What's in store for you...
Hey Everyone!
Welcome to the CoE Weekly Update for the week of September 19th. We don't have any fancy artwork to share this week, and minimal screenshots, however we do have an update full of information.
In preparation for our online store opening October 3rd, as well as to re-iterate some of the topics we discussed in previous updates, the focus of this week will once again be predominantly about the upcoming store release.
That said, there was a good deal of discussion last week in response to some information we shared on our official Discord Server. So, I wanted to spend at least a little time during this update talking again about the responsibilities, commitments, and benefits of being a member of the aristocracy and nobility. That includes a bit of information I hinted to this week about the Sedecim, a special festival held every 16 in-game years.
But before we get to that, let's talk about the online store!
Haven't you raised all the money you need?
So, back in May we launched a Kickstarter to raise $900,000. That money continues to be used as our seed funding for the development of Chronicles of Elyria. For those unfamiliar with a seed round, that's when you raise enough money to put together a prototype for further investment rounds, such as a Series A.
To entrepreneurs, and to those outside the gaming industry, a strategy of using the money earned in each round of funding to reach the next one is perfectly normal. But in games, especially with crowdfunding, it can make backers nervous to hear that a game isn't fully funded yet. Heck, it makes us a little nervous.
That being said, the $900,000 we raised during Kickstarter isn't enough to finish Chronicles of Elyria. The reality is that Soulbound Studios is going to require another $2 Million more than that to get anywhere near completion. And with server hosting fees, QA work, etc., it would really be better if that was up around $3M instead.
While we do have strategies in place to help raise the additional money, any funds we raise through online pledges helps reduce that amount and also provides a bit of cushion between now and our next funding round.
It likely doesn't surprise anyone, but between employee salaries, contract fees, medical/dental insurance, license fees, software purchases, rent, other insurances, internet fees, hosting fees, computers and furniture, and taxes, the money won't last forever. As the CEO it's my job to pay close attention to our burn-down and make sure we've got enough runway to reach our next funding goal. With that in mind, every dollar pledged in our online store takes away some of the stress. So if you haven't pledged already, or have but are looking to upgrade, now's the time. Speaking of upgrades...
Upgrades & Add-ons
While we didn't touch on it in our previous store update, all Kickstarter backers will have the opportunity to upgrade their previous pledges when the online store opens. If you've bound your Kickstarter account to your CoE account, you'll see in the online store that all backing tiers at or below your current tier are unavailable. Furthermore, all backing tiers above your current tier will be discounted by the amount of your previous pledge tier.
For example, if you previously backed at the Baron Tier ($250 USD), when you navigate to the online store you'll find that the Astronomer tier is listed at $100 USD, and the Count/Countess Tier is listed at $250 USD. That's the previous price of those two tiers, minus the $250 you'd already pledged.
Also, while Kickstarter allows for over-pledging your backing tier to purchase add-ons, it doesn't actually provide a way to specify which add-ons you want to buy. However, in the CoE online store, on the checkout page, you'll see listed all available add-ons, including the ability to purchase IP directly.
Another thing you'll note is that if you previously pledged above your backing tier, that'll show up as available credit in the online store. You can use that credit however you like.
Let's say you previously bought the $50 Early Bird Patron tier, but pledged a total of $75 with the intent to also buy $25 worth of Influence Points. When you go to the shopping cart page you'll see the $25 IP tier available to add-on to your cart. Once you do, it'll add $25 to your total, however the previous $25 credit will also be there, reducing the total charge price back to $0.00.
Alternatively, let's take the same scenario, but instead of going directly to the cart to buy the add-on, you instead decide to upgrade from your previous Early Bird Patron pledge to the $75 Beastmaster Pledge. In the store that'll be listed as $25 ($75 - $50), however when you go to the checkout the same $25 credit will be applied and you'll be able to upgrade for free.
Credits, as with everything from the previous Kickstarter, are now non-refundable, however you can use your credits however you like, in a single trip to the online store, or multiple.
On a final note, if you purchased a tier previously with the $25 or $50 merchandise credit, that too will show up as a Credit in the Online Store. Use that now, or save for when we have our physical merchandise listed. The choice is yours.
