• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Shardbound kickstarter (Tactical CCG by Dawngate devs; F2P; PC; UE4; Twitch)

C4zXTeZVYAAeowV.png:large


https://zippy.gfycat.com/GrossSelfishBear.webm

https://www.kickstarter.com/projects/shardbound/shardbound

$50k goal. The campaign is to get it ready to launch on Early Access. Game will be F2P (per a reddit post announcing the KS).

What is it? said:
Shardbound is a Tactical CCG for PC that combines board-based tactical gameplay with the depth of content found in collectible card games.

The core of the game is a competitive 1v1 PvP experience which we've wrapped in an innovative social metagame that not only allows players to have fun with their friends, but also provides streamers and their viewers exciting new ways to interact and play together on Twitch.


We have been hard at work on Shardbound for over 2 years now, and the game is currently in private pre-alpha testing. We've built an awesome community of players and streamers who are passionate about the game, and are helping us make it better with every new weekly release.

We're here on Kickstarter asking for your help to push the game into a true public alpha phase on Steam Early Access!

Gameplay said:
We set out to build a game that took the strategic positioning mechanics of games like Final Fantasy Tactics, and combined it with the breadth of content that you find in a collectible card game like Hearthstone. Shardbound takes the best of both genres to create something entirely new.

The core rules of play are simple. Armed with a deck of minions and spells, your goal is to defeat your opponent's hero. Like in other card games, you'll take turns with your opponent figuring out how to best utilize your hand. However, in Shardbound, playing a card summons a 3D character onto the map.

Once your units are deployed to the battlefield, they have the ability to move, attack, and use their abilities each turn. Tactical considerations like line of sight, cover, high ground, and map layout all contribute to a layer of depth you won't find in other games.

Twitch said:
Here at Spiritwalk we're all members of the Twitch community. We knew from day one that we wanted to make a game specifically designed for the unique social landscape of streaming. We wanted to give streamers and viewers a new way to experience a game together.

We also knew that we wanted Shardbound to be a competitive game, and that streamer-viewer interactions couldn't compromise the integrity of the PvP experience. Instead of having the Twitch integration impact the match itself, we designed a social metagame around it that would support everything we wanted to accomplish. We call it the Shardfall System.

In the Overworld view of Shardbound, you’ll find floating islands falling out of the upper atmosphere. These Shardfalls contain objectives for you to complete while you’re playing your PvP matches. You will form a Noble House with your friends, and venture out to Shardfalls to earn loot and rewards.

If you’re watching somebody streaming Shardbound on Twitch, we literally drop their Shardfall directly into your overworld. The streamer’s Shardfall has special Twitch objectives and content generated specifically for their viewers to complete.

In addition to seeing the Shardfalls of people you might already be watching on Twitch, we also populate the overworld with the Shardfalls of other streamers you may have never seen before! This provides you opportunities to discover new personalities on Twitch, while delivering a steady stream of new objectives to keep you challenged and earning rewards.


ClqA0Wz.jpg


Spiritwalk is a team of 16 industry veterans from the San Francisco Bay area. Together we've worked on some of the biggest franchises in gaming. Before starting Spiritwalk, the core of the team created the MOBA Dawngate at Electronic Arts.

We’ve been hard at work on Shardbound for over two years now. We left our lives at big game studios so we could make something a bit different, and go into uncharted territory with Twitch integration like only a small studio can.

Risks and challenges

We’ve built these kinds of games before. Online games offer a host of design and service challenges. We know how to run this uniquely complicated business.

Drawing from our many years of experience, we’re confident in our path to success. Over the course of the development of Shardbound, we’ve kept some of the following risks in mind and have been working hard to keep them in check:

RISK: Shardbound can’t find a large enough audience.

MITIGATION:

-- Get it into players’ hands early.
-- Engage in transparent and reactive development with the community.
-- Design for a large market by focusing on usability and early player experience.
-- Be generous with our monetization model. Provide great value to players.

RISK: Studio funding is incomplete, risking getting to market slowly or hurting momentum.

MITIGATION:

-- Show demand for the game quickly through early playable alphas & Early Access.
-- Remain open to multiple avenues of funding Shardbound.
-- Use a well proven engine (UE4) instead of building our own.
-- Self-fund the studio when necessary.

RISK: The innovative stream-integrated features may not realize their full potential.

-- Meet with Streamers early and often, getting their validation of our design.
-- Buffer time in development for sufficient iteration of the Shardfall system.
-- Allow the game to be streamed earlier than we’d normally feel comfortable with.
-- Hire a community manager that deeply understands the streamer’s perspective.

Your trust means everything to us. We strive to be transparent and honest with our players and investors, and are always happy to answer your questions about Spiritwalk and Shardbound.

Thank you so much for your support

more at the link
 

Kalentan

Member
Hm. Might check this out. Felt like Dawngate was taken from us. In terms of MOBA's outside of LoL, Dota2, and Smite (at those out during that time), Dawngate was actually pretty good.
 
https://www.kickstarter.com/projects/shardbound/shardbound/posts/1809165

Thank you all so much for your incredible outpouring of support!

To be funded so quickly is truly humbling.

With the help you’ve given us, we’ll be moving onto Steam Early access soon.

Getting to Early Access isn’t the end of the journey. Further support will mean bringing Shardbound closer to a true beta, and to that end we’ll be updating our Kickstarter soon with more information about our development milestones and some exciting stretch goals.

