Funded! This project was successfully funded on April 20, 2012.

Update #33

White Box

Hello, backers. We meet again in good spirits!

We’ve got quite a bit of development progress to get into, but before we jump into that, we’re going to do a quick repeating feature at the top of every update addressing some of the common questions we get. Usually we get these same questions several times a day, so hopefully this will help keep everyone up to date:

ESSENTIAL Q&A

Q: How/where do I upload my guild crest?
A: We’ll be including crest uploads as part of the actual game, so there’s never a deadline. It will only be accessible by backers.

Q: When is the game coming out?
A: Later this year. We used the overfunding to significantly increase the size of the game and extend the release date.

WHITE BOX

As you may have heard, Factions is out. We’ve finished all the combat upgrades which you can try in the game (we’ve also decreased the “grind” quite a bit based on feedback we got). This means that every character ability ranks up and becomes more powerful, which was the last combat system we needed for single player combat.

To mention it again, everything we did for Factions is for the single player. Even the intro cinematic in Factions is actually the intro to the single player game, and the combat boards in Factions are key fights in the single player campaign. We're using all parts of the buffalo, so to speak.

During this time we’ve finished final design work on all our systems. With this documentation finished, implementation has begun.

Here’s a recap: The Banner Saga has three primary gameplay systems: combat, conversation and travel. You switch between these to advance the story. Conversation tracks your decisions and advances the plot, travel is a combination of Oregon Trail and King of Dragon Pass, moving the story forward while creating events related to what you’re doing. Travel also accounts for exploring towns, just like how you see Strand in Factions. The turn-based combat occurs when conflicts arise. Each of these systems feeds into the others.

What is a white box?

This a term used to describe the entire game from front to back laid out with placeholder assets. Sometimes it’s called a gray box because in 3D games designers will rough out the shape of the world or levels with simple gray boxes so that they can playtest it before doing time-consuming and expensive final art.

What this means is that we have been implementing every travel scene, every conversation and every combat into the engine and tying the whole thing together via scripting so that we can actually play the entire game. White boxing takes the game from being a series of design docs and makes them exist in the game in rough form. Travel will have placeholder art, combat will have placeholder enemies and conversation will have placeholder dialogue that we can easily iterate on.

What a white box is invaluable for is 1) making sure the systems are functioning correctly, 2) other work can be developed based on this (for example, sound and music), 3) making sure the transitions between systems work well, and 4) Iteration! This last bit is probably the most critical part because it’s only once you have everything playable that you can start to refine it until it shines. Imagine making a game as drawing an enormous mural. A painter doesn’t start in the corner of the picture and complete the image one inch at a time. He roughs in the entire image in pencil, makes changes to the composition, blocks in the colors, adds shading and lighting, then starts to do the detail work. Making a game is a similar process of iteration.

In our case we scoped out the game in rough documentation. We re-scoped when we got 7x the funding. We created gold standards (final look and feel) for travel, conversation and combat. We then started to build the framework for each of these systems. You can see travel functionality when you pan the camera in Strand and the story is already playable through Inkle Writer. We had the great fortune of being able to use Inkle Writer as our conversation toolset, and this has saved us literally months. Inkle Writer will allow us to output functional code that easily plugs into our engine to control variables and conditionals. We took combat past the point of being functional into full polish. As this was our highest risk system it made sense to front-load the work on combat. Playtesting and feedback made sure that it’s as good as we can make it, and we’ve iterated the hell out of it.

TYING IT ALL TOGETHER

Game development has a lot of hidden nooks and crannies. For example, when you think of designing a game you say things in your head like “when the player wins this battle they’ll cut to a conversation...” but how does that happen? You don’t want a programmer to sit down and input every aspect of the game as hard-coded data, which is time-consuming and prone to errors. Instead we’ve created a data-driven system that allows any developer to adjust and modify variables, triggers, actions, conditionals, etc at will.

