Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

KickStarter Free Stars: Children of Infinity - upcoming Star Control 2 sequel from original creator Fred Ford

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,748
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/projects/pistolshrimp/free-stars-children-of-infinity/posts/4095088

Artist Showcase: George Barr​


We are happy to have some original pieces from George Barr, classic illustrator of fantasy and science fiction. Beyond his own career in painting and illustration for books, magazines, Dungeons & Dragons, and even briefly for Star Trek, players might know him for his paintings of many beloved aliens and scenes from The Ur-Quan Masters.

7254d43664696c999cf38ff28daaeac5_original.jpg
Original Syreen concept by George Barr
Before we started working on Children of Infinity, Paul met with George to select a handful of pieces he wanted to use in the creation of our game. You can see a showcase of these pieces and listen to the interview Paul and George did together in one of our previous blog posts where we cover some of George's own history as well as his work for The Ur-Quan Masters.

In Paul's own words: "George Barr was instrumental in creating the fantasy world and adventure of The Ur-Quan Masters. We very much want him involved in this new game. Unfortunately, he’s suffered vision loss and is unable to create new artwork. We decided to come up with a different plan. We went through some of his original artwork that he was able to sell and license, and by god we are going to find a way to use it because George is awesome."

b5c6bc8322bdcd9e14fd173a171115ae_original.jpg
"Reptile" concept by George Barr
We shared these pieces publicly in our blog post, and our own Robert Mauritson actually started creating story interpretations of some of them told as short comics. We loved the story of his "Reptile" comic so much that we used it as the background for this alien Children of Infinity. Below is the final panel of that comic.

b4d7c2d95398ae44dcc5bec84477f8f1_original.png
"Reptile" concept paintover by Robert Mauritson
We are grateful to have some of George's pieces for Children of Infinity and for Paul's time and dedication to finding a way to use his wonderful work even though George can no longer create new art. If you enjoyed learning more about George's legacy and contributions, we encourage you to seek out his work across the internet and check out his UQM art and interview with Paul.

If you missed it, be sure to check out our previous updates on Arne (aka AndroidArts) and Ben Chandler, as well as our video interview with Robert Mauritson.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,748
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Coming up on the podcast - MRY



Fred and Dan chat with Mark Yohalem of Wormwood Studios, creators of Primordia, Strangeland, and Fallen Gods. Mark describes how story and gameplay work together, and dives into some of his favorite moments from The Ur-Quan Masters.

0:00 - Theme music
0:14 - Introductions
1:23 - Starflight and the roots of UQM
9:24 - Simulation vs. arcade gameplay
16:00 - Exploring space
21:22 - Beginning a game story
33:40 - Expanding on gameplay
39:13 - Importance of controls
41:24 - Space opera
47:30 - Item systems and RPGs
1:00:35 - Sourcing ideas from fans
1:11:15 - Mark's start in games
1:26:45 - How kids experience games
1:34:00 - Writing and gameplay
1:40:53 - Games with time limits
1:58:02 - Finishing a game project
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,748
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/projects/pistolshrimp/free-stars-children-of-infinity/posts/4101125

Lorebook Showcase​


In the olden days, a game manual was either required reading for playing a game or simply the place for all the content that wouldn't fit on a disk. Whether you pored over the pages to defeat a copy protection mechanism, read a manual to figure out the control scheme or installation instructions, or simply relished in the extra text, images, and writing, manuals were an essential part of playing games in the era of The Ur-Quan Masters.

8d581dc89dcc400c7a4fe23de1218ae2_original.png
Mockup of Lorebook
Requiring a player to read a physical manual to play a game is out of place in our age of digital distribution, but we wanted to make something that played into that experience we loved. Our Official Lorebook is the perfect companion for players who want to immerse themselves in the Free Stars universe with its art, history, characters, and stories from development of Children of Infinity.

aa805edc5f1d3a507d846dfaa2378bd4_original.png
Mockup of an interior page about creating "The Nanobes".
You can expect pages full of finished art, concept art, lore, and details on our world. Maybe even a few secrets, too! One of our biggest challenges will simply be limiting the number of pages because we want there to be something in there for everyone. Whether you want to see ships, aliens, planetside creatures, or stories of development, we are looking forward to crafting something players will treasure.