Layaway
Another thing I wanted to talk about was the topic of layaway. This is one of those questions we get asked quite frequently and wanted to provide a definitive answer. The answer is yes; we provide a layaway option! Actually, we provide two different layaway options. Which layaway option you use depends on what it is you're wanting to layaway for.
In-Game Items: If you're wanting to save up for the purchase of in-game items, etc., your best bet is to simply buy Influence Points (IP). In most circumstances, IP can be purchased at an exchange rate of 10 IP per $1 USD. However, during the month of October (and later as we dictate), you'll have the opportunity to purchase IP on a sliding scale. The scale in October is as follows:
- $10 - 100 Influence Points
- $25 - 275 Influence Points (+25 bonus IP)
- $35 - 400 Influence Points (+50 bonus IP)
- $50 - 600 Influence Points (+100 bonus IP)
- $75 - 925 Influence Points (+175 bonus IP)
- $100 - 1250 Influence Points (+250 bonus IP)
That all said, as I'll explain a bit later, it's not possible to use IP purchased from the online store to purchase backing/pledge tiers. That leads to the second form of layaway.
Pledge Packages: If what you're saving up for is a pledge/backing tier, your best bet is instead to use the credit/over-payment option on the checkout page. Like the overpayments people made during the Kickstarter, over-payment in the store will result in a credit showing up on your account the next time you visit the store. This credit can then be applied to any package upgrades you might want to make. Note, credit can still be used for anything. So if you change your mind later and decide to convert all your credit into IP or something else, you still can.
Gifting
Along the lines of the layaway question, another topic that frequently comes up is the question of gifting. The short answer to this is yes, at some point after November 1st we will create a way for people to gift items, backing tiers, and IP purchases to other members of the community. However, we won't be providing that option during the month of October.
Villager / Guild Member Tokens
In many recent Kickstarter campaigns, the project owners created a way for a single individual to fund an entire guild. However, we didn't want to put the full burden of purchasing and investing in a guild upon a single individual. Not only is it expensive, but a lot of people don’t want to send money to some guild leader over the internet.
For this reason, we introduced the Villager / Guild Tokens. The idea was that each community member could optionally, at their discretion, purchase a single Guild and Villager token to be traded to a single Guild or Aristocrat.
In this way, a settlement or guild could grow proportionately to the number of contributing members it had. Unfortunately, we think some people may have misunderstood and either over-pledged during the Kickstarter as a way to buy multiple Villager / Guild member tokens, or under-pledged when they would really have liked to contribute to their settlement or guild.
If you were one of the people who over-pledged, don't worry about it. Wait until we open up gifting and instead use your credit to buy parcels of land, etc. and send it to your guild leader.
And if, now understanding how the villager / guild tokens are meant to be used, you wish to purchase one, you can do so as an add-on when the store opens on October 3rd.
IP Policies
Ok, while we're in the giving mood, let's take a break really quick and talk about a few unpleasant topics.
First, and this has always been true but perhaps not communicated effectively, is that purchased IP is intended for buying in-game items, not backing tiers.
While nobody has expressed any desire to do so, and nobody seems to have had this plan previously, the fact that IP was being sold at a sliding scale meant it would have been theoretically possible to buy IP at a discounted rate, and then turn right around and buy a backing tier at up to a 25% discount.
As an example, the Baron tier is priced at $250.00 USD. The intention was that people spend that money to pledge for that tier, and then buy/earn IP which could be used for purchasing additional in-game items to help build out their settlement.
That being said, the savvy person might have noticed that for just $200 USD you could buy 2,500 IP (valued at $250 USD). This would have effectively allowed you to, once the IP store opened, purchase the Baron tier for just $200 rather than $250.
To re-iterate, IP purchased in the online store can only be used for in-game items. Not physical items, and not pledge packages.
And again, nobody has expressed an intention to do this, we just wanted to make sure it was clear. If you previously over-payed in the interest of buying IP to then purchase a backing tier at a discount, keep in mind that your credit can still be used to purchase IP or to upgrade your backing tier, but not one via the other.
