Posts Tagged ‘Kickstarter’

This Kaleidoscope World: Torment – Tides Of Numenera

By Adam Smith on May 21st, 2015.

You can’t swing a dead (giant) rat without hitting a big ol’ RPG these days. In the last couple of months, we’ve had the party-based pleasures of Pillars of Eternity and the bold, handsome excess of The Witcher 3. Divinity: Original Sin is flexing its systemic muscle for another bout and there are plenty of other attractions waiting in the wings.

Despite all that competition, Torment: Tides of Numenera [official site] could be one of the most intriguing RPGs in years. The spiritual sequel to Planescape: Torment promises to outweird the rest of the pack, if nothing else, and the new video below shows the range of environments that will be on show. It’s like watching a showreel of five or six RPGs crammed together – sci-fi and horror cheek-to-cheek with swords and sorcery.

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Massive Chalice Spills Out Of Early Access On June 1st

By Jem Alexander on May 15th, 2015.

Anyone else picture a KFC Bargain Bucket whenever you hear the words Massive Chalice [official site]? No? Just me? To be fair, I think about KFC all the time so it’s possible there’s no causation there. Regardless, I’ve already planned to sit down with a massive chalice of chicken when I tuck in to the full release of Massive Chalice’s turn-based genetic tactics on June 1st.

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Sidescrolling Stealth Sim: Wildfire

By Adam Smith on April 15th, 2015.

I saw a couple of animated gifs from an early build of Wildfire a few weeks ago, and found them far more exciting than any big budget super-trailer. From the mind of Daniel Hindes, creator of the stealth game collective Sneaky Bastards, the game blends Far Cry 2’s fire propagation system, Thief’s approach to stealth and AI, and the philosophy of immersive sims. It’s a game about outwitting AI and manipulating the environment, mostly through the use of fire and water. Now on Kickstarter, aiming for A$10,000, Wildfire looks like everything I hoped it might be when I first saw those tiny gifs.

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Izle Kickstarter Offers Grapple Hooking On To Clouds

By Graham Smith on April 9th, 2015.

By the time I’ve learned that a game is about crafting on a procedural landscape and on Kickstarter, I’m a sludge on the ground, my lack of interest unable to hold my molecules together. Izle had a long way to go to re-corporealise me, then. It did it first by making its procedural worlds floating islands rendered in a pretty, polygonal, flat-textured style. Then by having a grappling hook which lets you swing from clouds. Then by having some sort of ability in which you fly into the sky and then a giant hand comes out, as if from a galactic giant, and I think that’s how the islands are formed? Then you get a bird you can fly upon.

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Parnell Confirms Continuing Limit Theory Development

By Adam Smith on April 8th, 2015.

Until February, development of the successfully Kickstarted open-world space sandbox Limit Theory had been extraordinarily well documented. Creator Josh Parnell has been enormously vocal with backers and followers, posting detailed updates to the KS page and the game’s forums. Then, in early February, the usually active Parnell went quiet. Last night, we got in touch and received confirmation that development is ongoing and that regular communication will resume in the near future.

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X-COM Meets Wreck-It Ralph: Enemy

By Adam Smith on March 19th, 2015.

I haven’t played the recently released Enemy [official site] for anywhere near long enough to do a judgement but I’ve spent enough time with the game to burn down a gangster’s house and make a tree fall onto a skellington. I burned the house down in the first ten minutes after installing.

Successfully Kickstarted last year, Enemy is a one-dev project with (original) X-COM style turn-based tactical combat. The game world is a procedurally generated mash-up of traditional gaming genres, which means your party might have a bomb-lobbing platformer hero and a monster-hunting Castlevania-type fighting side by side. Environments and enemies are similarly drawn from gaming history and all of the combat takes place in destructible, physics-driven voxel environments.

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Indies Crash E3: Making E3 A Little More Indie

By John Walker on March 11th, 2015.

I don’t enjoy E3. It’s a vast sprawling convention of monstrous noise and giant corporations, furiously trying to out bass each other in an attempt to hawk their AAA wares. The first time I went, my shoes literally fell to pieces, my feet more blister than skin, as I trudged through the morbid streets of LA to my ant-infested hotel room, writing up the screaming madness I’d seen each day.

