The Final Update; Goals and an Invitation to You
We've now officially gone from days to hours, and in our last video update before the end of the campaign we wanted to send you a huge thank you, offer a few final goals and send a special invitation to you. Make sure to watch to the end of the video!
If you're in Austin, Texas this Saturday at 3 pm (check the video!) and would like to join us at the Pour House you can get directions by CLICKING HERE.
We've gotten a lot of questions about what we're going to do with extra funding, now that we're so far over our goal. First and foremost, we want you to know that, as you can probably tell, we are overjoyed to have gotten this far and beyond happy to make the game with what we've got. There are a handful of things that we never thought we'd get close to and if you agree that they're worth the extra push we'd be ecstatic to make it happen! Here's the chart:
Here's more info on each of these:
The Orchestra (at $600k)
Austin Wintory is currently working on the soundtrack and hiring on musicians but due to the cost of a full orchestra is still working with a combination of digital and live music. If we hit this goal we'll be able to have a full, honest-to-goodness orchestral score, each instrument played by a real musician in a high-quality recording studio used by film legends like John Williams.
Then what are the promotional music prizes for?
Prizes like the score and the signature have helped us get this far and also double as a way to guarantee that your personal donation goes directly into funding the music for the game.
The Most Content on the Most Platforms (at $650k)
Like the port to iPad and Linux, if we hit this goal we'll be able to make the game available on Xbox Live Arcade and Playstation Network. The funding will allow us to have additonal developers port the game, leaving us to focus on content development.
The additional content is just as important. This will give us the ability to add a much wider range of special events that can occur as you travel and really expand the scope of the finale to make it the biggest, most rewarding conclusion we can.
The Player-Owned Cities (at $700k)
If we meet this goal we'll be able to add one of the coolest features we thought was way beyond the scope of our game. In multiplayer, players will control their own city, raising it from a modest village to a bustling city with visual customization and their guild crest flying on the walls. Over time, players can construct buildings that will allow them to recruit new units, trade for powerful items and ultimately fight for territory.
How does extra funding allow you to do this?
These stretch goals will enable us to contract additional work for programming, design and writing, in addition to taking some of the load off of us, allowing the team to focus on expanding the content. The limited hours in a day are our biggest bottleneck at this point!
On that note...
WE'RE NOW HIRING
- Technical UI Artist
- Game Programmer
We may also be looking for additional contractors in other departments soon, so keep an eye out.
ONE LAST THANK YOU
This is our last update before the end of the project. It's been a crazy ride and we're completely out of ways to say thank you anymore. In fact, I think we've already said that. But the real work has just begun! From here on out we'll be laser-focused on producing the game and be talking more in depth about the combat mechanics, lore, characters and other gameplay. We'll also be setting up a discussion forum as soon as we can and begin putting together the Kickstarter prizes; no small task.
We can't wait.
Alex, Arnie and John