Similarly, each of our packages above $120 included bonus IP. Another way to think of that is, we gave each package an amount of IP to allow some degree of customization on what that package meant to you. For the same reason as above, this IP cannot be used to purchase backing tiers. We previously referred to this as 'No wishing for more wishes.'
As an example, the Merchant tier comes with 225 bonus IP. That's 125 for the Merchant tier itself, plus 100 IP for the Bloodline tier. You cannot turn around and use the 225 IP (valued at $22.50) to get just $2.50 away from the next backing tier.
If you want to go up to the next tier, you either need to pay the difference, or make up the difference in IP through other means.
Refund Policy
On to 'uncomfortable topic' #2. We've struggled long and hard in deciding what our official refund policy was going to be. In the end, we even looked to what similar Kickstarter backed MMORPGs were doing. In almost all cases, others, and now ourselves, have a 'No Refund' policy.
The reasons we have for this are the same as the others, with a few additional ones. First and foremost, this is an in-development game. That means, unlike with a published retail game, revenue isn't going to some bank account to be paid as dividends to investors.
The money we bring in through our online store is immediately earmarked for license fees, salaries, MoCap software, taxes, etc. That means it's effectively spent shortly after receiving it. For example, once we hire an employee based on the money in the account, we have to pay their monthly salary regardless of refunds. Had the money not been there in the first place, we might have made a different choice.
Aside from the reason above, our desire to award people IP when they recruit a friend, in addition to awarding people IP as part of backing tiers, makes it extremely difficult to process refunds quickly.
For example, let's say Person A backs the game at a reasonable amount, and lists person B as the person who referred them. This causes person A to get an amount of 'Bonus IP' and also causes person B to get 50 IP.
Now let's assume person A buys several things with the IP they got, person B goes off and buys stuff using the 50 IP they got for the referral, and then Person A requests a refund. To put it mildly, #$%^&!.
Now we have to track down and remove the IP purchases person A made, and what do we do about person B? Do we take his/her new item away as well and give him back the IP? Headache.
This of course is also combined with the fact that if Person A backed at $350+ they already got access to the Early Access forums, downloaded any exclusive content we might have had available, etc.
For all the combined reasons above, refunds will not be given except in extreme, life-altering situations. These can be a result of loss of jobs, deaths, births, natural disasters, medical emergencies, etc. In those instances, we'll work with backers on a case-by-case basis. While we want to be able to plan effectively, we never want to put our supporters in financial trouble.
Finally, 'No refund' brings with it a stigma of additional risk. But of course, we'll do just as our competitors are doing. In the event that Soulbound Studios is, for some reason, unable to complete development due to a lack of resources, we'll make available our balance sheet so backers can see how the money was spent.
This should provide all the confidence we can that we're not just taking your money and running. Our passion is this game. We're not walking away.
Stretch Goals
Ok. With all that 'serious talk' out of the way, I did want to briefly re-iterate something that was said in a previous update, but seemed to have been consistently misinterpreted.
While our pledge packages will change in November, we will continue to apply revenue we get from now until the end of the year toward stretch goals. We do that so there's another three full months to restore features to the game that had to be yanked for accounting purposes.
Once January comes, however, it'll be too late for us to smartly add new features to the game before launch, no matter how cool they are. And we'll have to move forward with the features we have.
Responsibilities of Titles
Earlier this week, as well as in past Q&A's, we've talked about the responsibilities and commitments of the Nobility and Aristocracy. With the Online Store opening in just a week, I wanted to re-iterate some of the requirements and also provide a bit more details about the duties and benefits of both.
To begin with, each level of Nobility and Aristocracy is designed to provide a slightly different play experience, and each is designed for people who are specifically interested in that style of play.
Kings:
To start with, with only 3-5 per continent, Kings in Chronicles of Elyria have substantial power and a huge impact on the server. When playing a King in CoE, you're effectively playing a kingdom management sim.
You have the ability to set kingdom-wide laws and tax rates, to (at least partially) control the fate of your Dukes, to declare wars on neighboring kingdoms (with a Casus Belli), to determine areas of research and technology, and even to drive the culture of your kingdom. Heck, through your influence with the national religious institutions, you even have indirect influence over the predominant religions in your domain.
Like most kingdom management games, how you define success for your kingdom, be it military, economic, cultural, or technological, is up to you.
