• Project Eternity - Obsidian's new RPG! And it's on Kickstarter!
    100 replies, posted
Only 26k from next 1.6 stretch goal for OSX
Even though I have been iffy about isometric games in the past, I can't wait for this because I'm sold purely on the companions and open world gameplay they are boasting about, nothing better than a truly immersive adventure learning every fucking detail about your best friend who fucking tearing down shit with a warhammer.
[QUOTE=CorporalRoss;37714030]Even though I have been iffy about isometric games in the past, I can't wait for this because I'm sold purely on the companions and open world gameplay they are boasting about, nothing better than a truly immersive adventure learning every fucking detail about your best friend who fucking tearing down shit with a warhammer.[/QUOTE] Did you really need that many "fucking"s in that sentence?
Gave upon the amazing requests for Project Eternity: [img]http://filesmelt.com/dl/1347990146531.jpg[/img]
"... what did World of Warcraft do wrong that Dragon Age did right?" Uh, nothing. That was the point of WoW, to play across the entirety of Azeroth. There were some sections closed off, sure, but they had lore reasons for that. You can't really compare an open world MMORPG to a level based single-player RPG like Dragon Age. I mean, I liked Dragon Age. Great game. Really really enjoyed it. Vastly different games.
It better have modding support and multiplayer. Those are the last features i think it must have. Baldur's Gate 2/Neverwinter Nights 2 coop was so much fun.
[QUOTE=LordApocca;37721614]It better have modding support and multiplayer. Those are the last features i think it must have. Baldur's Gate 2/Neverwinter Nights 2 coop was so much fun.[/QUOTE] gripping story of the return of a team of rpg legends entirely crowdsourced, brought to fruition solely by the desire of the community prostitution mods day 1
[QUOTE=Mr. Scorpio;37721787]gripping story of the return of a team of rpg legends entirely crowdsourced, brought to fruition solely by the desire of the community prostitution mods day 1[/QUOTE] Making good mods for a game like Project Eternity that is text-based is much easier. You can make amazing questlines that don't break immersion because they are lacking voice acting. It's one of the reasons Morrowind is my favorite elder scrolls game. Text based games just generally have better dialogue. It would be a huge shame and waste not to support modding, when voice acting is no longer a factor for quest modders.
Update, woo, beta access :D [QUOTE][b]Update #4 - Digital Tiers, DRM, and Add-Ons[/b] Well you all did it, you helped us get to $1.6M and we now have a Mac version and are adding more story into the world. We have also been listening and reading your feedback on Kickstarter and have some changes that are happening as soon as this update is posted. One thing, we are not updating just yet are the stretch goals, but don’t worry those are going to get updated very soon. Oh, and we are putting a schedule together for updates that will include guest stars almost every day – Josh will be talking more about the design tomorrow (Sep 20), our unflappable CTO Chris Jones (architect of the Fallout and Arcanum engines) on Friday (Sep 21), and I think we will be able to squeeze one in from Mr. Tim Cain over the weekend. So, what are those changes?!? [B]DRM Free Option[/B] You asked and we are delivering. In conjunction with GOG, we are going to offer a DRM free version of the game for our Kickstarter Backers. When the campaign ends, you will be able to choose whether you would like a key from GOG or Steam. For our Mac friends, we are still working on a DRM free option, since GOG does not currently support the Mac. Oh, and the great guys at GOG are having a special right now on all of the great Infinity Engine games, so check that out as well. [B]New Digital Tiers[/B] We are adding a $50 and an $80 digital tier. The $50 tier will get you the digital version of the game, the soundtrack, the digital version of the Collector’s Book, a collection of wallpapers made for multiple resolutions and multiple monitors, high resolution concept art, a high resolution version of the map, and ringtones. For the $80 tier, you will get all of that plus a digital copy of the strategy guide, and a second digital download of the game. [B]Add-Ons[/B] This is a short list for right now, but we will be adding more as the days pass including some pretty swank Obsidian-wear. Add a Digital Download of the Game +$25 Add Three Digital Downloads of the Game +$60 As a quick tutorial on how to add add-ons, goto the Project Eternity site on Kickstarter and then hit the Manage Your Pledge button. The reward tier you had already selected will still be selected and the amount will be in the big box at the top. All you need to do is add the dollar amount that covers the add-ons you would like to your pledge and enter the new total number. For instance, if you are at the $35 Pledge level and want to add one Digital Download, you would enter $60 as your total pledge. [B]New for our Collector's Edition Box Level ($140)[/B] Lastly we want to announce that we are going to give our backers at the Collector’s Edition Box Level ($140) a little extra today and that is Beta access to the game! That’s just a little taste of what we will be adding into tiers in the coming days and weeks through stretch goals and the occasional random act. [/QUOTE]
