kickstarter

Dragon of Legends starts Steam early access testing next week

It has been a long, long while in the coming, but gorgeous pixelart RPG Dragon of Legends is finally coming to the public stage next week. Thrive Games announced that the title will launch on Steam early access next Friday, December 15th.

Dragon of Legends is a Norse-themed 2-D action RPG with a retro style that ran a successful Kickstarter last year. It offers a lot of character customization, seven classes, and lots of hand-designed pixel art.

While the early access version will be single-player only, the team will be working on getting multiplayer functionality ready for the full launch version. Also planned between now and release are additional classes, Steam Workshop integration, and cross-platform play with mobile devices.

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Crowfall studio ArtCraft just raised another $6M from investors to launch the game

Lest you be dispirited by the fact that Crowfall’s soft launch isn’t going to make 2017 as promised (after also not making 2016), ArtCraft has a post up today outlining all the things the team did accomplish this year. And one of those things happens to involve acquiring another chunk of cash from investors.

“After a lot of discussion over the summer, we decided to do a larger raise to expand our game content, cover all launch expenses and to have enough funds to drive a respectable marketing campaign at launch,” J. Todd Coleman and Gordon Walton write today on the official site. “We believe this is the right approach, so we pitched it to our investors. They agreed. We are delighted to announce that on December 1st, we closed another financing round for an additional $6 million. This money will be used to fund the completion, launch and marketing of Crowfall. This means we’ll be hiring a few more people, we’ll be able to invest more in our live infrastructure and support more players; and we’ll be able to get some real attention once the game is ready.”

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Shadow’s Kiss ends Kickstarter with 300% funding and several stretch goals

Expect some vampires to be popping bottles of the red bubbly today.

The team behind Shadow’s Kiss is celebrating the conclusion a modestly successful Kickstarter run, the funds from which will help to get this indie vampire MMORPG made. The game passed 300% of its target goal for funding, ending up at the $80,414 mark thanks to the efforts of 884 backers.

Fans and backers will be pleased to see that all of this overachieving has resulted in numerous stretch goals, including last-minute ones such as a “frenemy” system for seducing enemy groups and a demolitions expert who will train you in making things go ka-boom.

Congrats from the Massively OP team for a good run! It will be interesting to see what this small team can do with 80 grand in the future.

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Survive the Nights brings back classic fort-building survival

Can we make an agreement right now, you and I? That if the world ends because of a zombie uprising, maybe we can work together for mutual survival instead of succumbing to a battle royale mentality on day two of the apocalypse? There’s no reason to do the zombies’ job for them.

The undead are on the move in yet another survival sandbox, but at least Survive the Nights is more focused on teamwork and fort building than stabbing friends in the back over a can of peas: “Survive the Nights is a unique FPS survival game focusing on teamwork, fortification, creativity and strategy. Secure a structure or roam free, the choice is yours. Survive the Nights focuses on realistic survival, post zombie infestation.”

The multiplayer sandbox ran a successful Kickstarter campaign in 2014, raising eight times its original goal. Currently, the game’s 64 square kilometers of playable area is gearing up for early access on Steam, which the team considers a soft-launch of the current alpha build. Steam keys for backers should be going out today, but you can keep your eye on the Steam page for a way to get into it if you’re not one of the game’s funders.

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Make My MMO: Camelot Unchained inches closer to beta one (December 2, 2017)

This week in MMO crowdfunding, Camelot Unchained’s weekly progress report is on the shorter side (for CSE) given that the game’s monthly newsletter just went out, but there are some interesting tidbits within, including the fact that the studio is considering uprooting the game’s hosting services and migrating elsewhere. The team’s also been working on battlegrounds and warbands, status effects, animations, female clothing, tech stuff, and boats.

In great news for anybody still lamenting World of Darkness, victory seems assured for vampire MMORPG Shadow’s Kiss, whose Kickstarter should conclude on Tuesday with more than double its ask.

Meanwhile, Elite Dangerous patched its patch, Shroud of the Avatar is hosting a Movember team, Valiance Online teased female toons, Project Gorgon is planning its next update early tomorrow morning, we spoke to Mark Jacobs about developer wages, Ship of Heroes prepped its combat alpha, and Star Citizen drove eyebrows to the sky by announcing the pre-sale of land claims in space.

Read on for more on what’s up with MMO crowdfunding over the last couple of weeks and the regular roundup of all the crowdfunded MMOs we’re following.

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City of Titans shares details on creating its mission lines

There’s already a lot of lore floating around for City of Heroes-inspired indie MMORPG City of Titans, but all of the lore in the world doesn’t mean much if you never get to see any of it in the game. So the latest development update is about the process of making even the game’s simplest missions take shape. There are three different sorts of missions outlined (self-contained Tips, game-spanning Sagas, and area-related District Stories), but this particular development entry is just about bringing a self-contained tip from concept to completion.

Tips are the shortest and simplest mission type, meant to make up quick half-hour play sessions, starting with a tweet-length summary of the major plot points. While the goal here is to make these missions fairly lore-agnostic, care is taken to ensure that there’s still a sense of the overall lore and an interesting situation for players who really do enjoy the game’s storylines. Check out the full dispatch for a more thorough breakdown of all the work going into even the littlest elements.

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Shadow’s Kiss devs interview vampires as their Kickstarter nears finish line

Even though it’s looking more like Christmas than Halloween around these parts, Shadow’s Kiss is taking its Kickstarter all the way to the bank. The blood bank.

The indie vampire MMO is about to finish a successful fundraising campaign, having raised over $67,000 of its initial $25,000 goal. This means that the community has unlocked a number of stretch goals, such as crafting, a ritual magic system, a soundtrack from Midnight Syndicate, and demolitions.