Each individual game can approach this in whatever way works for them. In an extraordinarily complex game like Star Wars: The Old Republic it’s virtually impossible for any one department to understand all the systems that spiderweb to draw the game together. For example, let’s just take cinematics. The developer accounts for calling appearances, tracking any previous variables like story decisions, calling any other PCs and NPCs in the scene, tracking the characters equipment, and then a slew of specific details about what animation to play, which camera to use, which vfx or sound fx to play and a dozen other choices. And that’s multiple OAVs (Object-Action-Value string) per line of dialogue, sometimes numbering in the dozens. Now take that whole packaged cinematic up one level and you’re integrating where it appears in the world, what prerequisites are associated with triggering it, what state the environment and characters are in, what event spawned this current one, what will be spawned after, what variables change as a result and how the information is given to the player through UI indicators or journal updates. Branching storylines will exacerbate all of this to an incredible degree. At the end of production on The Old Republic, BioWare had literally dozens of designers called “scripters” whose entire job was just to tie everything together. You probably didn’t even know they existed because their work tends to be invisible.

In The Banner Saga we’re able to boil this down to a much more manageable level. First of all, as a 2D game we’ve already reduced a massive amount of complexity. Secondly, we’ve streamlined the whole system to only account for exactly what The Banner Saga needs, not an engine that needs to be applicable for both first person shooters and puzzle games, for example.

Here’s a practical example: we need to track a package of things that happen. “When you do this, that happens, which changes this and puts you on that path”. We’re calling these packages “Happenings” and they tie everything together. It’s just a word we made up. Happenings sounds like a weird thing to call a system but we’ve found that the more identifiable a name, the less likely you are to confuse what you’re talking about. When you have lots of systems interacting with each other, this is vitally important. For example, we call a package of animation, abilities, sounds and vfx for a particular character a “phantasm” so when we use that word we know exactly what we’re talking about.

A happening is made up of the exact the elements needed to start and finish an event. We have triggers, actions, variables and resolution. A happening can spawn other happenings running simultaneously and each tracks different values until they resolve. Here’s an example of how you might construct a happening:

Your trigger is what calls the happening. Let’s say we want Crossing a variable threshold. Ok, once the threshold is crossed we’ve triggered the happening. Maybe this is a number of days that have passed, or a travel stat changing from 2 to 1. Then what happens? Let’s say the action is Go to combat: X. This will put the player in a pre-defined (or random, if we specify) combat. Once this action is complete it goes to the next value. Maybe it’s another action: Go to conversation: X. The player cuts to conversation mode which can introduce variables. If it does create a new variable, this probably spawns a new happening to track the variable. Or it may result in a linear variable, like moving time forward. This would create Modify Days: X. When the conversation ends we go to the next value, which may be Go to travel: X. This will put the caravan back into travel mode where they’ll trundle along until they trigger the next happening.

This is a very simplified example, but in sequence it may look something like this:

Happening: Plot_element8
Trigger:
Cross a variable threshold: days=23
Action: Go to combat: forest_ambush
Action: Go to conversation: part2_13
Variable: Modify days: days+2
Action: Go to travel: road_to_strand
Resolution: end

This is a linear sequence of events, but each happening in itself is linear- we don’t track conditionals here. At day 23 of travel we got ambushed. After the fight we had a conversation and did something that took 2 more days. Afterward we were back in travel, heading toward Strand. The new happenings that trigger are what make the game branch and diverge. For example, you may make a decision in the above conversation that causes a new series of events to be set in motion. Maybe there was a heated debate about which way to go and one of your companions lashed out in violence. This new happening doesn’t require a trigger because it was spawned in the above conversation. Here’s what it might spawn:

Happening: conversation2_13_bob_attacks
Variable: remove_bob
Variable: morale-2
Action: Go to combat: bob_dies
Resolution: end

In this case the decision I made in conversation caused bob to die and that modified some variables and spawned a combat immediately. Once the combat has resolved it’s gone, but the previous happening is still going. I return from combat and do “Go to travel: road_to_strand” before that happening will end. Most of these variables and conditionals are applied in conversation, which uses a whole different set of toggles called markers to define different conditionals that then inform global changes or variables to the parent happening.

This is just one example. The list of functional triggers, actions and variables is much deeper and includes everything we need to make The Banner Saga functional and dynamic.