e81b3dd8c61169012ae2ecc3310012eb_original.png
Mockup of an interior page on creating ship designs
Unlike game manuals of the past, you won't need this to play the game. But just like game manuals of the past, if you love being immersed in the universe and want to wonder more about what's going on in, behind, and around what you see in the game, the Lorebook is for you, available digitally or physically at different tiers. What do you want to see in there?
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,748
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/projects/pistolshrimp/free-stars-children-of-infinity/posts/4099436

Stretch Goal Unlocked: Console Ports​


We just hit our twelfth stretch goal: Console Ports!

fba238ee7adf0ad57d010251dcfcda53_original.png

Thanks to your support, we'll be able release Free Stars: Children of Infinity on the Switch, Playstation 5, and Xbox Series X platforms. We've heard so many requests to play on consoles, and we're happy we can fulfill them!

A quick reminder on what will happen with some FAQs:

Can I exchange my digital key for a console key?​

Yes! When we send out backer surveys, you will be able to select which platform you would like your key(s) on. For backers receiving multiple keys, you may mix and match as you wish.

Will online cross-play (e.g. Switch<->PC) be supported on consoles?​

This is possible with our technology, but we can't commit at this time. When we have more information, we will let backers know. Since first parties like Nintendo decide what is permissible on their platforms, we must abide by their rules.

Can you release The Ur-Quan Masters on consoles?​

Maybe, but we aren't planning on it at this time. One game at a time!

Up next is our penultimate stretch goal, and the one we hear many requests for: English Voice-Over! For many of us, the voices from The Ur-Quan Masters were special, memorable, hilarious, and full of love and charm. We want to make it happen again! We know many of you want it, and we're only going to do it if we can do a great job of it without risking our important story and writing. We're in the home stretch now, so launch fighters and get everyone you know to join our fleet and hit that goal!
 

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,606
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Oh. I haven't been getting notifications for a while. Just noticed the Kickstarter is almost over. Do I want in on this? Looks like a few of us are excited. Last thing I remember is them leaning heavily on crowdfunding for development with big $$$ patreon buy-in and stuff which seemed skeezy a couple years ago since aren't they already millionaires? What I'm seeing now looks like it could be a nice game though. Opinions?
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,748
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/projects/pistolshrimp/free-stars-children-of-infinity/posts/4101396

Ship Art Showcase - New Ships​


This is Part 2 in our series about ship art for Children of Infinity. If you missed it, check out Part 1 which covers how we're bringing the classic ships into our 'new remembered' universe!

Yehat Terminator, Druuge Mauler, Chmmr Avatar, Pkunk Fury, Earthling Cruiser, and Ilwrath Avenger ship art

When approaching Children of Infinity, Melee was one of the first things we developed. Having our ships be fun to fly is essential to the experience of the game, and we started with the classic ships from The Ur-Quan Masters. Once those were complete, we were ready to start making new ships. Between Simple and Dan's work creating ship 'templates', we can prototype ships incredibly quickly. At the time of this update, we have over 30 additional ship prototypes created, including a new one Dan made live on stream for demonstration purposes yesterday. They won’t all make the final cut, but that’s the intended purpose of our very rapid prototyping and playtesting techniques.

Designing new ships is far from the hard part. In fact, it's so fun that it's hard to stop and work on other things! We're looking forward to bringing backers' ships to life and teaching people who've signed up for our Design Tutorial tier, and we already have a ship-making community in our Discord with motivated modders. The real challenge for new ships is asking ourselves: what do we want to do visually that we couldn't do before? How could ships express their character with modern technology?

e4d30f6173817eb897dc8eada2c6190f_original.gif
Duo ship demonstrating its articulating petals.
One of the first things we wanted to try was leveraging a full-3D ship, complete with modeling and rigging for animation. This served many purposes: learning what the production budget would be like for our “fanciest” ships, helping us understand the workflow, and, most importantly, seeing how big an impact we could make by having a fully modeled ship. The result is what we call our Duo ship, a fully-animating, 3D ship. Its design currently involves a gradual form change with each of the petals blooming separately, and one of its abilities will let it rotate to be viewed from the top down when it performs its special attack.

