• Rebuild 3: Relationships & Kids vs Seasons

    I’ve gotten back surveys from most of the Kickstarter backers, and those that I haven’t heard from will be getting a poke today. But I have enough data now to announce the stretch goal vote winner. We were deciding between either adding Relationships & Kids to the game, or Seasons. And the winner is…

    Hold on, first let me tell you about the Alpha test that started today.

    The first of the zombie Kickstarter backer images.
    The first of the zombie Kickstarter backer images.

    The Alpha Playtest Begins

    Backers of tier $15 and up, plus anyone who has preordered the $25 deluxe version of the game from http://rebuildgame.com have been invited to playtest the first very raw version of Rebuild: Gangs of Deadsville. If you should be one of those people but didn’t get the email, let me know.

    It’s an exciting, and terrifying, and sad and joyous occasion for me to finally share this game, which I started just over a year ago when I first set up http://wiki.rebuildgame.com and asked fans for suggestions. Of course none of them said “let us drag survivors’s faces around” or “how about realtime”, which is why I need to test these things first and get some feedback. I’ve been coding the game for six months, which makes it half finished. I hope my alpha testers keep this in mind; things are going to improve with each alpha release!

    Featuring zombie-tier Kickstarter backers.
    Featuring zombie-tier Kickstarter backers.

    Relationships vs Seasons

    Okay, now that’s out of the way, let’s get back to the vote. So, I already added Seasons as an update to Rebuild Mobile last year. It’s neat: snow blankets the world in the winter so you can’t farm. Saving up enough supplies to survive until spring is a big deal, and starvation results in some desperate measures. Snow and rain effects. Also, Santa Claus.

    On the other hand, I only have a rough idea of what I’d do for relationships. I was playing King of Dragon Pass and there was this string of events about a feud between two families. I loved that it kept coming up, these old enemies causing trouble for eachother. Why shouldn’t Rebuild have enemies, people who are made miserable if forced to work together, who drive the fort apart with their disagreements until a trained Leader can reconcile them. And the opposite: friends who get a boost from being together on missions; brothers who show up side by side and stick together until a tragedy forces them apart. Lots of opportunities for events with tough choices and ways to make the characters feel deeper.

    Then the children. After seeing The Road, I thought Rebuild’s lack of kids was pretty conspicuous. Sure they’re mostly useless, they’re always needing protection and rescuing, but they’re such a necessary part of any story about the fall or rebirth of civilization. Kids are what it’s all about… and this from a 34 year old who doesn’t want any of her own. I don’t think you’d see kids on the map, but they’d appear in the scrolling lists so you could check their progress. Maybe I’d find a way for you to watch them grow up and become useful members of society… or maybe they’d be more like pets, just making people happy they’re around. Either way, another good opportunity to generate events that make you care about the lives of the people in your fort.

    I honestly couldn’t choose between the two myself, so I made backers decide. And they voted for…

    Oh wait I have more pictures to show you first.

    Is that... a boomerang?
    Is that… a boomerang?
    This is how I feel about malls, too.
    This is how I feel about malls, too.

    I’m not sure which one’s my favorite, but the boomerang in the neck is a forerunner. More coming soon!

    The vote, for reals this time

    I was going to tease you one more time by talking about the t-shirts, but nah, let’s get on with the show. Winning the stretch goal vote by 998 votes to 720, backers chose….

    *** Relationships & Children! ***

    I was a bit surprised after the fuss made about it before, but the people have spoken and the majority rules. People want to see friends, feuds, and little ankle biters being terrorized by the undead. Hopefully in good taste.

    Cheers everyone and see you on the forums!

  • Rebuild 3: T-shirts

    I’m making t-shirts for the Rebuild: Gangs of Deadsville Kickstarter. Backers who pledged at the $75 level and up will get to vote on one of these five rather nifty shirt designs by Adam Meyer.

    Colin and I may be showing at the PAX East Indie Megabooth next April, so whichever shirt we decide on, I’m ordering extra. If not a $75 backer but you’re dying to get one of these shirts, let me know in the comments and I may set up a store to sell them if there’s enough interest.