Now first of all, let me mention that this isn’t ground-breaking stuff. Most games use something like this and ours is fairly simple, based on our understanding of it working at big companies. But as you can imagine, this can start stacking up to get fairly complex. Fortunately, with the game itself being well-defined we can afford to add complexity to the story, where we want to see it.

When a company plans to make a game it can choose where to place its complexity. If you want full 3D environments, top of the line visuals and animation, complex physics, branching dialogue and advanced combat or inventory systems you'll pay for those exponentially. You can almost think of it as each major feature you add to a game amplifies the difficulty of all the other features. Indie games success has almost always been in taking one or two features and taking them to their furthest extent, usually trying something that feels new in the process. Story has always been our primary focus and our other systems bend to its maniacal demands.

The main point of this long explanation is that this is currently where we are in development- hooking up the white box.

TRAVEL DESIGN

We’ve now finalized the design for travel, conversation and combat (single player features like AI, spawners, random battle generation, etc). In this update I’ll go over an explanation of travel and some of the features involved there.

Everything in this section is a step-by-step example of us identifying a problem, coming up with multiple solutions and implementing the one that works best for the game. We think it’s great to be able to show the whole process, not just the final result. For reference, we do this with just two or three of us, in a single room, throwing ideas around and mocking them up within minutes. While working for a big company the process would be very different. We’d write a “user story”, schedule a conference room, have a three-hour meeting, document the result, send it up the chain for approval, integrate the feedback, get it approved, pass it by the upper management/publisher, get more feedback and integrate a variety of requests from management or marketers who don’t really understand the system in the first place. Then we’d find out it got cut and... anyway...

We knew the travel involved two key features since it’s earliest conception: we want the player to travel across vast, beautiful landscapes, and we want them to be making decisions that affect other systems including combat, conversation and the story in general. The gameplay requires that the player can set up camp at any point and make decisions about the path they wish to take.

Additionally, as described in update #30, players will have to deal with events that arise as they travel. The decisions they make persist and affect their story, similar to King of Dragon Pass. It’s like managing a rolling settlement. This is still the core fundamental experience of traveling.

However, as we began to mock up the system we found one issue in particular that we needed to solve. Here’s an example of the travel mode as we’ve implemented it:

Just like our trailer, the player travels across a land that looks like this. The events as we described are ready to go and events would work fine here. The caravan trundles along similar to Oregon Trail towards their destination.

However, from this angle we knew that we had an issue to solve: unlike Oregon Trail the landscape isn’t abstracted. If we have wide distances between two points we have four problems: 1) to make the world feel appropriately large we would need to create a massive amount of content to fill the space. This would require us to either sacrifice other systems to buy the necessary time or have a lot of very repeatable assets which would defeat the purpose of making the player watch it. 2) Watching travel for extended periods of time would be boring even if it were all unique. We want the player to feel like they’re making progress, not passively waiting for something to happen. 3) If we make the play-time correct instead of the distance it will feel like the world is tiny, with only a casual stroll between major cities and milestones, and the fiction would fall apart. 4) We want the player to feel the impact of choosing different paths. If they choose a different path via the story and end up on a similar looking travel screen it won’t feel significant.

Our first instinct was to create an overhead map for the player to fill the gaps, as so:

In this design we have a map with different waypoints. Systems like this are used in plenty of rpgs like Dragon Age: Origins, Final Fantasy Tactics or FTL. The player would choose a destination from any adjacent location and they would head in that direction. When they reached the location they would go back down into the sidescrolling travel mode show above. This would let us give the impression of traveling a long distance without having to sit through it, while also letting us show off beautiful landscapes at key locations. Since we define those locations we could make sure that they use unique art.

This had a few problems, too. World maps tend to make a world feel small, not big, by shrinking huge distances down to a short line. It also gave the impression that the world is just a series of points and not a real place. In gameplay terms we didn’t like how the player would watch their caravan slide across the map without any indication of what was happening to them, which felt impersonal. We also didn’t want the player spending significant time staring at the same map over and over.

To address the issue of tracking how far a day of travel is and make the distance feel more concrete and larger, we considered the “dashed line” approach used in, for example, Indiana Jones when he travels by plane.