That all being said, you'll need to keep a reasonably careful eye on your neighboring kingdoms, sending out spies, etc. You'll need tax collectors to collect taxes from your dukes, and you'll need to work with scribes to set laws and tax rates as necessary. Some of these are non-trivial and a King should expect to spend maybe 6-8 hours per week managing their Kingdom. This is in addition to the time they spend managing their duchy, county, and settlement.
Dukes: Dukes in Chronicles of Elyria are almost as influential as kings, and are responsible for maintaining the safety and lawfulness of their duchy. As a result, in addition to setting any laws or tax rates for their duchy, they're also responsible for sponsoring barons and knights within each of the counties, to raise and maintain defenses and a standing militia.
If a King ever declares war, or if there's ever an attack on the duchy, it's the duke's responsibility to raise the militia and knights and to march onto the battlefield at the head of their battalion.
In addition, dukes are responsible for appointing sheriffs and judges in each of their counties, to ensure law and order is maintained. Between maintaining their own spies and scouts, tax collectors, and reports, a duke should expect to spend maybe 4-6 hours per week managing their duchy, in addition to any time spent managing their county and settlement.
Counts:
Once you reach the level of count the game plays less like a kingdom management game and more like an RTS. At this point you've got a number of settlements spread throughout your county, each needing safe passage between one another and outside to other counties. This is done through the development of roads and other infrastructure.
In addition, there's mines and other natural resources that need looked after, and the resources of those sites need to be carefully distributed to the different settlements to ensure the most productive use of resources.
And of course, land needs to be distributed in a way that'll be most productive for the county. As a count, you can expect to spend a percentage of your time writing local laws and collecting property taxes from the landed gentry, and negotiating income tax from the different mayors and barons of your county. Aside from that, you'll be working side-by-side with the Sherriff and barons to maintain law and order, minimizing the impact of thieves, poachers, and pirates.
In addition to managing your county, which you should expect to take between 2-4 hours per week, you should expect to spend another 2-6 hours per week managing your individual settlement.
Mayors/Barons:
The last title we're going to focus on today are mayors and barons. And, aside from the fact that barons are sponsored by dukes and are given both resources and authority to keep the peace and maintain defenses, they're effectively the same. Both pay income taxes to their count, and both are able to grow their settlements largely how they please.
When you reach the level of mayor/baron, you're no longer just an adventurer or landed gentry. Now you're playing a bit of a settlement sim game, as you need to collect income taxes from the different business within your settlement, as well as provide certain services to your citizens. You're in part responsible for the zoning and production goals of your settlement, and are ultimately responsible for its defenses. At the same time, if you're not a baron, you're responsible for passing judgement with the help of the other members of the town/city council.
I say that because only petty crimes can be tried in the Common Court, limiting the responsibility of the Town Council. Meanwhile, capital offenses are tried by the Kings Court, and are presided over by either a baron, or a duke-appointed judge that resides within a town or city.
Between collecting taxes, managing the zoning and construction of structures, and communicating with your spies and other representatives, mayors / barons should expect to spend anywhere from 1-5 hours per week, depending on the size of their settlement.
If you've been doing the math in your head, recognize that there's some overlap between each of the duties, allowing for some multi-tasking. As well, we're hoping to provide an online / phone based app that'll allow you to perform many of your duties remotely. Even still, managing a kingdom, duchy, county, or settlement takes commitment, and with great power comes great responsibility.
By our estimates, when we sum up the amount of work required to govern the individual domains, it creates totals that looking something like the following:
- Kings: 16-20 hours per week
- Dukes: 10-15 hours per week
- Counts: 5-10 hours per week
- Mayors/Baron: 1-6 hours per week
Note, these aren't hard & fast numbers. They're our best guess at this point about how much time an entitled individual should expect to spend managing their domains per week.
Keep in mind, nothing prevents the nobility and aristocracy from delegating their work to others, nor going on vacation for a while. But between all the people involved, the responsibilities will need to be divided up. Failure to do so could leave your citizens without protection or direction, and you may ultimately find yourself replaced with someone more dedicated or suited to the task.
