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Enjoy one of our favorite moments of Wild Mage live streams so far: Shroomey's unexpected first encounter with FIRENADO
All backers are invited to our upcoming Treasure Island Challenge!
- First to find each of the 10 unique chests gets a free upgrade to next reward tier! 10 potential winners in total.
- If ALL 10 chests are found, ALL backers get free Pegasus mount for each key!
For more information, see this update.
BACKERS EXCLUSIVE ADD-ONS
Additional digital download key ($15 per copy) - includes all in-game items (add-ons included) associated with the pledged reward tier
- Explorer's Goggles ($8) - highlight nearby treasure chests. Not available for the upcoming Treasure Island Challenge.
- Miner suit ($10) - protection from explosion/fire damage, at the cost of mana regen.
- Explorer's Goggles & Miner suit combo ($16)
For details and information on how to select, see this update.
- Dragon Lord tier (Early Bird Dragon Lord included) or above get Explorer's Goggles and Miner Suit add-ons WITHOUT having to pledge extra!
- In-game item add-ons apply to EACH digital download key included in the corresponding reward tier!
Help more people learn about Wild Mage by sharing this Facebook post! Even better if you could leave a nice comment while sharing and don't forget to LIKE our official Facebook page as well! The goals below are for the total number of shares of the designated post. All rewards associated with social goals are for ALL backers with at least the base game in the rewards (Early Bird - DD of the Final Game or above).
- 100 shares -- Will-O-Wisp pet for all backers (REACHED!)
- 250 shares -- Baby Dragon crafting pet for all backers (REACHED!)
- 350 shares -- Bubble spell for all backers
500 shares -- Airship Race for all backers around September 2018!
If we exceed 500 shares, we'll host another round of backers challenge in September in the form of a timed airship race through hostile airspace!
IF $100K STRETCH GOAL IS REACHED, WE WILL BE HOSTING THE AIRSHIP RACE REGARDLESS IF WE REACH OUR HIGHEST SOCIAL GOAL!!!
- Backers can specify which platform(s) they want their digital download key(s) for when we send out reward survey after the campaign. EACH key comes with ALL the in-game items in the corresponding reward tier, for ANY platform unlocked.
- Multiplayer/Co-op will be Diablo style, PVE, 4-6 people per world. It will be implemented along with airship and character customization AFTER the initial single-player base game release.
- Path of the Bard - A modern version of the classic. A Bard is the master of Song and spell, attacking in rhythm to a song played by a bard can cause your weapon to proc your current active spell (much like spell sword). Bard songs have the power to enhance the abilities of an entire group as well as weave together with other bard songs (like spell weaving) for a variety of effects! This offers a brand new way of music interacting with game-play!
Hideout for ALL backers - A hideout is a magical room that can be summoned my a mage anywhere in Etherion. The room contains chests for storage and crafting stations as well as other personal items the mage wishes to keep handy on their adventures! Great for those long dungeons of harvesting in those hard to reach places!
Wild Mage - Phantom Twilight is an open-world action/adventure RPG, featuring airships, floating islands, dungeons, and next-gen combat. Monsters can be dynamically sliced into pieces. Terrain and structures can be altered or destroyed. Abilities and spells can be acquired from monsters and lore books. A game that re-imagines the genre.
- Voxel-based, dynamically destructible floating islands
- Ability to slice monsters and objects into pieces
- Airships for transportation, combat, housing, and crafting
- No traditional "levels" - Spells and abilities are acquired by taking them from monsters
- Musically driven environment and gameplay
- Final Fantasy like world, Diablo like dungeons, Zelda like adventures, with next-gen mechanics
Main funding goal includes single-player Steam PC release. See Stretch Goals for information on online multiplayer/co-op as well as release to other platforms.
Hi, everyone! My name is Lucas McCann and I’m the owner and lead developer of Luna Orion studio. I started making Wild Mage – Phantom Twilight over a year ago, for the simple reason that I wanted to live my dream of making the game that I want to play.