When selecting a location, it would generate a travel plan in dashes. The red dashes would represent a passage of time (say, for example, 1 dash = 1 day of travel) and the blue dashes would represent at what point the caravan would shift to sidescrolling travel. In this mode, the player would press a button each day they wished to travel, similar to changing seasons in King of Dragon Pass.

We quickly scrapped this idea. It felt too gamey, ui-centric and potentially boring, and would still require us to code, playtest and create art for an even more complex system which burns development time.

Ultimately what we came back to is that you’re traveling a vast, beautiful landscape. By utilizing the travel tools that we already have we drew up this:

In this version, the player transitions from close-up travel to a camera that is pulled back to show an expansive landscape. When reaching a landmark or town you still travel at 1:1 scale, amongst trees, guards manning city walls and animals in the field, but now you’ll also travel along gorgeous vistas of massive scope.

The caravan shrinks to show just how many people could be in your population, potentially in the thousands. The distance between two landmarks can fit in a relatively short period of play time, while still giving the sense that you’re traveling a vast distance. Our minimal hud at the top counts up, tracking days as they pass, reused from the deployment hud in combat (which you’ll recognize if you’ve played Factions).

Not only does this save development time but it makes travel beautiful again. We can animate things happening around you, weather, things blowing in the wind, show the state of your caravan and have landmarks appear in the world. You make decisions about which paths to take in either popups or dialogue, triggered as part of the story. This will make the decisions feel more organic than clicking a point on the static image.

However, we still missed the greater sense of your place in the world that the map gave us, so while traveling, you can press a button to pull down the map behind you. It works aesthetically and lets the player check their location without stopping the action. This is not the real map, incidentally:

You’ll also notice that the ui on travel is extremely compact. Just like with combat we wanted to feature the art and make using the ui as intuitive as possible. You can see your travel stats change as you travel, select different modes of travel if depending on if you need speed, rest, food or other variables. You can make camp allowing you to change your travel mode and talk to companions. When you reach a unique location you duck back into close up travel and when you arrive at a location like Strand (the city in Factions) it becomes your interface for exploring the city.

THE GODS COMETH

I’ve now been in conversation with the backers who were generous enough to earn a place in the heavens as viking gods. This means we’ve also finalized the lore documents and have worked out the mythology and history of the world. I have to say, on a personal note I think the gods are coming along really excellently and will add a ton of depth to the world.

Gods each have a unique godstone, and crossing these along the journey will give you the option to learn backstory. Godstones also act as milestone markers and instill bonuses to those who path beneath. When you see a godstone in the game you’ll be glad for it.

COMING UP

We’ll be going into more detail about travel details and how they interact with other modes, probably going deeper into conversation and single player combat as well. As we’ve mentioned in previous updates, stats like endurance, morale, population, supplies, the number of warriors in your caravan and a few other factors all determine how fast you travel and the state of the locations you can travel to, but also factor into the other systems. Your choices in each gameplay mode affect the others.

At some point we’ll also be doing a featured update on the animation process where we go over everything involved in making a hand-animated character.

PUSHING AHEAD (PLEASE READ)

We know many people are anxious for the game to come out, so are we. Our original estimation was Nov 2012 and when we were given the option to take longer, and make a better game, we decided to take it.

That said, we don’t want to make any more delays to the game. We think most of you will agree that the best way to do this is to halt anything that isn’t related to getting chapter 1 out the door.

When we complete the Saga finished systems will continue to make their way into Factions.

We are shipping the game for Steam first, and the standalone port (on Desura, GOG and Amazon) will be our immediate task after that. Yes, that does mean Steam will get it slightly sooner because we’re already integrated in Steam. However, the game is universal to all backers, so even if you prefer the standalone version you will have access to the Steam version. We don’t see any reason to withhold the game while we convert it to work as a standalone. We are also going to be more quiet between updates as they can take a lot of time to produce.

To put it simply, it’s full steam ahead on the single player game and everything gets shipped as it gets done. The good news is it’s coming along great!

Until next time,
Alex

Comments

    1. Web_stoic2_square.small

      Creator Stoic on May 17, 2013

      @Nigel: we did plan to be on Steam from day one, and we're integrated already with Factions. The game is universal to backers however, so yes you'll get the drm-free version and a steam key if you want both.