Exchanging IP for Noble Titles
As we mentioned before, and given what you've read above, for those people who aren't interested in maintaining their titles there are other options.
First, you can give some/all of your titles to others. For example, if you're a duke you can forfeit your county in its entirety to someone else to manage, thus passing your count title to them.
Second, you can simply exchange your title for additional IP to use on in-game purchases. Note that the amount of IP you'll receive for a title isn't finalized yet, but you can expect it to be somewhere around 1/2 the price difference between your current backing tier and the previous one.
For example, a Duke ($3,500) is $1,000 more than the Artificer Tier ($2,500). Dividing that in half would give you $500 USD. Multiply that by the 10x IP ratio and you get roughly 5,000 additional IP instead of your Duke title and benefits.
And speaking of benefits, what do you give up if you forfeit your title? This was posted on the forums earlier this week and should answer that question:
Baron/Mayor:
- Baron/Baroness/Mayor Title in-game
- Choose your town/stronghold & name it
- Cloak identifying Rank (Would have a Founder's Cloak instead)
- Access to expanded crest items
- mantle & name (these are only on the crest of a Baron+)
- In-game decorative statue (the statue is in your settlement)
As you can see, you lose quite a lot of the Baron/Baroness title if you forfeit the title. Because, well, that's kind of the point of that tier. Also note that Mayor/Baron of a small settlement doesn't require much work. I don't recommend people forfeiting this tier's title rewards unless they absolutely have to.
Count/Countess:
- Start the game as a Count or Countess. Select your County & name it
- Create your noble crest with expanded access to a helm
- Cloak identifying rank (would have a mayor/baron cloak instead)
Duke/Duchess:
- Start the game as one of a limited number of Dukes or Duchesses. Choose your Duchy in the world of Elyria & name it
- Cloak identifying rank (Count cloak instead)
King/Queen:
- Start the game as one of a limited number of Kings or Queens. Choose your Kingdom in the world of Elyria & give it a name.
- Design your Crown with the dev team (Only Kings get crowns)
- Design your custom Crest with the dev team (Custom crests are reserved for the Kings)
Servers & Kingdoms
The last thing I wanted to touch on with respect to the nobility were servers. Earlier this week I sent out private messages on the forums to Kings/Queens and Dukes/Duchesses asking them which server they planned to be on between the potential two North America servers, two European Servers, and one Australian Server.
This was done in order to get an idea of how many noblemen were currently planning to be on specific servers. As you know, for game balance reasons, there's a limited number of kingdoms and duchies on the first continent.
Please note, while I asked them which server they expected to be on, this doesn't mean a firm commitment. This was solely so I'd know if I needed to put a limit on the number of King/Duke tiers for any particular server.
At the moment, there's precisely one king/queen per server, and the dukes are likewise well-distributed. So for the time-being, there's no caps being put in place.
That being said, the prices for different pledge tiers will be going up after October, with the Count and Duke titles seeing the biggest increase. So if you do plan on pledging to become a Count or Duke, you'll want to do so in October.
16-Year Fair & Tournament of Champions
Ok! We're about done with this long update, and the last topic I wanted to address is one of my favorites! Earlier this week in the Discord channel I hinted at something called the Sedecim.
In Chronicles of Elyria, the nobility, aristocracy, gentry, and best craftsman of a continent all get together every 16 in-games years (approx. 4 real-life months) to hash out the land boundaries and trade agreements, to arrange marriages, and to purchase and sample wares from the best craftsmen. Weddings and festivities are held, and there's temporary booths set up so merchants can show off their goods.
Furthermore, each Sedecim is hosted by a different Kingdom and Duchy, with a bid being submitted by each of the interested Dukes and Counts at the preceding Sedecim.
Having the nobles, craftsman, and tourists within your Duchy and County, even for a real-life week, can result in a dramatic increase in wealth and production.
That being said, while festivities, food, and drink are a major part of the Sedecim, ballroom dancing isn't the only dancing that will be done. There's always a difference Dance being played.
Sound exciting? Can't wait for your first royal gathering?! You won't have to wait a full Sedecim. In addition to the 16-year gathering of the nobles, every four in-game years is a Tournament of Champions, where the Dukes and Kings gather with each of their favorite Knights to determine who's the most gifted warriors of the realms.