As a gamer, I always liked the idea of exploring a world made of floating islands with airships, like in some of the cut-scenes in Final Fantasy IX. But few games that I know of really expanded on this concept as part of their core game-play, so I decided to make one myself!
Powerful spells with physical effects
Though ARPG is my favorite genre, I found myself unsatisfied with the way spell casting is done in most games over the years. Instead of particle effects accompanied by some ranged damage, I wanted magic spells to have physical effects. That's why in Wild Mage, a Tornado spell would literally throw monsters into the air, and your airship too if it’s within range!
Precision spell casting system
To make spell casting more realistic and more fun, players have full control of the targeting precision. This means that if you’re not careful, things may not turn out the way you planned.
Wild Mage allows for combining spells to achieve different effects. For example, overlap Tornado spell with a Fireball to generate "Firenado"!
(Credit: the idea came from a supporter than suggested it by replying to one of our Imgur posts.)
Slice your enemies into pieces, yet seamlessly transition from sword to spell.
Another feature that I had wished for as a gamer for a long time is dynamic destruction of monsters. In an ideal world, swords slice, hammers crush. Their effects on enemies should be physical, instead of being represented as only numbers. In Wild Mage, monsters are dynamically destructible. An artifact sword can slice enemies into pieces, and how it cuts depends on the position and direction that the sword hits the monsters. So no two cuts are the same!
Environments in Wild Mage are destructible by weapons, spells or monsters!
The floating islands are made of voxels and can be tunneled or destroyed.
Fire propagates dynamically.
Dungeons are nested in voxel-based islands. In certain spots, the walls are destructible so you can tunnel your way to hidden chambers.
Destruction and game-play
In Wild Mage, dynamic destruction is a key feature, but NOT the goal, and has its consequences. For example, if you blow up a bridge, you may find it hard to cross a river. But if done strategically, it can slow down the monsters that are chasing you. If you destroy a villager's house by accident, you will have to pay for the damage with gold that could've been used for an artifact weapon. It's not about causing damage just for the sake of damage itself, it's about using it to your strategic advantage.
Acquire new spells from monsters
There is no traditional “leveling” in Wild Mage. You do not gain skills or power automatically as you complete a level. Instead, new spells are acquired by taking them from monsters and lore books. Your power increases as you gain experience through adventures.
All these add to the replayability of the game. In Wild Mage, players will be exploring the world, acquiring new skills and learning to master their powers as they advance their characters through adventures. There will be trial and errors, and your experience as well as outcome depend on the steps you took along the way, much like life itself.
The story is set in the beautiful yet dangerous world of Etherion, which is made up of thousands of islands floating above a dense, purple Miasma. Rising at night and burning off during the day, the Miasma spawns terrible creatures and posts constant threat to the people of the isles.
10,000 years ago a Revenant took his revenge upon the world, using himself to power a gate to the deepest depths of oblivion. From the gate poured a foul mist known as Miasma, and from it came terrible creatures that devoured the land. The only hope at the time was to raise Islands into the air using magic crystals known as float-stones to escape the grasp of the all-encompassing Miasma. Dungeons laced with powerful traps were created around the crystals to protect them from the Miasma's spawn. Years passed and the people prospered above the clouds, but now the crystals are running low on power and the islands are slowly sinking back into the mist.
As a Wild Mage, you act as the right hand of the Tower of Heaven, extracting adventures, escorting Ships, delivering goods, reclaiming lost islands.
Dungeons in Wild Mage take various forms and scales.
Traditional dungeons | Mount based adventures | Airship based combat
Explore old ruins, caves and secret passages with traps and puzzles.
Acquire crafting recipes, mounts, spells, and skills. Light to no combat.
Airships play a vital role in the world of Etherion.
Transportation | Combat | Housing | Crafting | Storage
Races: Human, Fairy, Dwarf, Gnome, Elf
You can play as a fairy in Wild Mage.