    2. Fb_profile_picture.small

      Creator Niggles on May 17, 2013

      "We are shipping the game for Steam first, and the standalone port (on Desura, GOG and Amazon) will be our immediate task after that. Yes, that does mean Steam will get it slightly sooner because we’re already integrated in Steam. However, the game is universal to all backers, so even if you prefer the standalone version you will have access to the Steam version. We don’t see any reason to withhold the game while we convert it to work as a standalone."

      I find this weird.
      Wouldnt it have made more sense to hold the drm free final version , THEN incorporate steamworks into the game?. Sounds like you guys planned this game to be steamworks from day one from what it sounds like. So does this mean everyone who wants the drm free option will get a steamkey as well?.

    3. Fb_profile_picture.small

      Creator Aaron J. Peterson on May 14, 2013

      Thanks guys. You are making all the right decisions. If I want immediate gratification, I go to the movies. For this, as long as the investment is into the core quality, breadth, and depth of the game - which it clearly is! - I'll wait as long as it takes.

    4. Photo.small

      Creator Jared Fite on April 17, 2013

      @FaeTalan.... No one "deserves" to know that. What profits they make from their game is completely their personal information. As long as they finish this out strong (which they seem %100 set out to do), there is absolutely no need to know this type of information. They are updating us constantly with its progress and that is good enough.

    5. Daily.small

      Creator Mate Sršen on April 13, 2013

      @FaeTalan Mm, that's a tricky one. I don't actually think we deserve to know as such, in the same way that we would never expect them to share their profits from the sales of the finished single player game. In my mind there isn't much difference.

    6. Clipboard01.small

      Creator FaeTalan on April 6, 2013

      Would you care to tell us how much you're actually making weekly/monthly with Factions? It's not sadism, it's just that we are really interested. If you're making a lot of money, and you're truly pouring your hearts and strenghts on the Banner Saga campaign, then it's all mighty fine. And, I think we deserve to know, even if you're not obliged to say.

    7. Sf%20avatar.small

      Creator Peter Jacob on April 6, 2013

      Whew, that's a lot. Needs a "TL;DR" summary at the top. Seen some other big KS's doing that. Handy.

    8. Missing_small

      Creator EOPE42 on April 5, 2013

      Think you guys are working very smart! The combination of things you're attempting is awesome!

    9. Web_stoic2_square.small

      Creator Stoic on April 5, 2013

      @Petar: got you covered! If you look closely at the top of the travel interface there's an arrow pointing upwards. You can click this to hide/show the ui.

    10. Missing_small

      Creator Petar on April 5, 2013

      The travel screen is gorgeous! And that drives me to ask, if possible - can we please chose the interface buttons on top NOT to be visible? (Maybe moving the cursor up to the top will cause them to drop down, similar to the inventory in many adventure games) That way I can just watch the journey of my caravan as if it's a beautifully animated movie and immerse myself in it, forgetting for a moment about all the underlying game system. I have no idea about the volume of work this would involve, but if it's fairly easy to implement - it would be really awesome of you to integrate it :-)

    11. Missing_small

      Creator Antony Sizekh on April 5, 2013

      Awesome update,thank you for in-depth but simple explanation.
      Liked your decision for travel system,especially the backdrop map.I always loved examining maps in fantasy books and imagine paths or localizing events that took place in story.
      It would be nice to see not the doted line,showing your path, but many landmarks that you can use to derive the path yourself(like,did you chose to go through Forest of Wails ,or risked shortcut through Deadman marches) . And maybe symbols(with appearing animations),marking the biggest events on your map,so you can show it at the end of adventure to hallmark player's choices.

    12. Missing_small

      Creator Jonathan on April 5, 2013

      The travel design you guys settled on sounds pretty awesome. One of my favourite aspects of The Banner Saga is the art style and that just fits it perfectly.

      I just played Factions recently, and now I'm even more excited for the single player.

    13. Web_stoic2_square.small

      Creator Stoic on April 5, 2013

      I should clarify, by the way- not all the characters are playable. The total below includes enemies.