Like the Sedecim, the host of each Tournament of Champions is a bid presented at the preceding Tournament by the interested Dukes.
Conclusion
Ok all. This has been a massive update. It contains tons of information and clarifications about the upcoming store and also sets the stage for the Sedecim and Tournament of Champions.
The team here at Soulbound Studios are super excited to see the drama already unfolding within the different regions, domains, and organizations, and we hope you'll keep us updated as your own stories start to unfold.
See you next week!
MWoody
Superbacker
about 3 hours ago
There are seriously people who read what they were trying to do, looked at the size of the team, and thought $1.2m was the total amount needed?
Maric about 7 hours ago
Great update. Looking forward to the Store!
Ironzerg about 7 hours ago
"For context, here's a Q&A from a Reddit IAmA we did during the Kickstarter, and I believe posted here on Kickstarter as well:"
Did you? I'm going through the front page of the Kickstarter, and I don't see any mention of the Reddit AMA nor do I see anything that specifically lists the $900k you requests as only "part" of the money needed, nor do I see anything listed under "Risks and Challenges" stating that in addition to the KS money, you'll need to raise about a million more, which seems to me like a logical place to put it.
Not saying I want my money back, but I am saying I was NOT aware that this $900k you were asking for only represented about 25% of what you'd need (in addition to the one million mentioned in the project) to bring CoE to life. I was under the impression that with the $900k additional from Kickstarter, you'd be able to complete the project. And I'm sure many of the other backers felt that way, too.
Pharticus about 8 hours ago
This company is really shady. "$1,361,435 pledged of $900,000 goal." When you make a kickstarter you are supposed to set the goal to where its enough to FINISH the game you are proposing. We gave more than the goal and now they say its not enough. All during the campaign we asked are they sure it would be enough and they said yes because they already worked on this engine and game for years and had funding from other sources of millions. Now its not enough? Seems the man in charge of this project is clueless and now is finding out the real costs and changing everything as he goes.
Its taking this game's website development(should have been up and ready long ago or before the kickstarter even) as much time as it takes most games to create an alpha version of a game.
This game will not ever come out in the way we want it to be from what I am gathering now. I am now predicting a shell of the game they promised and it will be still be in early beta form in 3 years from now. I knew it all along, but backed it in hopes that I would be proven wrong, but it sounds like the team is even less experienced than I imagined and trying to figure out the very basics of creating a game.
Vahron about 10 hours ago
As long as I'm concerned, I'm done with crowdfunding MMORPG games. You're just proving that a Kickstarter campaign might not be suited for such large projects, when all's said and done.
I still hope this game will see the light of day (I'm a backer, after all!), but my faith and confidence are severely struck down.
HappyMan about 11 hours ago
To people confused by this update:
Most Kickstarter campaigns ask for all the money they need to complete their product. However, Soulbound Studios is willing to look at other funding options. As Soulbound Studios is a startup company with no regular income, their options for funding are limited to the following: Bank loans, angel investors, issuing stocks, bonds, and crowdfunding.
The only one of these that doesn't involve some sort of debt is crowdfunding. Therefore, although there are other options, Soulbound Studios is looking to fund as much as possible through crowdfunding rather than other options.
I hope this clears things up!
Xelosu about 17 hours ago
To put it simple, the point of Kickstarter is:
Give us XYZ amount of money and we will do our best to deliver you described product. Any extra cash and the product will be better or have extra features or will be delivered faster.
This is what people expect from Kikstarter projects and this is why a lot of backers will be upset about today's update - and rightfully so. I won't be even surprised if I read an article about "another Kickstarter gone wrong" over this update.
Despite the fact that I still support this idea greatly, you will receive absolutely no sympathy from me. I am fully aware that the goal you set on KS was a carefully calculated number that was giving you the best possible chance for successful founding - and not as it should be - the real cost of the project. Basically you said it yourself, this is a standard practice amongst Kicstarter developers, a shady and morally questionable practice that will ultimately lead to normal crowdfunding demise in favor of Equity Crowdfunding.