26c565ecf07579e51e67d76e361b1b03_original.png
Duo ship from the side and its rotated, top-down blossom view.
While having the flexibility to view it from any angle and animate lets us create some unique visuals, we also learned this kind of ship is very expensive to create compared to our normal 2D-in-3D ships. Beyond that, given the fast pace of Melee, communicating what the ship was doing when its silhouette moves creates some challenges for gameplay. It was our intent to learn about the “high end” with this ship, and we succeeded: the cost to benefit ratio was not great, so we'll be doing this more sparingly.

0bb9c724aff7187ffd91b3eb421ea55d_original.png
Minigun ship.
Our next ship was a test splitting the difference with our aptly titled Minigun ship. We combined the benefit of modeling and animating a rotating gun barrel and ammunition in 3D with our much cheaper 2D workflow to create the rest of the ship.

4317d5494d21c33d0f37fc1ceb3bbf92_original.gif
Minigun ship, now with twirling action!
During gameplay, you’ll never notice, but this ship is actually a mutant of 3D and 2D shapes! Talk about “make sure to get my good side”.

a6cbfae55514e5e7ff57ebe70477b63e_original.png
We swear, the hull is spaceworthy.
This ship was much more successful than the Duo because it made limited use of 3D to communicate a fun gameplay feature while enjoying the benefits of keeping the rest of the ship simple. We’ll likely be making more ships with this approach when we’d benefit from a 3D object we can turn, and we’re already using some limited 3D for other objects in Melee like our asteroids which tumble about or the Chmmr Avatar’s twirling ZapSats.

137b0a271495609416324be360c722fb_original.png
Frame-by-frame of the Symbiote's transformation.
Seeing the bang for our buck we’d get from simply being able to animate ship parts, we opted to try what we call a paper doll approach for another of our new ships titled the Symbiote. This ship also changes form between a flying ship and a turret which mounts on top of other, allied ships, and we wanted to do something cool to distinguish its different forms. From the top down, it simply looks like an animating ship.

ed3d2fe425cf4722efcdf28a85ff627b_original.gif
Symbiote ship transforming between "flight" and "turret" modes.
Again, like the Minigun, you don’t want to catch it from the wrong angle! This ship and approach were tremendously successful, combining the character of rigged animation with the advantages of our pseudo-3D workflow.

387e1186bfec2361ac37183110bfe9f4_original.png
More smoke and mirrors. You'll never notice, though.
We found this approach so successful and fun, we even applied it for one of our classic ships we hadn’t done yet, the Zoq-Fot-Pik Stinger, with some articulating "arms" seen below in an early version!

ade451a6913d84382e1fd9480d2b3430_original.gif
But what do the other ships taste like?
How do we approach our new ships creatively compared to the classic ships? About the same way! As we discussed in detail in our previous post, our universe thrives on diversity. Ships are much more like characters than vessels. We want to fill our game out with new characters that the player is excited to inhabit, with colorful, vibrant, charming, and wildly different behaviors. The Symbiote ship, for example, is designed expressly with the purpose of having an ally in multi-ship Melee to “ride” on. We want its art to express the same thing its gameplay does: something unique, magical, and fun to play.

We’ll have plenty more ships to make, including the ships our backers are helping design. If you, too, would like to make your own ship, we still have backer slots open for our Private Playtest & Design Tutorial! We’re excited to share our process and teach you how to do it, yourself.

As we come into our final hours of our Kickstarter, we still need as much support as we can get. You want voices. We want voices! Join our Discord to join the community effort helping spread the word, and please share our Kickstarter around your own social networks, forums, and friend groups you have. Thank you so much for being along for the ride!
 

Unkillable Cat

LEST WE FORGET
Patron
Joined
May 13, 2009
Messages
27,445
Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
OK, now it's all but guaranteed that Tyrian was an influence here.

First the minigun ship, now the Symbiote.

Remember two-player mode in Tyrian? How the ships could merge together and one player would fly the ship, while the other aimed the turret? (Something the Tyrian devs stole from Blasteroids, but that's another story...)
 

