Republique hits Kickstarter goal with six hours to go
Republique's Kickstarter donations have picked up in pace, making the goal within reach but with only a few hours to accomplish it.
Update - With six hours remaining, Republique has crossed its goal of $500,000. The pledges currently stand at roughly $501K as of the time of writing, so any extra donated in the rest of the time will be icing on the cake for Camouflaj.
Original Story - The last few days have been a nail-biter for start-up company Camouflaj. When we reported on voice talent for its Kickstarter-funded game Republique, we noted that it had only a week left to fulfill more than half of its goal of $500,000. The situation looked grim.
Over the past few days, though, the project has gained considerable momentum. With slightly more than a day left, they needed more than $110,000. As of the time of writing, the game has less than $7,000 more to go with only seven hours to do it. The pace of donations has been steadily increasing, but this one has definitely come down to the wire.
Republique is the first project from Camouflaj, the start-up company from former Halo 4 creative director Ryan Payton. It tasks the player with helping a character named Hope escape a heavily guarded facility in a dystopian setting. It was originally announced only for iOS, but Camouflaj has since announced PC/Mac versions coming as well.
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Steve Watts posted a new article, Republique making last push for Kickstarter funding.
Republique's Kickstarter donations have picked up in pace, making the goal within reach but with only a few hours to accomplish it.-
I'm sure they'll make it just fine. I think that his trouble comes from a few points
1.He's not an industry veteran with a proven track record
2. It's an ambitious new IP and not a revival of a classic franchise. Even publishers are more apprehensive about creating a new IP rather than going back to the vault and rebooting some old IP that kinda-sorta fits the game that the developers are pitching to them.
3. He was asking half a million for an iOS game when most of the massive successes on kickstarter have been PC first or at least one of the main platforms. -
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While I'm excited to see this get funded I'm skeptical they can create a AAA iPhone game for $400k, especially when they're hiring high profile voice actors.
The Twitterrific iOS app apparently cost ~$250k to make, and the Barack Obama iOS app cost ~$100k to make. Compare those to a AAA game and it seems unlikely to me.-
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In my experience, the reason most people don't understand the costs of software development is because they forget that humans have to be paid. If an engineer works on an iOS app for a year, that's, what, 60-150k just from that one dev? Then factor in the QA people, artists, designers, etc etc and you get applications that cost a lot of money to make.
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Reading pantsburgh's post, I get what my disconnect is.
I only started with iOS software in 2010, but Twitterrific has been out since iOS 1.0.
Making something like Twitterrific now with all the vast amounts of experience and understanding that devs have nowadays would probably be a lot easier.
Or maybe I'm out to lunch, I dunno.
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It's not hard to make your goal when every gaming site has decided to do an hourly play-by-play on the last hours of your campaign because you're the "chosen one".
I hope they will do the same for other Kickstarter projects, but I doubt it somehow.
Maybe take a look here - http://www.kickstarter.com/projects/malevolence/malevolence-the-infinite-rpg -
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I find the level of coverage this game has been getting to be... questionable. It's cool to be friends with this guy and hope it succeeds, its another thing to be pushing this shit on us above all else. There -are- other kickstarters, or heck, news besides kickstarters.
Why is this game special again?
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