They're doing a pretty much perfect job of running this campaign, with a clear outline, big updates and a steady stream of stretch goals all working towards keeping donations coming at a steady pace. Yeah I'm basically counting on this beating Doublefine's goal of $3.3 million. They've done another huge update, btw. Video and picture at the link [url]http://www.kickstarter.com/projects/obsidian/project-eternity/posts/312639[/url] [quote][B] Update #5 - Souls, Technology, and Adventuring Companies[/B] Developing setting and atmosphere are very important to us at Obsidian. We try to build worlds that are believable even when they are fantastic. To do that, we strive to create people, cultures, and conflicts that are both strongly defined and heavily interconnected. In observing community discussion about the game, we've noted two recurring requests for more detail: on the nature of souls and on the level of this world's technology. This update deals less with culture details and more specifically with those two topics since they are fundamental to the way the world works. There's also some information at the end about a new $5,000 backer tier we're excited to introduce. Thanks for reading! N.B.: I know I said I'd talk about mechanics today. I forgot that I had already said I'd talk about technology earlier. Sorry! The next update I do will talk about non-combat skills the nature of classes in Project Eternity. [B] Souls [/B] As we hinted at in our pitch videos, souls are A Big Deal in Project Eternity's world. The mortal world has not unlocked all of the secrets of how souls "work" and differing schools of metaphysical philosophy can be found in virtually every culture. What is known is that sapient souls move through an endless cycle of waking life and purgatorial slumber among the gods. Often this slumber lasts for years of "real" time, but occasionally it is brief, with a soul immediately moving on to a new life. Far from being a flawless process, souls are subject to "fracturing" over generations, transforming in myriad ways, and not quite... working right. Some cultures and individuals place a high value on "strong" souls, souls with a "pure" lineage, "awakened" souls that remember past lives, "traveled" souls that have drifted through the divine realms, or those that co-exist with other souls in one body. However, the opposite is also true, resulting in negative discrimination and sometimes outright violence. Through a variety of techniques (e.g. martial training, meditation, ritualistic evocation, mortification of the flesh), some individuals are able to draw upon the energy of their soul to accomplish extraordinary feats. These abilities range from the mundanely superhuman to the explosively magical. Having a strong soul seems to make this easier, but sometimes even people with fragmented souls are able to accomplish the extraordinary. The individual's body seems to act as a conduit and battery for this power, drawing in replenishment from seemingly omnipresent "fields" of unbound spiritual energy in the world around them. Thinkers, spiritualists, and scientists of the world have theorized for thousands of years about the nature and purpose of this process, but others have turned to prayer for answer. Rather than illuminate the presumed higher purpose of this cycle, the gods have obfuscated the truth, at times spreading cosmological lies, pitting believers and empowered chosen agents against each other, and tacitly approving the prejudices of their followers to maintain power. Whatever the fundamental nature of mortal souls is, the people of the world accept the reality of what they have observed: that all mortal bodies contain perceptible energy bound to the individual, and that once they die, their energy will move forward in the eternal cycle that they are all a part of -- that as far as they know, they have always been a part of. [B]Technology [/B] The cultures of Project Eternity are in a variety of different technological states. Though some remote civilizations are still in the equivalent of Earth's Stone Age or Bronze Age, most large civilizations are in the equivalent of Earth's high or late Middle Ages. The most aggressive and powerful civilizations are in the early stages of what would be our early modern period, technologically, even if they are not culturally undergoing "Renaissance"-style changes. For most large civilizations, this means that all of the core arms and armor of medieval warfare have reached a high level of development: full suits of articulated plate armor, a variety of military swords, war hammers, polearms, longbows, crossbows, and advanced siege weaponry. Architecturally, these cultures also employ technologies found in Earth's Gothic structures, allowing them to create towering vertical structures. The most recent technologies seeing use in the world are ocean-going carrack-style ships and black powder firearms (notably absent: the printing press). Cultures with large navies and mercantile traffic are exploring the world, which has led to contact with previously-unknown lands and societies and settlement in new lands. Despite their intense drive, these explorers have been restricted from aggressive long-range exploration by monstrous sea creatures that pose a lethal, seemingly insurmountable threat to even the stoutest, most well-armed ships. Black powder firearms are of the single-shot wheellock variety. Largely considered complex curiosities, these weapons