Cael

Arcane
Possibly Retarded
Joined
Nov 1, 2017
Messages
20,862

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,748
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/projects/pistolshrimp/free-stars-children-of-infinity/posts/4103577

Special Livestream Today at 4pm PT​


We’re hosting a special send-off stream on Twitch at 4pm PT. Paul Reiche, Fred Ford, and Dan Gerstein will be there to express their appreciation, joy, and heartfelt thanks for all of your support during this incredible campaign. The campaign doesn’t end until 9pm PT, but we wanted to take a moment to be together, speak with you, and celebrate! Bring your excitement and snacks to share.

We hope you can join us today on Twitch as we talk about the wild 30-plus year journey we’ve been on to reach this exciting moment.

Let's make our final day an amazing one. Share this Kickstarter far and wide, and help us get as much support as we can!
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,748
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
It's done: https://www.kickstarter.com/projects/pistolshrimp/free-stars-children-of-infinity/posts/4103586

Stretch Goal Unlocked: English Voice-Over​


We just hit our thirteenth stretch goal: English Voice-Over!

38fbf40a4b6bd86cdb0ff30dca36e8e4_original.png

Thanks to everyone's support, we'll be able to add English voice-over for all of our alien communication screens! We know that so many players loved the creative, weird, and memorable voices from The Ur-Quan Masters in its voiced incarnations, and we even heard people saying the game wouldn't feel the same without them. By securing the required funding, we are able to pursue doing our writing and our aliens justice while still being able to voice the characters!

When we set this goal, we were very intentional about the price. We want to be able to write a rich universe for players to immerse themselves in, and we don't want to limit our ability to do all the writing we need to make that experience excellent. Put simply: we have a lot of words and story to tell, and that directly affects the cost of voice-over. For any game, voice-over adds a level of complexity, like thinking about when text gets locked down from changes and the cost of adding new text, that is otherwise easy to ignore.

Thank you for helping us reach this high. We still have one final stretch goal, and it's a big one. We would love to Completely Open Source our entire product if we raise enough funding. It's quite the moon shot, but what if we made it happen? It would be a story for the ages!

Even if we don't meet that final stretch goal, all additional funding helps us improve Free Stars: Children of Infinity. The more support we receive, the more opportunities we will have to improve the game throughout. Every single bit from every single backer helps us.

Thank you again, so so much! Let's keep spreading the word until our campaign ends tonight at 9pm PT.

https://www.kickstarter.com/projects/pistolshrimp/free-stars-children-of-infinity/posts/4104255

We did it! Thank YOU!​


Report from Planet Surface: MISSION SUCCESS!

Earthling Commander celebrating with Yehat and Pkunk Ensigns.
Live feed from Starbase during final countdown.
We wanted to send a brief update to celebrate and thank all of you for the success of this incredible campaign. With your support we raised $680,619 dollars from 6,785 backers and smashed all of our stretch goals except one (okay, the crazy one), surpassing our initial funding expectations many times over.

We are honestly amazed at the level of support we've received since starting this campaign, and we couldn't have come this far without all of you. It means so much, after seeing the community dedication people have had for our universe and games through the years, to feel the encouragement and excitement for what we're doing. We are grateful for your support, your feedback, your involvement, and for being a part of our amazing journey.

Look forward to another update where we go over our campaign and cover what will happen next, including details on how we'll be handling surveys and late pledges.

We can't wait to make something wonderful together. Thank you to those who have kept the flame lit or those who just signed on with the New Alliance of Free Stars. We couldn't have done this without you.

With Infinite Gratitude,
Pistol Shrimp
 

Unkillable Cat

LEST WE FORGET
Patron
Joined
May 13, 2009
Messages
27,445
Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
https://www.kickstarter.com/projects/pistolshrimp/free-stars-children-of-infinity/posts/4101396

Ship Art Showcase - New Ships​


This is Part 2 in our series about ship art for Children of Infinity. If you missed it, check out Part 1 which covers how we're bringing the classic ships into our 'new remembered' universe!

Yehat Terminator, Druuge Mauler, Chmmr Avatar, Pkunk Fury, Earthling Cruiser, and Ilwrath Avenger ship art
Oh, hell no! The original ships were bright and distinctive. These are like faded photos of the originals. Nonononono!
I'm fairly certain these are the default models without any lighting enabled. Like how they would look in the garage when all the lights are turned off. (Not that the Ilwrath care, they'll just cloak and burn.)