We still need your help to make Shardbound the best game it can be.

Spread the word and check back again soon!

- Your friends at Spiritwalk

This from yesterday from the subreddit: https://www.reddit.com/r/Shardbound/

Hey guys, with our upcoming development focus being around progression and the launch of our Kickstarter I wanted to talk about our upcoming plans and philosophy around how we expect acquiring cards and other goodies will work.

Progression - How It Works
First, at some point in the near future we’ll begin testing actual account progression. This means players will no longer have full access to every card, and will begin to acquire cards persistently for their account.

The long-term plan is for there to be three different ways you’ll be able to earn cards and other rewards:

Vaults
The first way is by fully powering a Vault on your House’s Shardfall. When the Vault is fully powered, you’ll be able to open it to gain rewards. The amount / quality of these rewards scales with your contribution – tuned such that everyone participating can get the best reward tier as long as they do their fair share.

For the Alpha, we’ll be starting by only dropping Boxes (explained below), specific cards, and In-Game Currency (I’ll refer to this as Earned Currency or EC onwards) from the Vault in various amounts. As we march towards Beta and Release, we want to expand what is on the drop table to include other collectibles, such as customizable emotes, color palettes for your armies, and other fun goodies.

Twitch Events
The second way to get loot is by participating in Twitch Events. When one of these events is completed, rewards are immediately given to the streamer and the viewers who participated. Nice and simple.

Streamer Reputation
The third way is reputation, which is not in the game currently, and isn’t coming super soon, but is something on our roadmap that we want to get to before full release. The plan here is for there to be a long-term progression axis with streamers that encourages you to go check out, and then continue to interact with, a variety of streamers both big and small.

Streamers will be able to set custom rewards at various reputation thresholds. By participating in the Twitch Events on that streamer’s Shard you’ll not only earn the immediate rewards for doing so, but you’ll also earn reputation with that streamer. Play with that streamer enough, and you’ll be able to unlock their long-term rewards. Maybe a specific streamer has a legendary card that you really want? Earn enough reputation with them, and you’ll unlock it!

Progression - Development Roadmap
We’ll be rolling out the progression features over several patches throughout the next month or so. Here’s our current plan for how this feature rollout will look, so that you all know what to expect.

Vault Opening – the first bit we’ll be getting in the game to test will be the ability to open a Vault and get rewards from it, this allows us to test our inventory backend and begin persistently letting people accrue content onto their account. While you’ll be getting rewards at this stage, you won’t be able to actually do anything with them yet, and as a result you’ll still have access to every card in the game.

End of Game Rewards – We need the infrastructure to reward things immediately after games, and present this to the player. This will be used for things like rewarding faction starter content after the prologue missions.

Barracks Update + Card Details – The barracks will be getting a facelift in support of being able to view the details of a specific card, this will include a nice big 3D model viewer, lore and gameplay bits, being able to play their VO lines, and be able to unlock (“craft”) that unit directly via earned currency.

Box Inventory + Store – This is where you’ll be able to purchase boxes with real money, as well as unlock them with earned currency. It’ll also be the area where you’ll open boxes that you’ve acquired just by playing the game. Once this is online, the full player loop should be playable, and we’ll begin testing actual progression, meaning that at this point players will no longer have every card for free and will start unlocking them over time.

Monetization and Boxes
We’ve opted to do something a little different from the traditional pack model a lot of card based games use, and right now we’re colloquially calling our version simply “boxes”, which asks the question, what’s a box?

When you open a box, it will randomly roll a rarity (common, rare, epic, or legendary). It’ll then present you with three different cards of that rarity, and you get to choose one to keep.

Why not just traditional packs? When you’re really trying to get that one specific legendary, or need a couple specific rare or epic cards to make a deck work, trying to get them out of a regular pack can be frustrating since if you are lucky enough to roll the rarity of thing you want, you need to be super lucky to actually get the specific card you want. Our hope here is that this model lets people get their targeted cards more quickly and consistently, while retaining the excitement of not knowing exactly what it’ll contain.

At Spiritwalk it’s really important to us that the game feels generous. Our plan is to drop a lot of boxes very frequently by just playing the game (via opening vaults and playing with streamers) and to make them much cheaper than a traditional pack would be, since while they’re much more targeted, you’re still only getting one card from them at a time.

Hopefully this gives a good primer on where we’re going over the next month or two – it’s going to be an exciting time. Thank you guys SO MUCH for being such an incredible community! Having so many people who are willing to go on this journey with us at this early stage is truly humbling.
 

Tabs

Member
Not that I'm not interested, I am, but this really just looks like a different art style version of Duelyst. Am I missing something besides the Twitch integration?
 

Anno

Member
Looks like a well put together KS, and I do really like Duelyst. I'll throw in at a low level just to see how it comes along.
 
This should appeal to me in theory - I love tactics war games and CCGs - but the Twitch/streamer focus puts me off (no interest in that whole world), and the game just looks like a ho-hum Duelyst repaint. I tried Duelyst, which, again, should have really appealed to me, but it was just kind of boring. This looks like more of the same...I'm not really seeing anything fresh or unique about it. Good on them for getting funded, though. I might give the game another look when it's been released.
 
First streatch goal passed: tournament spectator mode. 5k till second stretch goal: new characters with their own PvE campaign mission.
 

Deft Beck

Member
I get that more multiplayer games are trying to get the streamer/viewer audience, but I feel like it dates the game design massively.
 
Top Bottom