    14. Web_stoic2_square.small

      Creator Stoic on April 5, 2013

      @JoeyC: Interesting question- we really have no idea what people were expecting from a $100k project with a 6 month dev cycle. We knew that it would be fairly modest but since overfunding we've been working really hard to live up to the expectation. Here's a short list: our original design had maybe 10 characters total, we now have roughly 24. We had planned about a dozen quests and we now have over 40. Our primary story (narrative and dialogue) should be roughly twice as much as originally planned, instead of doing the sound and music ourselves we have an incredible sound team and composer doing top quality stuff. Combat is vastly improved between multiple UI overhauls and the addition of pillage, the horn and info popups. The final encounter should be a much bigger event than before. We can do a handful of cutscenes now (instead of none), and multiplayer is dramatically improved. Overall I'd say the game will take about twice as long to play through as the original concept and the components are much higher quality.

    15. 1.small

      Creator NDC on April 4, 2013

      Thanks for such a positive and cogent update. :)

    16. Seandrawing.small

      Creator Sean Kenney on April 4, 2013

      Finally got the time to play factions. It is turning out amazing! This was a very informative post, thanks for all the time put into explaining your progress.

    17. Dk_pic.small

      Creator David Kononen on April 4, 2013

      Just wondering, has anyone who pledged the shadowbox post images of it yet? I'm curious to see it!

    18. Missing_small

      Creator JoeyC on April 4, 2013

      I'm curious, I know your argument for the major delay was that it wasnt so much factions, but all the money spent, which necessitated the long delay. It seems to stand to reason that this mean we will see significantly more content and game time then initially promised for chapter one. Is this the case?

    19. Untitled-1_9f99.small

      Creator TheChosenOne on April 4, 2013

      Still the best example of what a Kickstarter should look like. Before/during/after the KS.

    20. Missing_small

      Creator Ross on April 4, 2013

      Yea, what Phil Creswell and everyone else said, take you're time, looks awesome, keep it up.

    21. Missing_small

      Creator That One Guy on April 4, 2013

      These updates are fantastic. Not only do they fill me with great confidence about the game (you guys REALLY seem to know what you're doing), but I seriously feel like I'm attending a masterclass on game design every time I read one.

      I say again: fantastic.

    22. Daily.small

      Creator Mate Sršen on April 4, 2013

      I have to say, everything you've posted so far shows a remarkable level of focus, a hallmark of the very best indie games. I have no doubt that the Banner Saga will blow people's minds, because that's usually what happens with games with this kind of focused richness.

    23. Img_4186.small

      Creator Phil Creswell on April 4, 2013

      I'd just like to say: take your time. I want a great game, and I'd rather get it in 2015 and have it be amazing than tomorrow and have it be incomplete.

      The solution with travel that you guys chose is elegant and smart. I'm very excited.

    24. Missing_small

      Creator Ryan "Keokuk" Smith on April 4, 2013

      That'll do pig, that'll do.

    25. Markwoon_gmail.com_identicon.small

      Creator Mark Woon on April 4, 2013

      Great update. Please don't rush anything to hit an arbitrary deadline.

      Would also love to hear more about combat AI...

    26. Fb_profile_picture.small

      Creator Michael Matzat on April 4, 2013

      Take all the time you need and are able to aford. <3

    27. Fb_profile_picture.small

      Creator Kim Fredrik Svendsen on April 4, 2013

      Awesome! Thanks for all that details.
      And to ecco others: Please take your time. No need to rush this beautiful game! :)

    28. Cripta%20stark.small

      Creator Federico on April 4, 2013

      Thank you for the in-depth update. Take your time and don't worry! Factions already showed your backers that you can deliver!

    29. Missing_small

      Creator onyxhammer on April 4, 2013

      I'm looking forward to playing the game but I can wait until it is ready. :D

    30. Missing_small

      Creator Lokai on April 4, 2013

      I love how much thought you are putting into everything and please do keep taking your time. It all sounds great and while I didn't enjoy factions much, not much into that kind of pvp, I did really like the combat system and art.

