About this project
For every $20,000 over goal there will be a poll, the options will be these three stretch-goals, you the community get to decide what goes in.
Player owned and created Space Stations
This will function very similarly to the shipyard where you will be able to place station modules to form your own space station. Stations will have their own sets of functions and mechanics, as well as requirements, things to look forward to are. Manufacturing, station personnel management, item storage, ship storage, defensive modules, and more.
This goal will allow us the resources we need to implement the mechanics and features required to allow the player to command multiple ships. You as the player would still directly control your current ship, but you would build, and staff other ships under your command. Hiring the crew, officers and the captain, giving them orders and further spreading your influence throughout the galaxy. With these features you could command a small rag-tag gang of space pirates, in fighters and frigates, harassing the trade lanes. or you could work for factions commanding their military fleets. In combination with the space stations from the previous goal, you could set up and operate and intergalactic trading or manufacturing company. These features would dramatically increase the gameplay of Kinetic Void, and when taking the procedural nature of the game into account, it would literally have limitless replayability.
This goal will allow us to develop the secondary tools and assets needed to allow players to add their own modules, weapons, subsystems, and factions into Kinetic Void. I am a huge fan of mod communities and know for a fact that many games that I love would not be as popular still to this day if it was not for their modification support.
Post Kickstarter pledges
We will have a paypal-based pledge system, very similar to our Kickstarter tiers on our site for the backers that are unable to support us though Kickstarter, we will run these for 2 - 4 weeks, and all funds generated through this will go towards our Stretch goals. so have hope, even if it doesn't seem that we will reach a stretch goal through Kickstarter does not mean that we wont during the next month.
For every person you refer to Kinetic Void that pledges at least $10 your pledge will effectively be increased by $10! The way this will work is once the Kickstarter campaign is over I will send out a survey, all your referees have to do is pledge $10 and list you are the referrer, it’s that simple, we will tally the pledges, and bump the pledge tiers on our end and send you an email with your final tier. The people you refer are also welcome, and encouraged to participate in this program!
Only have $10 to pledge but really want that sweet $55 tier reward? Refer 4 other backers that each pledge $10 and enjoy! You help the campaign, and I reward you for your pledge, and your efforts!
Already pledged $55 but want that 3d printed model ($150 tier) for your collection of game related collectables? Refer ten backers and it’s yours! (and everything below it)
The bottom line is that I need your help, but I don’t want to ask without being able to give something in return, we are building a community and as such these things have to be reciprocal. We have one week left, let’s make this happen!
Kinetic Void is a 3D space adventure with a focus on customization and enjoyable simulation. Our in game ship builder allows players to construct their ship piece by piece. Each module can be destroyed individually and if a ship's engines are destroyed, it will be left drifting. If the hull piece containing a reactor is knocked out, everything that reactor powered will be useless (unless another reactor can pick up the slack). While in space flight, interactions between objects are governed by the physics engine. Running into an asteroid at high speed will damage your ship and could send you careening off into space. Slowly approaching the asteroid and then throttling up will allow you to accelerate the asteroid. And if that asteroid just happens to be heading toward a space station... well, the results should be spectacular. But be careful who you anger. The faction who owned the station will remember your little stunt and may be gunning for you in the future. On the other hand, their enemies may appreciate your resourcefulness and be more open toward you.
Kinetic Void Shipyard Demo is available! Check it out! The demo is based off of the Pre-Alpha state of the game and is updated weekly.
In-depth walkthrough on how to use the shipyard
Kinetic Void is a single player space adventure sandbox which focuses on emergent content and detailed customization. Ease of control and playability is our top priority for development; 'easy to learn, hard to master' is a very important concept to us. This has impact on all facets of Kinetic Void: user interface, controls, combat, core mechanics, all of it.
Our feature list includes:
Fully detailed and customizable space ships. Tailor your ship for any role. Make a sleek fighter, a bulky freighter, or a mighty carrier. Your ship’s capabilities and appearance are completely up to you. Using Kinetic Void’s ship builder you can make exactly the ship you want. Customize every part of your ship from cockpits, hulls, engines, weapons, and aesthetic modules. Each module has its own statistics that affect the total performance of your ship. Every module can be further customized by slotting in subsystems.