    Shirt #1 - Rebuild Logo
    Shirt #1 – Rebuild Logo
    Shirt #2 - Joe's Tavern logo (yes I know Tavaren is misspelled, will fix)
    Shirt #2 – Joe’s Tavern logo (yes I know Tavaren is misspelled, will fix)
    Shirt #3 - The Chosen Ones
    Shirt #3 – The Chosen Ones
    Shirt #4 - Skyline with Zed
    Shirt #4 – Skyline with Zed
    Shirt #5 - Logo on white
    Shirt #5 – Logo on white
  • Rebuild 3: Kickstarter postmortem

    Rebuild: Gangs of Deadsville was just successfully funded on Kickstarter, raising $41k from 2200 backers. Breakdown from Kicktraq:

    Rebuild stats from Kicktraq

    Like most campaigns seem to go, it started strong, then totally lost momentum, then suddenly leapt forward at the end of the run. Looking at my referrals (full breakdown here), I’m guessing this is in large part because Kickstarter was featuring it at those times. A whopping 53% of my pledges came from people who were browsing Kickstarter when my campaign caught their eye.

    It was a success, in that it surpassed my $25k goal, introduced new players to the game, and raised an average $19 per backer. To be honest I was hoping more existing Rebuild players would take an interest, but due to a marketing snafu it’s possible they didn’t even know it was going on. Either way, I knew it’d be a challenge to convince free Flash and $2.99 mobile players to back a PC downloadable game for $10 (no iOS version in the rewards either).

    The campaign didn’t come close to actually funding the game in it’s entirety, which would have required more like $150k with my time at cut rate. But I was upfront in saying I didn’t need to fund the entire game, that this money would go towards extra art and extra content and stretch goals. Of which we made a couple, but I’m somewhat relieved that we didn’t make the voice acting stretch goal.

    Rebuild backer numbers from Kicktraq

    My advice for anyone else doing a video game Kickstarter campaign:

    Read Lobster’s guide to Kickstarter from start to finish.

    Don’t use IndieGogo. I really hate Kickstarter for being so revoltingly US-centric and I know it’s not easy to make or fake a US company (or UK, or Canadian which is what I am). But if the referral numbers are truth, then over half my pledge money came from Kickstarter regulars who bumped into my game on there, mostly while browsing in the video games section. I shouldn’t be surprised; I do it myself. IndieGogo and other crowdfunding sites sadly have much smaller communities.

    Make your video pure gameplay footage set to music. Recent uber-successful campaigns have done this, implying that people are more interested in the game than the story or people behind it. Filming yourself is way too much trouble, especially if you freeze up in front of a camera like me. But Colin was a very patient director and we eventually did get through my lines after 5 mornings of filming. We thought my story of being a (mostly) lone female dev living in the jungle in Panama might catch some attention, but backers seemed to be more excited by the gameplay.

    Don’t bother with physical goods at all. Other devs report they are too much trouble and talked me out of doing a board game as a reward (I know: awwwww). Despite an early poll that showed my fans had no interest in t-shirts or stickers, I did them anyway because dammit I like those things. It was only possible because I found a company (Teelaunch) that would produce and ship them for me.

    Put people into your game at all levels. Stick their names in the credits ($1), on randomly generated characters in the game ($25), draw stylized versions of their faces for random characters ($100), or make them full named npcs with stories and events in the game ($500). Offering these rewards was one of the reasons I wanted to do a Kickstarter campaign in the first place.

    Offer exclusive in-game content. I felt torn about my $20 reward tier which gave players unique starting stats for their main leader. On one hand, it smelled like DLC to me to write content for the game but withhold it from regular players. On the other hand, backers were genuinely excited about it and it cost me little to do.

    Plan something to talk about. I listed the npc gangs, announced the soundtrack, talked about the art and my travel/work lifestyle… but then it devolved into short notices about milestones peppered with gratuitous character sketches from Sara. I wish I’d prepared more in-depth articles about game features since backers did (surprisingly) seem to read and enjoy them.

    Add rewards in the middle of the campaign. My theory: once backers have read a few updates and are getting excited about the project, they’re looking for a reason to increase their pledge. I did additive “everything above, plus” reward tiers so when I added the soundtrack at the $35 level, all the higher tiers included it too.

