campaign progresses. In all cases, we will try to provide extra details here on whether the Goal will affect the launch date of Lost Cities and whether the new features will be part of the initial launch of the game, or be available at a later date.
Please note, some of these Stretch Goals will add features into our game-engine that we share across all of our games. While these goals are not specifically for adding these features to any other games, if we achieve them, it will make it easier to add similar support to our other existing games.
Preserve the Past! This goal will use cloud-saves to auto-save your single-player games which will allow you to quit at any time and resume the game from any other device that you have the Steam version of Lost Cities running on. If this goal is reached, this feature will be part of the game at launch and is not expected to have a strong impact on our launch date.
A New Discovery! If we reach this goal, a 6th in-game expedition will be created. All backers will receive it for free when it is launched. The 6th expedition will launch at a later date than the base game. We would anticipate the 6th expedition to launch within a month of the game's initial launch.
A New World View! Upon reaching this goal, two new themes will be created for the playing surface as well as the cards themselves. The new themes will launch at a later date than the base game. Like the 6th expedition, we would anticipate the new themes to be available within a month of initial launch. All backers will receive this theme pack for free.
...more info will be added here as additional Stretch Goals are discovered!
On top of the your standard backer rewards and stretch goals, we have some fun "Backer Achievements" that aren't tied to a financial investment. We have 5 different social goals. Each of the first 4 that are reached will unlock the next achievement in the list.
We'll keep the community updated when each of these goals has been reached. The order in which the social goals are achieved does not matter. Remember that since these achievements are cumulative, each social action you take towards achieving them is a step closer to fruition for all of them! Here are some easy links so you can start working towards those goals:
Share this campaign with your friends to help us get to 100 Followers!
The Kickstarter campaign will cover slightly less than 10% of the project's total cost, but BlueLine has already funded the other costs internally.
Below is a basic budget for the Kickstarter funds, assuming that funding reaches exactly 100% of the campaign goal. The image should give you a good general idea of how the money will be used.
The percentages will change if the funding level increases beyond the goal. The art licensing, video production, and professional translations are fixed costs. Kickstarter fees are a fixed percentage and will grow proportionately. Development costs will increase in size based on the Stretch Goals that are achieved. If funding is high enough, then the royalties (for licensing the game) would eventually exceed prepayment levels (that have already been paid and were not included in this budget view).
BlueLine Games' core team is Sean Colombo and Geoff Brown: two developers who met at the Rochester Institute of Technology and have been making games together for years. They have a combined 31 years of game-dev experience and have been making digital versions of board games at BlueLine since 2011.
In addition to Sean and Geoff, there are many contractors and community members involved in the creation of BlueLine Games including Randy O'Connor (known for art of Waking Mars and Escape Goat 2), Kevin Harland (known for Democracy 3 and Gratuitous Space Battles trailers), and numerous volunteer translators!
BlueLine is committed to wide accessibility. All of BlueLine's digital board games are available on Windows, Mac, and Linux. Most games work with any combination of keyboard, gamepad, and/or mouse to allow for easy play for gamers with mobility restrictions. BlueLine's custom translation system has allowed support for numerous languages across their Steam games.
Follow BlueLine to keep up with the latest:
Risks and challenges
The primary risk is the "bus factor" of the team: there are only two of us and if we were hit by a bus, the project would likely not get finished.
We already have a Steam App ID (and Coming Soon page: http://store.steampowered.com/app/520680/ ) so we have the required approvals from Valve. This is our 8th commercial game as a company, and our sixth Steam title. The project is making solid progress already and we have a playable demo of the Pass-n-play mode of the game so you can see the progress. Even if we fail to fund, it is likely that we will finish the project but without some of the great, shiny things that we want, to really make this a phenomenal project (professional translations, the 6th Expedition and other stretch goal features).Learn about accountability on Kickstarter
- (30 days)