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Kickstarter - Mid-Week News Roundup

by Couchpotato, 2014-09-10 02:47:51

Once again I have a bunch of updates for various kickstarters this week, and I also found one interesting article about how the funding is spent. So read on everyone.

Ice Pick Lodge sent out a press release with news Pathologic is 65% funded.

Moscow  September 9th: Ice Pick Lodge, the developers of Pathologic, launched their Kickstarter for the game’s reimagining just 4 days ago and are already over halfway to their goal of $250,000. The game, which was originally released in 2005, is a bleak and harsh plot-driven survival open-world adventure game. Set in a remote Steppe town full of strange local traditions a plague breaks out. The player has to figure out how to stop the disease spreading and discover why it broke out on the first place. When first launched, it attracted a great deal of critical acclaim. It still retains a strong community of fans, many of whom have helped the Kickstarter fund grow so quickly by backing it.

Ross Tunney has news the Data Hacker: Reboot (Relaunch) is now funded.

We did it! Divine blessings upon you all!

Ah... it's such a massive compliment from you all, to be able to present a project like this and to actually get funded! Granted, we're not talking mega-bucks here, but

So what's next? Those familiar with how Kickstarter works will know, but for those who don't: KS will collect pledges from you over the next couple of weeks. Once that's done, if I need any information from you, such as shipping address or details of a Tombstone/Ghoul/Mercenary Design you've pledged for, you'll receive a survey as soon as I'm ready to receive this information.

Kai Rosenkranz's new kickstarter album JOURNEY HOME is also now funded.

Tonight we exceeded the funding goal of $20,000! What an awesome night. We still have 10 more days to secure the campaign against last-minute drop-outs and maybe even reach some of the stretch goals. I'm going to talk more about stretch goals tomorrow! Now it's time to celebrate! I'm full of gratitude.

Here's the link to my "Thank you" video recorded tonight, after I came home from "Guardians Of The Galaxy". Great movie, by the way. ;)

Trexrell has two more updates for Demon’s Revenge. The first update is about Sinara's cut scene, and the second update is about the games artwork.

In this update I would like to thank Ricky Gunawan, our artist for Demon's Revenge. What he has done for our project has brought us to where we are today. He has always supported us from the very beginning. When we give him a character or description he almost always get it right the 1st time. His work is always excellent, and he would amaze you with how fast and efficient he could get a work of art done. Even though he works on a commission basis, he lets us know that he will be there when we need him. Ricky prides himself with his work and will never sacrifice quality over anything.

Interdimensional Games has a new update for CONSORTIUM that has information about Pax Prime 2014, the games sequel, and backer rewards.

It has been six months since our rather disastrous launch back in January (see: HERE ) and while we are still reeling over said launch both emotionally and financially, we have nonetheless come to grips with the reality of things and are able to speak openly about our plans for the future. 

Our original plan was simple: Make Game One with an incredibly low budget and overhead costs so that we would only need to sell a small number of copies in order to self-fund Game Two and continue on from there. Unfortunately it has not quite worked out so simply. 

So far, CONSORTIUM has sold well enough to keep certain key members on the payroll in order to release the Master Edition and other patches since launch (including creating and sending out the physical rewards for all you backers and working on the port for Mac and Spanish localization). These efforts have allowed us to fix and improve the game in addition to making strides to reach a wider audience. The Mac port is 90% done, and the Spanish localization is pretty much finished – we are just working out a few bugs with it. Getting the game localized into Spanish was a FAR more difficult task than we anticipated.

Goldhawk Interactive has another post about backer rewards for Xenonauts.

Onto the final stretch now - the first 250 of the 500 packages have already been dispatched to all corners of the globe and we have a final date for the arrival of the Art Books!

And for last a new article on Gamasutra with Kee-Won Hong about how all his funding was spent on his kickstarter game. It's an interesting read.

Full disclosure is the primary purpose of this post. The backstory - in March of 2013, I ran a 30 day Kickstarter for my cyberpunk 2d shooter 'Contract Work'; it finished just over it's goal of $5000 with 110 backers. Although the campaign was a success, the initial public release was a dismal failure, selling only 3 copies (though many more people did play the game). This is a breakdown of the money numbers and thoughts on what worked, what didn't, and what happens now.

Information about

Kickstarter Games

SP/MP: Unknown
Setting: Unknown
Genre: Unknown
Platform: Unknown
Release: In development


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