Randal V. about 17 hours ago
@Soulbound Studios
I want to be positive here. I personally have not made a game thus I do not know its costs, nor do I pretend to know your current business plan outside what you have posted to us. My only concern is that I did not know that additional funding would be required post kickstarter. I am a huge gamer, I love this concept for a MMO. My desire to see this project to its fruition has not changed. My open pocket dedication has to be earned though. Star Citizen has a completely open development with constant updates via video and alpha game content. Shroud of the Avatar also ran with a similar business plan. If I am to dedicate more of my hard earned funds to this project I expect to be treated like a first class investor. Because that is exactly what we will be.
Soulbound Studios I issue this-
For me to invest more funding I expect constant updates. I need to know you are working on what you say you are. I want community interaction on the highest levels. I have personally had questions answered by Chris Roberts about Star Citizen and spent time in game with Richard Garriott and other social media events talking about his game. I have also had personal interactions with other kickstarter developers, funded and not. My money will be spent on games I believe in, and I can be a "whale". I go so far as to visit game studios, gaming is my passion, my wife even lets me plan vacations around these events.
If you want this game to be in that category its time to step up. I want to see goals and an active and truthful tally of current funding. You were brave enough to say you need more cash then post up what has been collected and what is needed.
greyskye about 19 hours ago
@Soulbound - also, you said you'd already raised a million before you even got to Kickstarter - "We also realize that to effectively complete all of these amazing ideas will require a lot of cash. That's why we've invested half a million dollars to self-fund pre-production thus far and have another $500K committed from investors. "
Damn straight I'm mad. You've straight up lied. I'm out.
greyskye about 19 hours ago
@Soulbound
You misunderstand. I was well aware this was going to be a long project, but in your campaign you most certainly did NOT present this campaign as seed money. And I quote "We estimated the cost of development based on that and used that as our funding goal. We then took everything else and set them as stretch goals [...] All that said, we'll be setting a funding goal of $900k"
I'm calling this project a loss at this point. If I hear about launch sometime in a few years, I might come and see if any of your other campaign promises were bunk as well. This was a pretty gigantic one to have lied about, so I think most of the others must be rubbish too.
Paul about 19 hours ago
Like I said before, I am not really surprised that you need more money. To me that was a given and I feel like most people understood this. Thank you Jeremy for giving insight on the matter. I am excited for the Fair idea. Should be cool to see all of the players converging onto one space. It will also be profitable for pretty much everybody. Great idea guys. Keep em coming.
Delfofthebla about 20 hours ago
I don't feel betrayed or resentful or anything, just worried. The point of kickstarter is to ensure that no money is taken unless the goal is reached. This is to prevent a large amount of money being dropped on something that may not actually come to fruition. However you guys just said you need a bit more than 3x the amount you have already received, and you need that in addition to what your most loyal fans/future customers have already decided to give.
If you guys don't have a really good plan for obtaining that money, the game won't be finished, and THEN we will feel betrayed. All I care is that the project is finished, but like I said, I've already given as much as I really was able (and willing) to give.
Mythril Sage about 21 hours ago
I'm actually very happy with this update. =)
While I wasn't aware that the Kickstarter money was only the beginning for the funds needed aside from what everyone at Soulbound Studios had already contributed I understand that games, especially very large games, require a LOT of money to create.
I'm particularly excited to hear more about the nobility (my friend is a Baron whom I will be joining as his comrade) and pleased to have more details on how the shop will work in October and beyond. I'll now be better able to plan for my little corner of Elyria!
Victor Hardy about 22 hours ago
@Randal V. -- Sure Star Citizen never said it publically, but if you look at the number of employees and spread world wide (not including jetsetting) 10mil wouldn't allow them to employee all that they have.
If you've ever asked about a refund, you'll get told that your funds have been allocated and spent already on development costs etc. etc. Even after the promised release date has been pushed and pushed.
The difference in SC vs COE is SC have a spin doctor to help soften the impact of saying "we need more money".
Soulbound Studios Creator about 23 hours ago
@Greyskye Hey man, we're really sorry you feel betrayed. That's not our intention, and as we said before, we're surprised this is news for anyone. We have from the beginning said it was about an 18 month development cycle, and that our licensing of engines, etc. reduced the cost, but didn't eliminate it. Even with that, a team of 20 people with an average income of $75k a year is still $1.5M.