are not employed extensively by military forces. Their long reload times are considered a liability in battles against foes that are too monstrous to drop with a single volley, foes that fly or move at high speed, and foes that have the power of invisibility. Despite this, some individuals do employ firearms for one specific purpose: close range penetration of the arcane veil, a standard magical defense employed by wizards. The arcane veil is powerful, but it does not react well to the high-velocity projectiles generated by arquebuses and handguns. As a result, more wizards who previously relied on the veil and similar abjurations have turned to traditional armor for additional defense. [B] New $5,000 Tier[/B] Bam! We started with a $5,000 tier that allowed the backer to set up an inn and receive some additional items. Fortunately or unfortunately, that sold out almost immediately. We've come up with a new tier that is aimed toward (but not limited to!) the forum communities that have shown (and continue to show) us so much support. Some of the most fun we've had as players, DMs, and game designers has happened when we got to deal with a group of enemy adventurers -- mercenaries, thugs, whatever you want to call them -- squaring off against the party. This new tier allows you to build a fighting force of extraordinary magnitude to throw at the player. We've also switched around a few of the bonuses in this tier, giving out more digital downloads. We can't wait to see what you come up with. That's all for this update! Tomorrow we'll have some words from Chris Jones about the technology we're using to build Project Eternity.[/quote]
mods please change title to "you must gather your wallet before venturing forth" tia
The World Map looks like France, kinda
[URL="http://www.kickstarter.com/projects/obsidian/project-eternity/posts/313192?ref=email&show_token=bc59dc8ba9775e77"]New update:[/URL] [QUOTE] Project Update #6: Choosing the Best Tool for the Job Posted by Obsidian Entertainment At Obsidian, we have always tried to choose the engine and toolset most suited to the game we are making. When making a sequel to an existing game, we use the engine from the original game so that we don’t waste time recreating the inner workings and gameplay behavior in a new engine before we can even start developing new content. When creating a new game from scratch, we evaluate the options available to us and choose the one we think fits best. In the case of Project Eternity, we feel the best fit is Unity. Unity enables small teams to be very productive. Unity has an amazing development environment that makes it very easy for programmers, artists and designers to work together to build great games. In a very short time we have already made great progress prototyping some of the core functionality for Project Eternity. We do intend to use some of our in-house tools in conjunction with Unity where it makes sense, such as in the case of creating conversations and editing some of the RPG-specific game data. Unity makes it very easy to extend not only the game engine but the development tools as well, and we feel integrating some of the tools that have already proven effective on previous Obsidian games will get us off to a great start on the development of Project Eternity. Unity also supports a wide range of target platforms. We knew that a likely request from the community was going to be support for Mac and Linux versions of the game, and we wanted to make sure we were in the best position to do that. While we could have ported Onyx, our internal engine technology, to those platforms, the time and effort required to do so would reduce the budget we have to make the game and result in less of the awesome gameplay and content our fans desire. Mac and Linux will still require time and effort from us to test, maintain and support but Unity gets us most of the way there. In fact, our experience with Unity so far has made us confident enough that we have decided to remove Linux support from the stretch goals and just commit to providing a Linux version right here and now! Of course, we can’t take something away from our stretch goals without putting something else in its place, so what is that going to be? The $2.2 million stretch goal will still include a new Region, a new Faction, a new Companion and all the hours of additional gameplay, quests, NPCs and items that go along with those things. But we’ve also got something new coming to this stretch goal, and it’s big enough that it’s deserving of its own update to talk about it! So tune in this coming Monday, September 24th where we will reveal our new stretch goals, unveil a fun new tracker for them, and announce our schedule of guest stars for the week! Thank you for supporting Obsidian and Project Eternity! Chris Jones CTO, Obsidian[/QUOTE]
Not sure if I like their chose of game engine. Why not just use something that they have developed by their own?
[QUOTE=AlienCat;37749010]Not sure if I like their chose of game engine. Why not just use something that they have developed by their own?[/QUOTE] Costs more money and time. Their current engine doesn't work with Linux right now either.
New Concept Art: [thumb]http://eternity.obsidian.net/images/pe-adair01.png[/thumb] [thumb]http://www.abload.de/img/project-eternstlr2.png[/thumb] [thumb]http://filesmelt.com/dl/Gadegund.jpg[/thumb]
[IMG]http://i.imgur.com/hMPXy.gif[/IMG] Sawyer gets so excited in his videos.