Take direct control of your ship. Kinetic Void offers two control modes. Cursor-mode, where the player can control the ship through keyboard commands, and pan the camera with the mouse in any direction for quick tactical overview; or Mouse Flight-mode, allowing direct control of the ship through mouse movements. Control your battleship’s turrets from a sweeping orbital camera or slip between asteroids in a dogfight while piloting your heavy-fighter using mouse flight mode. Switch between modes at any time to best suit the situation. The Mouse Flight-mode will also be controllable with joysticks making the flight jockeys out there feel right at home in the stars.
A new galaxy every time. When a new game is started the galaxy map, the contents of each sector, and the factions involved will be generated from scratch. This will ensure that each play-through is a totally new experience, with unpredictable events and political climate. There will also be a choice to save galaxies so that the player may start over with a new captain, in an already established galaxy.
Freedom to choose your fate. Be the scourge of the galaxy, or its savior. A life of combat and struggle not your thing? Become an intergalactic trader and influence the galaxy one deal at a time. Not interested in being a ‘good guy’? Take on a life of piracy and plunder your way through sectors creating havoc wherever you go, docking at pirate stations for supplies and crew as needed.
Intense active combat. Target enemy ships and maneuver in real time to align devastating broad-sides or crippling strafing runs. In Kinetic Void, your skills as a pilot are just as important as the components that make up your ship.
Know your neighbors. In Kinetic Void the galaxy is a living, breathing thing, not all factions get along, not all of them hate each other. As factions interact, agreements and treaties will be made and broken. Trade, combat and piracy will affect how the factions see each other based on their own internal standings.
The player will be able to complete assignments or jobs on behalf of factions, and in this way can manipulate the political climate. Be careful if you decide to double cross someone, though! Factions will remember your deeds and act appropriately. If you want to avoid such complications, stay out of politics altogether and go it alone.
What kind of gameplay will there be in Kinetic Void?
The systems we are implementing will allow the player to only do the parts of the game they are interested in, there will not be 'required gameplay' Other than flying a ship of course.
We want to have have content that is enjoyable for all five sizes of craft,
Size 1 (Fighter / Heavy Fighter ) will be fighter type content, one off missions, small engagements, dog fighting, bombing runs, or non combat stuff will include courier missions, diplomatic contact, and general exploration.
Size 2 (Frigate and Destroyer) will have content that will feature Escort, blockade, and squadron combat, with non-combat gameplay focusing around mining, salvage, transportation, and small industrial. This is where Crew management starts to come into play as well, as you are no longer able to run the ship alone.
Size 3 (Escort Cruiser / Cruiser) Participate in Fleet ops, eliminate, capture stations, deal with pirate gangs as a whole, secure and hold sectors. Non-combat includes, larger tier manufacturing, transportation, Mining, these are similar to the size 2, but on a larger scale, and impact more than one sector, this is the gateway to galactic economic manipulation where the economies of multiple sectors are taken into account. This size of ship will also have an increased complexity to crew and upkeep management.
Size 4 & 5 (Capital / Dreadnought+ ) These will be the most challenging ships in the game to command, they have the most modules, subsystems, crew, needs, and requirements. Combat activities include faction warfare (participation at release, Command as post release content) and the non combat activities are on an even larger scale, involving entire systems of the galaxy.
These are not the only activities that will be in game, rather just an example. If you have a great idea for activities, or gameplay, please feel free to share!
How will crew management work?
The plan is that basic crew will be resource, that must be maintained and assigned based on ship classification / Mass. The player then assigns crew to modules based on the subsystems that are installed. If a module is damages, there is a chance that the crew located there will be injured, resulting in a reduction of efficiency for every subsystem in that module. Crew can receive medical attention if your ship has an infirmary. We also have plans for things like Marine detachments (who likes assault shuttles?) Engineering teams and more. Officers will be a little more complicated and have their own interface. Based on the ships design officer slots will open and become available. The player can then recruit officers with unique stats and skills that will assist with the abilities and efficiency of your ship.
Will there be carriers?