And one thing you don’t tend to see at E3 is indies. Which makes me very glad that Indies Crash E3 [Kickstarter] exists. In 2013 they paid the way for a number of indie teams to be able to present their games within the corporate madness, and they’re after (an extremely small amount of) money, to see if they can do it again.

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Halcyon 6 Is Deep Space Nine To FTL’s Voyager

By Ben Barrett on March 11th, 2015.

Yesssss, thiiiiiis

Allow me to stop you mid-headline-scoff to go no, really. Halcyon 6: Starbase Commander [official site] puts you in control of a space station, able to build modules, train officers and construct ships to fight, trade and diplomise in an intergalactic war that’s going poorly for humanity. It’s a bit XCOM, limited resources making you choose between this upgrade or that, praying that every scouting operation and away mission won’t lead to a thoroughly bisected crew. Unfortunately, what it doesn’t share with FTL is being out or fully funded. It’s on Kickstarter after $40,000 Canadian (Just over 31k USD or £21k) but that does mean you can at least see it explained and in action below.

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Robot Souls – Strength Of The Sword: ULTIMATE

By Ben Barrett on March 7th, 2015.

The Ivent boys don't like to overstate things

Right, say it very quietly so the grumps don’t get all antsy about it but this has some similarities with Dark Souls. Did they hear us? Did we get away with it? I think we’re safe.

Strength Of The Sword: ULTIMATE [official site] is a third person action RPG from tiny two-man studio Ivent Games. If that sounds familiar it’s because they previously made the Playstation-exclusive Strength of the Sword 3 which isn’t a sequel, that’s just how they named it. Ultimate is a Kickstarter remake/port of that game to PC and various consoles. It looks a bit like Dark Souls only more action packed, with the same focus on nail-biting, skill-heavy combat and a wide variety of viable customisation options when it comes to gear. Ivent provided a very early build for me to try out, details and trailer below.

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Eve-ish MMO Crowfall Makes A Million On Kickstarter

By Ben Barrett on March 6th, 2015.

If I were to say to you “Eve-inspired, voxel-based swords ‘n’ sorcery MMO on Kick-” well you’d already have punched me in the face and fallen asleep, let’s be honest. But look, okay, I was cynical too. It’s 2015, surely we’re not trotting out the same old fantasy lands and promising them to the uninformed in return for cold hard moolah. That’s just the very surface level of Crowfall [Kickstarter page], though – the meat underneath is far more interesting and is what has the project rocketing past a million dollars with more than two weeks left on the clock.

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Point And Clicking Through Bullet Hell: Starr Mazer

By Ben Barrett on March 5th, 2015.

What the hastily shopped (I actually used Paint and it took four hours) header image is trying to tell you is that Starr Mazer [official site] is something of a two for one deal. In equal parts a side-scrolling schmup and point ‘n’ click adventure with retro stylings lavished over the whole deal. The two genres intermingle at times, letting you out-talk bosses who might otherwise spew lasers at your ship-bound form. It’s the kind of thing they invented the word “rad” for and cool cats like me keep it around to describe. Developers Imagos Softworks successfully Kickstarted it to the tune of nearly $200k last month.

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Let’s Make Music Together: Cadence

By John Walker on March 4th, 2015.

We last mentioned Cadence [Kickstarter page] back in March last year, a music puzzler where connecting nodes allows pulses of tune to create looping patterns. I met up with developer Peter Cardwell-Gardner at GDC this year, to learn how the project is expanding its ambitions, and has launched a Kickstarter to help it get there.

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Ultima Underworld 3 Ascendant Is Funded

By Alec Meer on February 27th, 2015.

get a haircut, dude

Two years ago, if you’d asked me how a spiritual Ultima Underworld sequel made by assorted Origin/Looking Glass veterans would fare on Kickstarter, I’d have said “funded in 60 seconds!” then smiled smugly. In 2015, that really doesn’t happen unless you’re a funny watch or a card game about weapons of mass kitty destruction. It looked a little touch and go for Underworld Ascendant for a while there, but it’s now crossed its $600k finish line with a few days to spare.
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