“We’re honored and a bit overwhelmed by the support from the community,” said Clockwork Throne President Thomas Sitch. “This Kickstarter is going to allow us to finally bring the world a vampire-themed MMO, with gothic story elements, horror, and the ‘coolness factor’ of being a vampire set on ruling the night.”

Flush with all of that future cash, the team apparently funded a trip to the city to interview real vampires during which all of the devs were killed. Or so the following mockumentary videos would have you believe.

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Fractured tops 5,000 registrations, progresses toward Kickstarter and alpha

Its team might be miniscule, its alpha more than a year away, and its funding still unsecured, but Fractured is powering ahead as best it can to lay down the foundations for this sandbox MMO.

Fractured’s first state of the game was posted on Monday to bring fans up to speed on what’s been done since the title was announced earlier this year. While some systems (including many sandbox elements) have yet to be initiated in development, the two-person crew has already pulled together a core of this MMO, including movement, action combat, backend infrastructure, an authentication system, pathfinding, and a prototype of the Knowledge system. The devs attribute their quick progression on the project of the use of Improbable’s SpatialOS platform.

The team said that over 5,000 fans have registered accounts so far from 100 different countries. “We’re glad of how far we’ve gone in barely over three months with such a small team of coders, and we’re excited to think of how fast we’ll become once the project receives proper funding and our devs at least double in number,” the devs said. “Looking at our development speed so far, the fact there’s still one year left to the planned start of Alpha 1, and the fact a Kickstarter and subsequent team expansion are going to happen in between, we’re confident we’ll deliver all that’s been promised.”

While it will be a while before fans can try out the game for themselves, the dev team did promise to release some actual screenshots and in-game footage to give people an idea of what Fractured looks like.

Source: Fractured

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Another year passes and Jeremy Soule’s Kickstarter album is still unreleased

How about this for a new November tradition at Massively OP: Let’s get together at this time every year to see if video game composer Jeremy Soule is ever going to make good on his effort to create and release his classical music album, The Northerner. Because between talking about it this time last year and now, Soule still hasn’t produced anything substantial to show for the $127,000 that he raised from fans in a 2013 Kickstarter campaign.

This raises the deep question: What do you call it when a music album becomes the equivalent of “vaporware?”

Kotaku noted that in the past year, a fake apology from Soule somehow got posted to the Kickstarter page and then left there without any way to remove it. His representatives pointed fans instead to a February 16th Facebook update in which Soule explained that part of the reason for the delay is that his company is developing a new musical technology that will be used in the symphony. A much more recent update stated that his “Northerner Diaries” — excerpts and vignettes of the upcoming album — will be released next month on December 20th.

Our suggestion? Check out Guild Wars 2’s newest expansion album instead, which is currently available to listen and purchase.

Source: Kotaku

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Perfect Ten: The biggest MMO stories of 2017

One thing you can say for the MMO industry: It never ceases to surprise all of us. No matter what predictions we may make at the beginning of a year, by December we will all be proven fools who lack vision and foresight.

Although 2017 isn’t quite over yet, we here at Massively Overpowered wanted to count down the biggest news stories that crossed over into our neck of the woods so far this year. We witnessed controversies and delights, shockers and sadness. We saw launches and shutdowns, expansions and bugs.

So before we move into 2018, let’s take a look at the year that was and remember the biggest stories that dominated headlines.

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ECO’s player housing is more beneficial than you think

In some online games, player housing is mostly a way to show off personal creativity and set up a space of your own. In ECO, however, it will be much more than that.

The dev team introduced its new housing system, saying that setting up an abode will be an important way to help your character to grow. You know, before the end of the world and all that.

“The better furnished your house is with the more variety of rooms, the faster you’ll gain skill points,” the team said. “Adding furniture of matching categories to a room (i.e., bathroom, living room, bedroom) will provide a room bonus to the property owner, and having multiple rooms of various types will apply a ‘balanced house multiplier.'”

Of course, make your house too big to draw these benefits, and you’ll be putting the planet at risk. Shame on you. Player housing arrived in the Alpha 6.1 patch.

Source: Kickstarter

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Australia turns up the heat on lockboxes

The controversy over lockboxes and their legal status continues to draw more attention from governments, with Australia now weighing in on the issue. Not the whole country, mind you, but the Victorian Commission for Gambling and Liquor Regulation (VCGLR), which wrote a letter stating that lockboxes were considered gambling under the country’s laws.

While the VCGLR doesn’t typically oversee video games, its opinion does carry weight in the government and could prompt action on the proliferation of lockboxes in online games. The problem? The government body says that it’s very hard to regulate and that “there are a lot of variables at play.”

“What occurs with ‘loot boxes’ does constitute gambling by the definition of the Victorian Legislation,” wrote VCGLR Strategic Analyst Jarrod Wolfe. “Unfortunately where the complexity arises is in jurisdiction and our powers to investigate. Legislation has not moved as quick as the technology; at both State and Federal level we are not necessarily equipped to determine the legality of these practices in lieu of the fact the entities responsible are overseas.”

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City of Titans vows ‘no lockboxes’ for its business model

You might have missed the riots in the streets over lockboxes these past few months, but we assure you, the controversy is very real. One game where this won’t be a problem? City of Titans.

The team opened up about its business model this week, explaining how it will make money as an indie superhero MMORPG. Despite needing revenue as badly as any other small game, City of Titans promised not to include lockboxes as part of its business plan. For the record, the game is adopting a buy-to-play model with a cash shop and optional subscription.

“We’ve put a great deal of thought into how to finance profitably but ethically,” the team said.

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