There will be a Size 3 Drone bay, and at size 4, and 5 there will be Fighter Hangars. You will be able to design your fighters, load them on your ship, and issue orders to them, and of course, if they live, they will come back.
Do you hear that? The audio in Kinetic void is being composed by Artem Bank, a very talented musician who has worked on a few other industry projects. Sample some of his awesome work here
The exact method of distribution is still under consideration, we are looking into hosting it directly and allowing customers to purchase DRM free versions directly from us, and/or putting Kinetic Void on some or all of the numerous digital distribution platforms. Platforms we are looking at include: Steam, Desura, Gamersgate and others.
As of this moment we have a playable ship builder demo available. Anyone is able and encouraged to check out these features now! You can build a ship and launch it into a test sector. Our plan is to continue to update this demo as we develop the full game. The more support we can gather through Kickstarter the better we can make Kinetic Void before release by allowing our team to work on the game full time. We are hopeful for an end of 2012/beginning of 2013 release.
Operating System: Windows or OSX
- 2.0 GHz CPU (Multi-core recommended)
- 2GB RAM
- Nvidia 8800 equivalent or better
Badland Studio is a small independent team of highly motivated developers. Our primary philosophy towards development is an “open forum” approach, each team member, no matter their specialty, has input on the project. Our team is currently made up of three individuals.
Sean Pollman: South Dakota, Sioux Falls
Project Manager / Game Designer
Programmer / Texture Artist
Matthew Hardy: Arkansas, Springdale
Kevin Czajkowski: Florida, Orlando
From people we have talked with on forums, subscribers to our YouTube channel, and members on our IndieDB, I know that there are many, many people that will love Kinetic Void. The hard part is telling these fans that we are here, we have this game, we want to make it for you! Share us on Facebook, tweet about Kinetic Void, send links to your friends. The more support we have, the better Kinetic Void will be!
We are reaching out to the Kickstarter community for two reasons.
We need Kickstarter to get the funding for the software licenses and expenses we will need in order to make Kinetic Void a commercially viable product, licenses such as: Unity Pro, Autodesk Maya, Substance Designer, Adobe Photoshop. We are in development now using student versions of software. However, in order to release we will need commercial versions, there are also legal and accounting fees. These account for the first $10,000 of our funding. The rest leaves the three of us enough to make $2500 per month, for six months, allowing development on Kinetic Void to continue full-time.
Any funding raised past our goal will go towards making the game better at release by way of allowing us to hire more people, and spend more time developing the game. This would means we can spend more time adding features and content, things like: more ship modules, longer soundtrack, better textures, larger galaxy, new factions and more!
We are firm believers in a supporting a strong modding community and the game will launch with some limited modding capabilities. For instance, adding new NPC ships to the game will be as simple as creating the ship in the demo and moving the ship file into the appropriate folder. However, some aspects will be more complicated. Allowing users to create their own modules will require an external tool, which will take time to make. Additional funds past our goal will help make this a reality in a timely fashion.
Due to the nature of the $250 and $500 rewards and the time they will take, we will work with backers on a "first pledged" basis. If we cannot get your concept in game before launch, we will include it in a post launch content update!
The $30 and $50 tiers were slightly changed, Alpha access has been moved to the $30 tier
Thank you from Badland Studio!
We greatly appreciate that you have taken the time to read our Kickstarter for Kinetic Void, we are very excited to work on this project and to share our vision with all of you!
You are all welcome to join us at the Kinetic Void webpage where we will continue to post updates and answer any questions that you may have.
Inline with my belief of indie development I pledge to Kick it Forward.
The following ships were made by members of the Kinetic Void community, players just like you!
As mentioned before, I love the idea, and concept of indie development, and I know others do to! here are some notable projects that I have backed as well, and you may be interested in!
This one has some amazing visuals and some great concepts for game-play, it has some similarities to Kinetic Void, but I think everyone can enjoy both right?!
Oh the classics... reborn? I spent a lot of time playing these games and I am thrilled to see them come back!
This one has real charm! I love the aesthetic and I am really looking forward to the tactical combat! Always was a sucker for turn based strategy.
The original is one of my favorite all time boardgames, paid and waiting! bring it on!
Top down space adventure, looks great, simply cannot get enough of SPACE!
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