In the trailer video you can see basic lighting being applied, and it makes a difference.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,748
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/projects/pistolshrimp/free-stars-children-of-infinity/posts/4105775

Campaign Stats, Survey Plan, and Late Pledges​


Thank you for making Free Stars: Children of Infinity happen! We wanted to take this first moment of calm to just appreciate what all of you have helped us accomplish. We’ll talk later about what you can expect in the next few weeks, but let’s start by reviewing how our project performed. All of this is public information, but we wanted to summarize it as a celebration and analysis for everyone.

Project Summary​

  • In the 30 days our project was active, we raised $680,619 from 6,785 backers! That’s roughly $100 per backer!
  • We met all of our stretch goals, except one!
  • We received over 800 comments while the campaign was active, and that’s not including all of the private messages you sent us!
  • Our Discord community where we are most active grew to 1,300 users!
c2c6e18737fe6e0653796e01afb89035_original.png
Line go up!
All that to say: we were successful and our community was extremely engaged! Our project is quite unique in that it “punched above its weight”. Given the size of our mailing list, following on Twitter, numbers of supporters on our Patreon, and members in our Discord, traditional metrics would not assume we could reach so many people or reach so far, but we did.

It's general wisdom to expect an average of $50 USD per backer and to only expect a percentage of our audience to join a Kickstarter. $100 USD per backer and our backer count defies the general data! We reached far more people than expected and received an outpouring of support, excitement, and contributions.

This campaign truly had the best backers we could hope for.

Next Step: Surveys​

What comes next? Here's a quick rundown:

First, Kickstarter needs to transfer over the funds so we can start budgeting our project, including the necessary amount reserved for physical goods manufacturing. This can take up to two weeks.

Second, we will be collecting information from all of you, including shipping addresses for physical goods. We’ll need information on what platform you’d like for each of your digital keys, the name you’d like displayed in the credits, name for the lost crew log, or message from earth. We’ll send out a BackerKit survey to collect this information, as well as describe guidelines like maximum name or message lengths.

For backers who are contributing their designs, part of a private playtest, or joining our design tutorial, we will follow up with you separately to coordinate the timing and details of those, but those will be happening further along in the project.

We’ll give you a heads-up before we send the survey so that you can watch for it. You don’t need to create a BackerKit account to answer your survey, and the invitation email contains a link to your personal survey.

If you need to change your survey responses, purchase add-on items, or update your shipping information, you can click the link in your survey email again or request your survey link under "Lost your survey?" on our BackerKit project page. (This page will only start working after we send the surveys out.)

If you used your Facebook credentials to log in to your crowdfunding account, the BackerKit survey link is sent to the email address you use for your Facebook account. If you have another email address that you prefer to use, please contact us!

Frequently Asked Questions​

I’m having trouble with my payment. Can you help?​

We’ve heard from some people having issues with payments to Kickstarter. Please be sure to check their link on common pledge problems, and don’t hesitate to contact them for support. Kickstarter is responsible for all payment handling. If you are unsure about whether your payment has succeeded, please reach out to us, but we can’t resolve issues with your bank or credit card.

What if I need to change my shipping address before you send physical rewards?​

When we know when we’ll be shipping physical items, we will give you notifications that the survey is closing so we can lock in things like shipping addresses.

Will I be able to pledge if I missed the Kickstarter, increase my pledge level, or get additional add-ons?​

Yes! Once we finish our set-up, BackerKit will be available for all of this, and our Kickstarter campaign will have a link to redirect there. We’ll notify everyone when this is available (likely around the same time surveys are going out).

How long will I be able to make adjustments or late pledges?​

We can’t say for sure, but we expect it to be available at least for the next 3 months. After that, we will likely continue to allow additional pledges for physical goods and changes to what platform you'd like your keys for a longer period, but may limit things like new data (e.g. messages from earth) coming into the game.

Please take a moment to celebrate and appreciate what you've all done! Thank you so much, and we're looking forward to sharing our development progress on Free Stars: Children of Infinity with you.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom