About the Game
Eden's Last Sunrise is a unique take on the traditional tactical RPG formula. Expect isometric gameplay, character jobs, mix-and-match abilities, branching storylines, and challenging battles - everything you'd expect from a 90s classic. Throw in an RPG-style AP system for taking your actions, weapons that change how your abilities behave, socializing with your allies, and a unique spin on equipment upgrading, and you have a tactical RPG experience that is both familiar and refreshing.
Currently, Eden's Last Sunrise is planned for release on PC and Mac (via Steam), and on PlayStation 4 (in North/South America and European/Australian regions). Additional console platforms are being explored, and I'll update right away if anything changes.
The Plot of Eden's Last Sunrise
A world born in swords-and-sorcery begins to embrace science, and makes great technological leaps, soon finding itself in its own space age. A colony of volunteers blasts off to settle the stars, but those who were left behind choose to worship the gift of magic instead, rejecting technology and regressing to their traditional ways.
Two hundred years later, the spacefarers suddenly return, bringing dire news of a celestial calamity threatening the planet. The only way to survive is for the surface dwellers to join them and shed their mortal bodies, becoming part of a mechanical collective of minds. But, can the dwellers be saved, and can the spacefarers be trusted?
You play as either the commander of the spacefarers' Cradle Project, or the surface dwellers' ambassador from the Grand Continental Leadership, and will guide your side toward a peaceful resolution, a bloody conflict, or a chance to side with one of the other factions at play. Multiple paths and possible outcomes await.
Become a Backer!
All backer rewards are digital; physical rewards are where crowdfunded games can fall apart quite easily, and I want to focus on interest in the game itself, and not on physical swag.
While I'll be thrilled to finish the game proper, I would also love to add some extra content in the form of stretch goals, listed below. Additional goals will be revealed as levels are unlocked: more polish, new characters, bonus content, and more! Check back often!
Spreading the Word
You can help bring Eden's Last Sunrise to life by sharing the homepage link at http://www.edens-last-sunrise.com or by linking to this campaign. Even after the campaign is done, I plan to post regular progress reports, game development musings, screenshots, music samples, and other tokens of interest. For now, the campaign is a simple one, as are the reasons for doing it: gauge interest, demonstrate my development transparency, and have a centralized platform for feedback and support.
About the Developer
My name is Elliot, and I am the sole proprietor of Sungazer Software. I've been developing full-length RPGs for almost a decade now. My most recent project, The Tenth Line, was my first commercial project, and was released on Steam and the PlayStation 4 in 2017. I commissioned the artwork and music, but handled all of the production, development, design, writing, and publishing myself. I'm passionate like that.
Eden's Last Sunrise is a loose re-imagining of my original series of games (The Reconstruction, I Miss the Sunrise, and The Drop), which I solo developed and released over the past decade. Some characters and narrative themes are returning, but the story and setting are all-new, and you don't need to be familiar with any of it to enjoy Eden's Last Sunrise.
This is my estimation of the funds it will take to finish the project; specifically, acquiring the remaining assets needed to tell the complete story and build all of the gameplay scenarios. I have already put forth enough funds to get the prototype developed and get this campaign started.
You might ask: where is the cost for actual "development?" Well, as the sole developer, I'm not looking to draw a paycheck from my time spent on this project (or, at least, not before it goes on sale!). I am looking for funds to get all the pieces I need to finish the project; that is its own reward to me. Going through the game dev grinder is what I love to do, and I've done it several times already. And now, you get a front-row seat as the project comes together!
Risks and challenges
Let's get the obvious risk out of the way: this is a somewhat-small-scale game project by a solo developer, which means I am assuming 100% of the technical workload and 100% of the risk. I've got a track record of fully realizing and finishing game projects to the end, so I'm not too worried - instead, I'm excited to see another game project come to life. Unexpected things can happen, though, and if something happened to me and I was no longer able to work on development for some reason, I would do my best to make sure the project was passed on to someone else. On the other hand, this isn't my first rodeo, and given the amount of passion I put into all my projects, there is almost no chance I would lose interest and willfully abandon the project, or ever give it any less than 100% of my attention. So, that, you don't have to worry about.
The other obvious challenge is that I underestimate the funding required. However, I don't see this as a real threat, either (within reason): I worked with most of this project's contributors on The Tenth Line already, and I was able to make a budget and stick to that more or less as I expected, in both funds and development time. I've established good relationships with all of my contributors already, and we're ready to make it happen. Why do it this way, instead of as a traditional "team" though? As I said, I would rather assume 100% of the risk in order to keep 100% of the creative control - this is a platform of expression for myself. At the same time, I give my contracted artists the chance to express themselves within my requirements, with very little "meddling" on my part, because I have faith in their abilities and how it will all come together.Learn about accountability on Kickstarter
- (30 days)