    31. Laughing-buddha.small

      Creator Joachim on April 4, 2013

      Please do not haste the game! Take your time, test it, polish it, make it a legend. No publisher to push you. If you have any concern about release, ask your backers in an offical poll: faster release or more polished game. I am pretty sure you already know the answer :)

    32. Fb_profile_picture.small

      Creator Sérgio Schüler on April 4, 2013

      Very good update, lots of details! :)

    33. Missing_small

      Creator Kevin Bates on April 4, 2013

      Or maybe kick it forward to a bunch of small groups that aren't already crushing...

    34. Missing_small

      Creator Nicholas Velez on April 4, 2013

      Keep up the good work guys. Thanks for the lengthy and informative update.

    35. Missing_small

      Creator David Volk on April 4, 2013

      Very interesting update and I think your solution for the travel process sounds like a nice compromise. It's also great to hear that progress continues and I look forward to the eventual release of the game.

    36. Ouroboros%202.small

      Creator Socrates on April 4, 2013

      Would like to hear about how the music is coming myself.

    37. Fb_profile_picture.small

      Creator Ava Avane Dawn on April 4, 2013

      If you'd (Stoic) wish to join in on "kicking it forward" that inxile started, now is the time to kick forward some cash for Torment so that it reaches 4millions! :) Come in at the last minute, save the day, if it still needs a push. Wouldn't that be grand and make the papers? :)

    38. Knighted.small

      Creator Russell B on April 4, 2013

      Awesome update! Thanks for being so thorough, love to read about your design process!

    39. Images.small

      Creator Xenophon on April 4, 2013

      Thanks for the update!

    40. Untitled-1_9f99.small

      Creator TheChosenOne on April 4, 2013

      Bob dies...spoiler. :(

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    Get the AWESOME SPECIAL EDITION of The Banner Saga. The single player game as described above, plus the digital art book including production art and design sketches, the original soundtrack and desktop wallpaper. On top of all that, as a special thanks we'll include your name in the OFFICIAL CREDITS for the game.

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    2735 backers

    Be a real part of The Banner Saga! At this tier we'll provide you a template and you provide us with YOUR OWN CREST DESIGN which we'll put into the actual game. In both single and multiplayer, players will choose a family crest that represent them; this is your chance to get your family or guild symbol into the Banner Saga (must meet a few reasonable decency guidelines - see the FAQ). Includes all previous rewards.

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    1850 backers

    SPECIAL POSTER PROMOTION: We've gotten so many requests for just the poster that we can't ignore them any longer! For this special reward, get just the poster (unsigned) and the special edition of the game, no frills. This prize does NOT include the button or the guild crest but DOES include your name in the credits. All higher level donations continue to get the $80 version of this prize. Include an additional $10 for shipping outside the US & Canada.

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  • Pledge $80 or more
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    513 backers

    A limited edition print of the official game POSTER for The Banner Saga in full movie poster size (24 x 36 inches), SIGNED by the team at Stoic. Look to the left to check out the art. Also, to show off your viking spirit in public we'll include a BUTTON that looks just like the main character's brooch. Includes all previous rewards - please add $10 for shipping outside the US & Canada.

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  • Pledge $100 or more
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    680 backers

    Your generous donation guarantees that you'll get not just the poster but a T-SHIRT designed exclusively for the Kickstarter campaign (check the art to the left). Once it's over we won't be making any more! Includes all previous rewards - please add $10 for shipping outside the US & Canada.

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  • Pledge $150 or more
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    241 backers

    Austin Wintory, composer of the hit game "Journey", will be providing limited edition PHYSICAL COPIES OF THE SOUNDTRACK, hand-signed by the composer himself. Different from the official soundtrack, once the campaign ends these special edition CDs won't be available again. As part of the special music promotion, the donations we receive from this prize category go directly to help fund an all-out, full orchestral score for the game, recorded in a live studio! Includes all previous rewards.

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  • Pledge $250 or more
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    47 backers Limited (3 left of 50)

    Don't just support the Banner Saga, own a piece of art from it. This tier features a physical, numbered ANIMATION CEL from the game, just like how they used to do it back in days of yore. Choose one of two pivotal characters from the game. Includes all previous rewards - please add $15 for shipping outside the US & Canada.

