A mature, story-driven, turn-based strategy game steeped in viking culture, by three game industry veterans. Read more
This project was successfully funded on April 20, 2012.
The 6-hours-to-go FAQ
Hello again! 700% looms on the horizon and we can hardly believe it. You guys could really do it!
We've had a lot of new questions in the last day we thought we should clarify before the campaign is over. There's been questions about the stretch goals and we don't want people to feel like we misrepresented anything for the sake of donations.
Won't porting to consoles dumb down the game, compromise the UI or take more time away from working on the game?
We started the game with the intention of porting to as many places as possible, which we say in the video and on the front page. Something that we could have messaged better is that we won't be porting anything until after chapter 1 is complete sometime at the end of the year. We're not doing simultaneous development, so we won't have anything to port until we have a finished first release. We do apologize about not making this more clear.
As for dumbing down the game or making the UI worse, we don't think that's true. The game as we pitched it is going to be the same on PC, Mac, Linux, iPad and consoles, the same as we originally envisioned it (at this point, better). The UI will be developed to work on our first release - PC and Mac - and then have to be converted for other platforms in the porting process.
Can I have an XBLA or PSN version of the game instead of the PC version?
Our goal has been to make the game universal to backers; that is to say that you pay once and get every version. However, some platforms do not have a system in place for this, such as iPad and console. We may not be able to get free copies of the game on these platforms to give you, we honestly do not know at this time. If we can get keys, we're more than happy to give them to any backers who would like a copy. PC, Mac and Linux will all be available to our backers!
Can you port to the Vita?
We're still looking into this, but we can't promise a Vita port before the end of the campaign. We'd really like to get it on the Vita at some point!
Why did you structure your goals music, then porting and content, then cities? I had to support something I didn't want to get something I did.
We set out the goals based on what would affect the most people. Music is something everyone will hear, ports and content are something a lot people requested, and the cities are for multiplayer. We needed to frontload the things we couldn't ship without, and cities are something we could add in later as funding becomes available. Our stretch goals were just that - extra - so rest assured nothing about them has changed the game we're already working on.
Can you talk more about the additional content?
There are two main things we want to expand with additional content: one is the variety of events that happen during travel. We've mentioned in a few places how this will be reminiscent of King of Dragon Pass. For example, a group of warriors in your caravan may approach you and demand more food than the farmers. Depending on your response you may upset the warriors or the farmers, cause one or the other leave or turn into an unexpected fight. Or you might diffuse the situation and move on. Additionally, we want these events to have some repercussions. You might tell the warriors to back down and think the thing is settled, only to discover that two days later they steal supplies and run off while you're sleeping. We'd like to add a much larger variety of these events and give them more variables.
The other thing is the finale. We're putting an equal amount of effort into the game as a whole but we'd love to put more effort into the finale to 1) make it a longer event and 2) try to account for more variables. We were excited about the ending we were planning to do, and this will let us make a better one. You've already hit this goal, and we're psyched about the ability to work on this!
Can you explain more about the cities? I thought this was about a traveling caravan, not building a city.
Like we mentioned in the last update (but regrettably failed to mention in the video), the player-owned cities are part of the multiplayer game and don't affect the single-player story, which is about staying on the move to escape doom. As the multiplayer is largely about building a huge roster of characters, forming teams and fighting other parties in battle, building your own headquarters is a perfect fit, and something we've always been excited about. Both of these scenarios take place at the same time in the game and will make perfect sense within the context of the story when you see it!
Implementing a new system is never a small task, though, and we're trying very hard to be realistic about what we can handle. Additional funding lets us get hired help to make it happen. Unlike porting, if we meet this goal we're hoping to get this content in the game at release!
I'm interested in the Performance prize but I also want the other prizes, which aren't included. Is there any way to come to a compromise?
As some of you have noticed, we reduced the availability of "the performance" from 3 to 2 for this very reason- someone contacted us to work out a deal for both packages. If you're interested, just let us know.
Do you have examples of guild crests I could look at?
One of our backers named Jessica from neondragonart has been doing some amazing work in the comments thread. Check out her gallery of requested guild crests by clicking HERE. She's no longer taking suggestions but her work is exactly the kind of quality we'd love to see!
When is the game going to be released?
We originally estimated the end of the year. We've been careful not to dramatically change the scope of the game but as you can probably tell we've added a LOT of stuff, way more than we ever expected. We don't see it going something like six months over schedule but we do want to honest that it could go past this year. That said, we will absolutely make sure that all the physical prizes are shipped by the given date!
Is the game going to be in my language? And when will it get translated?
We absolutely intend to translate to as many languages as possible, starting with German, French, Italian and Spanish. We've also gotten a lot of interest in Russian, Polish and Portuguese. We can't guarantee that they'll be ready at launch but once we add the translations you won't have to repurchase the game to see them.