Camelot Unchained's Kickstarter odyssey is almost complete, and as of press time there's a little over a day remaining. City State's fantasy RvR sandbox stands at just over $1.82 million out of its $2 million goal, so Mark Jacobs has penned a dev diary designed to push the game's funding over the top.
He outlines the many challenges inherent in managing both a Kickstarter
campaign and an ambitious MMORPG project, and he hits the highlights of
the former which include three faction RvR, Minecraft-style
building options, and a custom engine that has easily handled hundreds
of simultaneous players at well over 200 frames per second. Finally,
Jacobs thanks CU's current backers, whom he says have given unprecedented support to the tune of a $160 average pledge.
As I write this, the Camelot Unchained Kickstarter is getting
close to the end, with about 38 hours left to go. Our total stands at
$1.73 million. Every comparable game has had a strong final day, so
while we haven't reached our target of $2 million yet, we're pretty
No matter what happens, I'll be forever grateful to our backers. They
have been simply awesome. Right now, our average pledge is around $160.
This is completely unprecedented. I've looked at quite a few crowdfunded
games, and not a single one has been in the same ballpark. Some have
raised more total dollars, but they have all done so by attracting
larger numbers of people at a lot less per head, more like $55 to $60.
We knew Camelot Unchained was more of a niche game, and because of this,
we expected / hoped our average would be higher. But as they say,
"never in our wildest dreams..."
But this is just one aspect that happens to be quantifiable. How do you
measure sheer enthusiasm? Or the level of emotional buy-in? Or positive
attitude? I can't, but if I could, I do know our fans would be off the
chart. As a result, they have inspired me and our entire team far beyond
anything we could have expected or even imagined. For this too, I am
eternally and deeply grateful,
I'm also incredibly proud of our team. Every single person here has give
more than I could have dared to ask. We knew when we started that with
only 12 of us, planning and executing a Kickstarter campaign would
involve a lot of work. We were prepared for that... or so we thought.
The sheer immensity of the task exceeded all our expectations.
Thankfully, everyone rose to the challenge, working not only long hours
but weekends as well to keep us on track. We had to deal with the usual
spate of illnesses and injury, and today's fun and frolic with Amazon
Payments servers being down for four hours certainly was a very
Assuming we stay the course and fund, we'll soon begin an even bigger
adventure, actually developing the game. Making an MMOG, even a focused
one, is a monumental task. I'm under no illusion that it will be easy.
What it will be, however, is rewarding and fun. It has been a long time
since I've had the opportunity to interact so closely with a game
community. With their help, I believe Camelot Unchained can be something
special. My job is to make sure it is. I renew my promise that my team
and I will spare no effort to fulfill the faith our backers have shown
Continue reading here: Massively exclusive: Jacobs on Camelot Unchained's Kickstarter home stretch