[IMG]http://s3.amazonaws.com/ksr/assets/000/190/780/e49917855934dcc9a6b2ee4bc18cf8e7_large.jpg?1349300 271[/IMG] [video=youtube;Cdf2wHt1vBo]http://www.youtube.com/watch?v=Cdf2wHt1vBo[/video] [QUOTE]In today's update, I'll be talking about new stretch goals and the "core four" classes. We also have some fantastic art for you that illustrates five of our adventurers engaged in some classic dungeon exploration. Other great stuff going on includes Tim Cain’s reddit on combat and you can now pledge with PayPal over on the Project Eternity Site. And, for our Polish- and Russian-speaking fans - we are very happy to announce that distributors in Poland and Russia will be handling localization for these two languages, so we will be able to provide them without requiring a stretch goal! PayPal First things first: our PayPal is now set up and ready to use! If you'd like to back the project using PayPal, you can do from the Project Eternity homepage at Obsidian: [url]http://eternity.obsidian.net/[/url] Please note that pledges made through PayPal will not show up on our Kickstarter page, though we will count them toward stretch goals at the end of the campaign. $2.5M and $2.6M Stretch Goals - Barbarian and Cipher, Adventurer's Hall with Party Creation Since the days are counting down, we'd like to introduce two new stretch goals. As you'll read in a few more paragraphs, Project Eternity is currently slated to support seven classes. Our current roster includes fighters, priests, rogues, wizards, rangers, monks, and druids. We believe this represents the common core and several popular secondary classes that many players enjoyed using in the Infinity Engine games. We would like to use our $2.5M stretch goal to include two additional classes: the barbarian and the cipher. Barbarians come from many of the more remote cultures found across the world. In the Dyrwood, they are commonly found among Glanfathan elf communities. They are distinguished from fighters by their recklessness, ferocity, and their predilection to substitute raw aggression for discipline. Barbarians are a challenge to deal with on a battlefield, though they are vulnerable to exhaustion if they don't pace themselves. Ciphers are uncommon and often misunderstood individuals with extraordinary mental abilities. Like wizards and priests, they have many talents that draw directly from their souls, but ciphers have the unique ability to peer through the spiritual energy of the world to manipulate other souls. While wizards use complex formulae in large tomes and priests tap into the passion of their faith, ciphers are able to operate directly through the power of their minds... and yours. But wait, we're not done yet! We've been reading a lot of feedback online about classes, companions, and party composition options. We want to give people the ability to build their parties as they like and we also want to allow people to experience the full spectrum of class mechanics. Companions go a long way toward achieving that goal while also providing a ton of reactivity in the world. Even so, we'd like to do more. At $2.6M, we will add an Adventurer's Hall to the world. In the Free Palatinate of Dyrwood, adventurers and mercenaries from across the world are often employed as personal bodyguards, elite security, or salvage (plunder) teams that venture into the forgotten corners of Eír Glanfath. A lot of the folks who hang out as such places are robbers and miscreants, but reliable agents can be found and employed with a bit of patience. What does this mean for you? It means that if you don't like a companion, or if you don't like any of our companions, you won't be cut off from having characters of their classes. Over time, you can build your own custom parties to play through the game. If you want a party of monks or all casters, this gives you the ability to do it within the game while still maintaining the pacing of the standard PC + companions play style. And now that that's out of the way, let's talk about... Classes: the "Core Four" Classes in Project Eternity are meant to provide a general framework for character types. Different classes excel in different areas, but the framework can be extended and elaborated on in a multitude of ways to create characters with unique capabilities. If you see a fighter, chances are good that he or she is going to be able to take a lot of damage, but that's about all you can be sure of. If you see a wizard, he or she probably has some hard-hitting spells that can cover a large area, but his potential list of capabilities is vast. If you want to create a wizard who wears plate armor and hacks away with a broadsword from behind a heavily-enhanced arcane veil, we want to let you do that. If your idea of the perfect fighter is one who wears light armor and uses a variety of dazzling rapier attacks in rapid succession, we want to help you make that character. So it's good to think of Project Eternity's classes as being purpose-ready but not purpose-limited. To date, through our Kickstarter campaign, you have helped us fund seven classes. In our design, we started with the "core four" because they are the most broadly familiar and also some of the most versatile: the fighter, the priest, the rogue, and the wizard. To these four, you helped us add three specialized, but popular, classes: the ranger, the monk, and the druid. The design of each class has a solid, distinctive base set of abilities that remain in most builds, but will have a large number of optional specializations and alterations to give players a high level of flexibility in developing an individual character's particular style. Though we are still early in development, we'd like to let you know the rough ideas on what the “core four” classes of Project Eternity encompass: Fighter - Fighters are men and women trained to use a wide variety of traditional weapons in brutal combat. They are often put in -- or put themselves in -- harm's way and are built to take an extraordinary amount of punishment. Though not traditionally as mobile as the monk nor as likely to dish out individually withering attacks as a rogue, fighters are dependable and flexible, able to shift between a variety of attack modes that alternate between high damage, maintaining a strong defense, weakening opponents, and dealing harsh retribution to those who attack his or her allies. Some fighters build up arsenals of feints, knockdowns, and special attacks rather than rely on the “slow and steady” approach. And while fighters are often thought of as being primarily melee-based, they can specialize in a variety of weapons, including bows, crossbows, and even firearms. They're unlikely to outclass rangers at their own game, but fighters can be almost as dangerous at a distance as they are up close. Though it may not look like it to see them in battle next to wizards and priests, fighters are just as able to tap into the power of their souls to devastating effect: accelerating their attacks to a superhuman speed, striking foes with such power that nearby opponents are knocked off their feet, and maintaining a phenomenal endurance that allows them to rapidly bounce back from even terrible wounds. When they aren't locked in life and death struggles, fighters are, unsurprisingly, often quite athletically capable. Even so, it's not uncommon to find fighters who are stealthy and well-educated. Moving unseen and knowing how to get out of a jam can come in handy even for them. Priest - In a world with many gods, there are many different types of priests. Though the majority of priests spend their time tending to worshipers or engaged in relatively peaceful pursuits, there are ranks of dedicated adventuring or mercenary priests who have turned the flame of their faith into a spark to ignite the power of their souls. Such men and women have found a divine link to their chosen deity, but their abilities stem solely from within. Dedicated to spreading the news of their gods' dominions in the realms of mortals through their own deeds, adventuring priests thrust themselves into lethal conflict to prove their worth. Often trained to fight alongside soldiers of their respective churches, priests are capable in the fray (and near the fray, for those who follow less melee-oriented faiths), but their true power comes from their prayers, faith-inspired miracles that aid their allies and punish their enemies. These miracles range from combat blessings, weapon enchantments, and protective barriers to divine summons, sanctified wards, and crippling curses. In many ways, the prayers of priests have almost as much variety as wizards spells, though priests are restricted to invoking prayers that are aligned with their faith. Additionally, priests often specialize in the weapons, armor, and litanies of prayers most beloved by their church. Thus, the multitude of gods produces a multitude of different priests, each with their own unique array of abilities. Most priests are church-educated and are widely versed in many types of lore. However, some priests get by on pure faith alone, having little knowledge of the world around them. Such battle priests often lean more heavily on their athletic abilities when they are in the field. Rogue - Contrary to what their name might imply, rogues come from many walks of life. They are cutpurses, thugs, and courtesans but also aristocrats, diplomats, and personal guards. Often separated by station in life, they are united by their reliance on wits, speed, and subterfuge to achieve their goals. The way of the rogue is not to stand toe-to-toe with the biggest brute in the room and exchange body blows, but to glance away in feigned confusion and slip an unseen blade between the brute's ribs as he turns his attention. When a room explodes in a storm of fire, the fighters grit their teeth, the priests pray for salvation, and the wizards fumble to find a spell to protect them, but the rogues just... disappear. They excel at being in the one place where no one's looking, at kicking people when they're down, at taunting a foe into turning its back on the rogue's ally while he or she nimbly skips away, and at being just too damned slippery to pin down. Whether they pack a pair of daggers, a fine rapier, a slim bow, a stubby pistol, or a brutish club, rogues haul a carnival of pain with them wherever they go. If their natural tendencies weren't dangerous enough, their affinity for skullduggery allows some talented rogues