    Invite backers to vote on something. I had some controversy when I added the Relationships & Kids stretch goal. I didn’t explain it very well, I think I made it sound like playing house in The Sims. Anyway it got backers talking which seemed like a good thing even though they were angry, so I told them they would instead vote between that and the Seasons stretch goal. Half the comments in my whole campaign probably related to this.

    If you don’t need the money, don’t worry about the money. Unlike many projects, I had other options for funding. I used the campaign as a promotional tool and to gauge interest so I wouldn’t kill myself making the game perfect if nobody wanted it. I chose a relatively low goal ($25k) and reached it in the initial rush. I did promotional stuff for 2 hours every morning plus one full day a week, but didn’t feel the incredible stress that most teams seem to. It may not have been a huge financial success, but I did raise awareness for Rebuild and started a sense of community that I hope to carry over into the alpha & beta test.

    rebuild3_ksthanks

  • Rebuild 3: Only 2 days to go and new $40k stretch goal added!

    The Rebuild: Gangs of Deadsville Kickstarter campaign made its first stretch goal with no time to lose! I’ll be adding 3 extra faction, including the 1337cREw gamer faction who were so busy having a weekend lan party (do people still have those?) that they didn’t even notice zombies filling the streets outside. Here’s Dara, their leader:

    dara2_550

    And here’s Madison, a bit of a rebellious youth who joins The Pharmacists. Not for the drugs, not for the protection, but because he likes their style:

    rebuild3_madison_550

    Now there’s only 48-ish hours to go, but in a fit of crazed optimism I’ve added another $40k stretch goal: Relationships & Kids. Somewhere in all this killing-the-zombies, saving-humanity, rebuilding-civilization, people surely must be getting on with the daily friendships, feuds and flings that make life worth living.

    The basics are: the more time two survivors spend together, the more they’ll like one another. If something bad happens to a person (for example, they’re ripped to shreds by ravenous undead), their friends will be sad. If one of them is happy, they’ll give a happiness boost to their buds. And if two people really, really like eachother, and happen to be opposite genders, perhaps like magic a baby will appear!

    Kids will stay safe in the fort of course, we’re not going to send them out to crawl into those tight little spaces and scavenge everything their tiny fingers can grab until they’re at least 14. Maybe 13. It’s a tough world out there.

    Okay, on a less depressing note – here’s a sneak peak at one of Sara’s zombies, who she calls Cutter. I think he must have gotten into a face-biting match at some point, but I can’t quite tell if he lost or won.

    rebuild3_cutter_550

  • Rebuild 3: Sketches & a video tour of my office

    rebuild3_masaiThe Rebuild: Gangs of Deadsville Kickstarter is ending in just a few days on Halloween!

    rebuild3_rufioI’ve been gearing up for the Alpha test which starts next month. This first build will only be available to backers at the $15 level and above, so you’ve only got a few days left to secure your spot if you haven’t already. After that you’ll still be able to preorder on the official site and get into the beta, which will start sometime next year. The game is due for release around May 2014.

    rebuild3_gustavSara Gross did some live character sketches on Twitch TV last week. It’s so much fun watching her bring Rebuild characters to life. I know they’re just concept art but I’m so thrilled, I want to use them as loading screens or something in the game.

    rebuild3_luddiesAbove is her Masai (nicknamed “Nipple Fist” by watchers) of the Granville Riffs, Young Rufio of St Micheal’s School for Boys, a few interpretations of infamous trader Gustav who also appeared in Rebuild 2, and some ideas for the Luddies. The Luddies are half hippie, half luddite, and make their own clothing out of hemp and goat wool. Sure there’s still plenty on the racks at the local mall, but hand sheared goat wool just feels better.

    UI_ResultsMeanwhile Adam’s been busy on the new buildings. Finally the last scraps of my old art (all the way from Rebuild 1) is being banished from the game, though he’s putting in references to some of it. He’s also taking fan suggestions to heart and re-evaluating the scariness of our zombies. It’s all a work in progress folks!

    People have been asking how I manage to write games while travelling. The key is we aren’t really “travelling” in the sense of running around doing tourist stuff all day. We just move to another country every 2-3 months and live there like the locals do. We really are in a remote island in Panama right now, which is beautiful and wild and, well, kind of boring, so I’m working long hours and getting a lot done. Colin filmed a little walk around tour of the property we’re staying on:

    We’re definitely ready to withstand the zombie apocalypse out here!