Kickstarter Weekly vol. 29 Alison Fleming May 28, 2014 Features Diablowing – Funding Goal: £12,000 Axeforge A shoot-em-up with the sort of treasure generation found in the likes of Diablo or Torchlight, Diablowing is an extremely enticing project. The story is simple enough – you play a pilot who forms a squadron and goes on adventures across the galaxy in search of loot and glory. Obviously one of the biggest draws here is the way that items are generated, and the game certainly goes all-out on that front. Everything from shields, engines, and salvage modules to the multitude of weapons you can attach to your ship is randomized, and comes in a ton of different varieties, with an equally large number of different modifiers attached. Variety seeps from just about every other pore of the game as well. In order to increase replayability, enemies don’t come in premade waves each time you play a level. Instead, each level has a pool of foes and attack formations to choose from and mixing the two should make sure that each playthrough is distinct. There are also a number of different ships to choose from which all have their own strengths and weaknesses, and can all be upgraded and improved. The game seems designed to be as replayable as possible, and to allow as many different playstyles as possible. Diablowing is currently 11 percent of the way to its goal, and the project continues until June 15. A pledge of £6 will get you a copy of the game on one platform, while a pledge of £10 will get you a copy on all the planned platforms. It’s currently being developed for PC, Mac, iOS and Android. Distant Origins – Funding Goal: $300,000 Exohive Set on Antarctica several million years ago, in an alternate timeline, Distant Origins is a slightly odd take on traditional fantasy action-adventure games. The game relies on a lot of tried and tested tropes, but aims to implement them in a unique way – while the setting is intriguing and strange, the main plot is still focused around gathering parts of an artifact. A lot of work has gone into sculpting the story and the setting, with the developer aiming to create a compelling world and lead character. The gameplay is a mix of exploring, fighting, puzzle solving and frantic boss fights. Exohive claim that the core of the gameplay will remain simple, but will have a lot of variety to it. There are a lot of sidequests and secrets to discover, and tons of upgrades and different weapons to fight your foes with. Distant Origins is only 1 percent of the way to its goal, and funding continues until June 13. A pledge of $15 will get you a copy of the game, and it’s scheduled to be released for PC, Mac, iOS and Android. Farrah Rogue – Funding Goal: $25,000 Epsilon Studios Farrah Rogue is a multiplayer shooter that harkens back to the days of Goldeneye and Quake. The gameplay is fast and frantic – you run and hop around the maps, pick up a variety of weapons, some strange and some mundane, and blast your friends away. The levels are dynamic, with setpieces shifting and platforms rotating or falling away as you play. The game is designed for splitscreen, couch-based multiplayer like a number of well-loved classic shooters. This is an intentional thing, given the games that inspired this project, so things like a singleplayer campaign and online multiplayer are only available with Stretch Goals. The game’s very bright, filled with splashed of colours on everything – levels, characters, weapons. Mix that with a multitude of weapons and projectiles and the game offers a very chaotic experience. There’s also a number of multiplayer modes – from things like Deathmatches and Capture The Flag to the intriguingly titled Escape mode. And with 20 maps, the game should have a good deal of longevity. Farrah Rogue is 2 percent of the way to being funded, with funding continuing until June 29. Pledging $15 will get you access to the game, although there are still slots open in the $10 Early Bird tier. Epsilon Studios are planning to release the game on PC, Mac, Ouya, WiiU and the Xbox One, and are working towards getting accepted by Sony. Caffeine – Funding Goal: $70,000AUS Dylan Browne Set in the future, in the bowels of a seemingly-abandoned ship, Caffeine casts you as a young child with no memory of how he ended up where he is. Your task is to explore the complex and figure out what the situation is on-board. Needless to say, there’s something deeply wrong on the ship and things go wrong eventually. The atmosphere to the game is interesting. While it’s very much a psychological horror game at heart, there’s a comic element to proceedings. Take the backstory, for instance, which mixes drama with humour. Caffeine is set in 2097, decades after the Earth’s resources have been depleted. Corporations have built huge ships to mine the materials necessary to survive, and one of these, oddly enough, is the eponymous caffeine which is apparently vital to human existence. The game itself is a mixture of puzzles, subtle horror and exploring the ship, finding out what happened. You can find this lore in a number of ways – audio tapes are included, of course, but so are things like scattered notes, scrawlings on a whiteboard or other visual cues. The gameplay shown so far shows a very tense atmosphere to the exploration, and horror seems to be slower building than throwing a lot of jump scares at the player. In addition to all this, the game recently moved from Unreal Engine 3 to 4 and it shows – it’s absolutely gorgeous. Caffeine is 3 percent of the way to its goal, and ends on June 19. Pledging $25AUD will get you a digital copy of the game, although there are still slots open in the $15AUD Early Bird tier. It’s being developed for PC, Mac, Linux and PS4 and will have Oculus Rift support. A demo of the Unreal Engine 4 version of the game is available here, while a slightly outdated demo of the Unreal Engine 3 version can be found here. Amplitude by Harmonix Amplitude was successfully funded, finishing up at 109 percent of its goal. Codemancer by Important Little Games Codemancer was successful, ending at 439 percent of its initial goal. Three stretch goals were reached – a Level Editor, an online course for learning Python that will help transfer the skills learnt in the game to real world situations, and a novel set in the Codemancer universe. These will all be free for all backers. Exogenesis by Kwan The game was funded, ending at 176 percent of its initial goal. Two stretch goals were reached – full voice acting and ports to a number of other systems, including PS Vita, iOS and Android. Beyond this, the game has been picked up as part of Ouya’s Free The Games fund, which means that Ouya have doubled the initial goal and will assist the team in releasing the game, in return for three months of Ouya exclusivity. Hextraction by ComboMash Hextraction was cancelled on May 16. This was for a number of reasons, most notably that the project was on track to fail to meet its goal and also because ComboMash have received a great deal of feedback and want to return later with a clean slate. The developers have noted that they will likely reach out to those who backed at early access levels once the game was in a playable alpha state. Hover: Revolt of Gamers by Midgar Studio Hover was very successful, finishing up at 306 percent of its initial goal. The project reached a number of stretch goals, including a WiiU port and an extra district that effectively doubles the size of the game’s city. The Universim by Crytivo Games The project was successful, ending at 121 percent. One stretch goal, support for multiple languages, was reached.