to tap into their souls to perform amazing stunts: fading from view in plain sight, briefly cloaking their allies in a veil of shadow, imbuing their weapons with a soul-eating venom, or even becoming so insubstantial that blades barely hurt them. While rogues are known for their stealthy nature both in and out of battle, many of them are quite talented with machines and contraptions of all sorts. High-born rogues are often very knowledgeable about esoteric, while many low-born rogues are well-equipped to survive in the wild. Wizard - Widely respected in most societies, wizards of Project Eternity are men and women of high education and extreme mental discipline, if not always outright intelligence. Wizards are sometimes called navigators of the mortal soul, charting out and practicing the precise ways in which “ordinary” people can unlock the power inside of themselves. Using their knowledge to truly spectacular ends, wizards rely not only on ancient practices but also their own research to propel them forward. Far from being occult or protected knowledge, most wizards' spells are just so incredibly complex and physically demanding that even practiced wizards cannot invoke them without the use of expensive, specially-enchanted tomes. And what do the tomes contain? Instructions on ways to use one's soul to alter reality, to warp time around enemies, to make skin as tough as stone, to counter even the most powerful magic, to invoke balls of flame, bolts of lightning, gouts of acid, to conjure nightmares out of thin air. Truly, the possibilities open to wizards seem to exceed even those of what priests can call upon through their faith. And though any wizard may prepare several tomes, an inexperienced caster is not capable of channeling power through the log-thick, anvil-heavy, dog-eared grimoires of wizened archmagi. Such novices must alternate between more modest selections, relying on their less demanding spells and talents when they are unable to call upon their tomes. Wizards are often assumed to be masters of occult lore. While this certainly applies to their knowledge of spells, many wizards are so narrowly-focused that they are ignorant of outside culture and history. It is also not uncommon for wizards to delight as much in mechanical curiosities as rogues. Because their powers make them targets in battle, a surprising number of wizards are quite fit, even if they aren't particularly strong. That's all for our class update, but we wanted to give you a piece of art to show you examples of characters you may encounter (and adventure with) in Project Eternity. We hope you enjoy this fantastic painting from Kieran Yanner, and we have wallpapers of the art available in different resolutions.[/QUOTE] Big update today
Hey guys, 5 more days to go, make sure you pledge before it's too late [url]http://www.kickstarter.com/projects/obsidian/project-eternity[/url] There's a shit ton of new stuff that's been shown, and plenty of stretch goals have been made. Be sure to Like Obsidian Entertainment on Facebook, at 20,000 likes the Endless Paths dungeon gets another floor [url]https://www.facebook.com/obsidian[/url] I've put down $250 myself, super excited for this.
[QUOTE=Reaper3_3;38000889]Hey guys, 5 more days to go, make sure you pledge before it's too late [url]http://www.kickstarter.com/projects/obsidian/project-eternity[/url] There's a shit ton of new stuff that's been shown, and plenty of stretch goals have been made. Be sure to Like Obsidian Entertainment on Facebook, at 20,000 likes the Endless Paths dungeon gets another floor [url]https://www.facebook.com/obsidian[/url] I've put down $250 myself, super excited for this.[/QUOTE] Now that I've got a little, tiny bit of money, I might pledge enough to get a digital download of the game. It's the most I can give if I do...
Wait, is Kickstarter US monies only?
First Screenshot: [thumb]http://media.obsidian.net/eternity/media/screenshots/0001/PE-TempleEntrance01-2560x1440.jpg[/thumb]
[img]http://imageshack.us/a/img87/6240/3mill.png[/img] now lets see if it can beat doublefine's record of $3.3 million.
[QUOTE=postal;38031818][img]http://imageshack.us/a/img87/6240/3mill.png[/img] now lets see if it can beat doublefine's record of $3.3 million.[/QUOTE] I am sure it will, dont forget paypal pledges. Also got 2 of my friends to pledge right now! Spread the news people!.
i plegged sum moniez And I'll never doubt crowdfunding again.
Reached $3.5 million with paypal added. 2 cities!
[QUOTE=Thom12255;38057546]Reached $3.5 million with paypal added. 2 cities![/QUOTE] Told you! Now the wait begins.
Since it's now beaten Doublefine's record of $3.33 million, that makes this the highest funded video game on kickstarter. Nice.
Two Athkatla/Tarant-sized cities, and what looks like it's going to an 11-level dungeon...not bad!
New stretch goal of $4 million OK! After much team deliberation we have one final ultimate stretch goal. At $4.0m we will be enhancing the whole game. We will use live instrumentation for the soundtrack, add developer in-game commentary, and use every dollar between $3.5m and $4m to enhance the game. Also at $4.0m Chris Avellone will be forced to play Arcanum.
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