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  • Pledge $350 or more
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    17 backers Limited (33 left of 50)

    Get an autographed copy of the performance parts from the recording sessions; the SHEET MUSIC used by the actual musicians who play on the score. Needless to say, this prize will be a limited run. As part of the special music promotion, the donations we receive from this prize category go directly to help fund an all-out, full orchestral score for the game, recorded in a live studio! Includes all previous rewards.

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  • Pledge $600 or more
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    50 backers All gone!

    Kickstarter is a chance not just to fund the game but to offer art for the sake of art. Get a full-sized, 12 x 36 FRAMED LANDSCAPE work of art inspired by the incredible American master Eyvind Earle. No logos, no gimmicks; numbered and signed by the artist. Check it out in the details to the left. Includes all previous rewards - please add $20 for shipping outside the US & Canada.

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  • Pledge $800 or more
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    17 backers Limited (8 left of 25)

    Immortalize something meaningful to you in The Banner Saga. Send us a photo of YOUR OWN HEIRLOOM, memento or just something you'd like to show your friends and we'll turn it into a relic of value and power. We'll work with you to come up with a unique name and description that could include anything from a mysterious inscription to giving off a certain aura. You'll personalize it and make a coveted piece of gameplay by choosing from a list of rarities and in-game bonuses it provides. Doesn't look very viking-themed you say? That's ok, the marketplaces trade in items pillaged from all over the world. Because this includes all previous rewards, please add $20 for shipping outside the US and Canada

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  • Pledge $1,200 or more
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    10 backers All gone!

    We're incredibly excited about this one. We've partnered with an amazing artist to turn our landscape artwork into a 3-dimensional SHADOWBOX that replicates the feeling of parallax you get from traveling across the land. Framed with a glass cover and coming in at 20 x 16 inches this is a serious piece of art. Numbered and signed. Includes all previous rewards - don't worry about the shipping cost; you're good.

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  • Pledge $2,500 or more
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    7 backers All gone!

    The gods may be dead but they're not forgotten. BECOME A VIKING GOD in the actual game. We'll create a unique deity with your likeness and work with you on a great name and backstory for him or her. You'll appear in the game in various forms of effigy and be written into the lore, where all may see. Includes all previous rewards. Email us for more info.

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  • Pledge $4,500 or more
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    0 backers Limited (2 left of 2)

    You are invited to personally ATTEND the music's recording sessions in Los Angeles or elsewhere later this year. This will include a day of hanging out with all of us at the recording studio, and lunch (on us). You will also receive a signed, leather-bound book compiling all of the game's music (produced as a one-off and therefore never commercially for sale) and earn a Music Associate Producer credit in the game and on the album. Not enough? Austin will personally compose an original 30-second ringtone, just for you! As part of the special music promotion, the donations we receive from this prize category go directly to help fund an all-out, full orchestral score in the game recorded in a live studio! Please note: this is a special case prize. While it does include the signed CD and the sheet music, it does not include any of the previous rewards. This one's for serious music fans. You must be able to travel to the Los Angeles area or elsewhere. If you're interested in this prize you must contact us to make arrangements before the end of the Kickstarter campaign.

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  • Pledge $5,000 or more
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    3 backers All gone!

    We'll rotoscope and ANIMATE YOU, personally, into the game doing an attack or using a special ability so you, too, can look like a badass viking. How many chances will you have to be animated into a 2D game? Backers must be local or able to travel to the Austin/Georgetown area. Afterwards, let's get some lunch. Includes all previous rewards, do we even need to say it at this point? Email us for more info.

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  • Pledge $10,000 or more
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    1 backer All gone!

    We have so many prizes now we had to compile them all into ONE FINAL, HUGE MEGA-PRIZE. The Executive gives you every prize we have to offer (except for the rotoscope shoot), including the viking god and attending the recording session. On top of that, you will be given an Executive Music Producer credit in the game and on the album. Lastly, receive a framed copy of the Banner Saga main theme, each note inscribed by hand by Austin Wintory, who will also be kind enough to sign his work. Has anything like this even been done before? Please contact us before donating at this tier.

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Funding period

- (32 days)