Mine resources and craft powerful relics.
You only craft Relics in Wild Mage, Items so powerful they must be kept in the center of the islands. Crafters sell tokens for the chance to retrieve these items, should you die the token is destroyed and you are forced from the dungeon. Everything in Wild Mage is earned.
Most tiers come with backers-exclusive items!
OST and behind-the-scene production footage
Backers Exclusive Legendary Spell (Digital Copy Plus and above)
Backers Exclusive Artifact Weapon (Digital Copy Plus and above)
Artifact weapon: Chain of the Wisp
Backers Exclusive Artifact Crafting Crate (Digital Copy Plus and above)
Backers Exclusive Founders Edition Airship (Founders Airship and above)
Founders airship is a floating town that can hold all other airships in its docking bay.
Backers Exclusive Ancient Spell 1 (Founders Airship and above)
Backers Exclusive Ancient Spell 2 (Alpha Access and above)
Backers Exclusive Ancient Spell 3&4 (Dragon Lord and above)
Backers Exclusive Dragon Mount (Dragon Lord and above)
Kickstarter Exclusive Game Art Painting (Executive Producer ONLY)
Autographed game art hand painted (oil-on-canvas, 48"x60", gallery wrap) by Rick McCann, lead concept artist of Wild Mage - Phantom Twilight. A collection of Rick's paintings can be found here.
I first got into video game development when I was 11 years old, working at the US air force teen center in Panama. With the relatively hostile environment outside the base, I spent a lot of time playing and modding video games. Making my own title has always been my dream, and becoming a new father gave me fresh perspectives: I don’t want to have to tell my daughter one day that I had a dream but did not follow it!
I have been self-funded and developing Wild Mage full-time for over a year, which means that my wife (who prefers to remain anonymous) has been supporting my work as well as the newborn with her salary. She is a wonderful woman and I would do everything in my power to reward her for her love and belief in me. She has a Ph.D. in physics and years of experience in product development, and has been consulting on game design and project management. We were excited to be joined by the talented Fabio Amurri (who found us through social media) as audio lead, working on both music composition and sound effects. My brother, Rick McCann assists in art design. Rick has 11 years of experience working at Dreamworks Animations and also worked on Riddle of Steel prior to that. The team is small but looking great, and we're confident in our abilities to make Wild Mage - Phantom Twilight a masterpiece.
After over a year of development, we feel that all the major technical innovations that make this game unique have already been worked out. What is left is now content creation, polish and optimization. That's why we think this is the perfect time to invite the community to join us on this incredible journey. Kickstarter is a great way for people who share our vision and like the potential of Wild Mage to provide feedback as well as support to our development effort.
As for funding, the main goal represents the bare minimum that we need to make the PC version of the game ready for Steam release in late 2019. Compared to our last campaign, we have moved console releases as well as some of the nice-to-have but not absolutely essential features to the stretch goals. The reason for this is that we would like to keep the scope of initial release small and focused. With limited resources, we would rather ensure delivery of a solid build than to over-promise and under-deliver. Of course, the more we are able to raise, the more desirable features we will be able to incorporate into the game to make it bigger, richer and more epic.
Risks and challenges
Game development comes with its inherent challenges and uncertainties, delays and unexpected costs being the two most common risks. Part of the reason we worked out key technical challenges before coming to Kickstarter, is to minimize such risks. We're also taking a modular approach to development by designing the islands one at a time and adding to the world map, instead of making a vast world first and filling in contents later. We have planned and estimated timelines to the best of our abilities. However, the iterative nature of game development means that schedules cannot always be guaranteed.
Our commitment to you:
- We will use ALL of the funds raised to further the development of Wild Mage
- We will do our best to deliver the game with all promised features on time with the highest quality possible
- We will be in constant communication with our community to report progress and inform any change to our content, features or schedule
- (35 days)