The $900k was all we needed from Kickstarter. With that said, your encouragement and the continued excitement of our community members continues to be what makes this game possible. We're not here asking for more money.
Nothing is different now than an hour ago, aside from maybe now you've realized what we thought we'd been very clear about from the beginning. Making CoE will take more money - but not more of *your* money.
greyskye about 23 hours ago
As much as I loved the initial pitch of this project and have been enjoying the forums and the process here, I am very disappointed at this update. I feel frankly, as if I have been conned. If I had known that this KS was a seed round of fundraising, I wouldn't have backed as I've done that with a couple of other games and been left burned. My partner, who also backed separately feels the same, we both backed at the Bloodline pledge level, which is a huge spend for us. I was looking forward up to now to actually increasing my pledge to Astronomer over the next year. Very convenient you've announced "no refunds" in this update along with your true plans, as we would both be asking for our money back after this update. Shame on you, this was a real shady trick to pull. My previous faith in what I thought was your transparency is flushed down the loo.
Soulbound Studios Creator about 23 hours ago
Hey Folks,
Thanks for posting your questions and concerns. I'm truthfully surprised this is news though. We've been very transparent from the beginning that $900k was all we needed *from Kickstarter* to get the game done, not that it's all we'd needed. We have, from the very beginning, planned on pursuing additional methods of funding.
Being clear, this post wasn't meant as a request for more money. It was just explaining that in our effort to raise the additional money required to complete CoE, having additional funds through our online store is a nice addition. It relieves stress, and minimizes the amount we need to get from external investors.
For context, here's a Q&A from a Reddit IAmA we did during the Kickstarter, and I believe posted here on Kickstarter as well:
Q. How can you possibly make an MMO with only $900k USD?
A. - We understand it will take more than $900K to accomplish all of our goals. That is merely all we need from Kickstarter to help us out. We've invested $500K of our own money & have another $500K committed from friends & family. Plus we'll look for investors for the remaining amount needed.
Jeremy Hehl 1 day ago
I hate typing on a tablet...
Jeremy Hehl 1 day ago
It was a very concise and to the point update and I'm glad that they clarified so many things for us. And Paul as far as I understand the IP is only good until the expo at which point if converts to SP which will be different ingame. I'm looking forward to see how the game fleshes out over the next 15 months.
I do have one question though... If you give up your title do also give up the mounts, carts, etc as well? For example if you have the Baron the r and you sell back the title do you also lose the War Trison and get the Ursaphant instead?
ben mat
Superbacker
1 day ago
I agree with the previous posters, I too am also disappointed with this update. If the KS was seed money it should have been stated as such. If it was identified as seed money I still would have backed this project but that's not what was described during the campaign.
Veldimare 1 day ago
I am severely disappointed to hear this news. It seems Soulbound Studios is going down a path that we have seen in the past. What is looks like is that you need 3x your original estimate, which is quite funny because you mention server fees etc. You would think that, since from the start you were working with Spatial OS (hopefully you would have known looked into how much it wsa going to cost), you would have known that the server fees were going to match or come close to the total amount gathered. I really hope SbS isn't going to fail, it is a tad shady that you are asking your backers and potential new investors to spend more money on a product that may never see completion, and no doubt, are not offering refunds. What exactly are your plans to raise another 3 million outside of sourcing the money from the online store, would you care to disclose?
Randal V. 1 day ago
I am going to have to agree with Delfofthebla. Games like Star Citizen acquired vastly more funding but never said they needed it to finish what they originally started. Not happy to see you need more to just get what you said you would do with the 900k. Even worse that you will only get to the next milestone with store sales... what happens if things don't go well after 3 years of you selling?
Paul 1 day ago
Not to say I disagree with you Delf but I do understand that you can only predict how much money you will need to a certain degree. I also understand that in the industry of game development unforseen expenses can present themselves quickly and without warning. My worry is will IP do more harm to the game then good. For starting the world out I think it is a necessary boost to the economy to help build on a very minimal landscape. However if they continue to sell IP as a continuous source of revenue the consequences could be dire.
Delfofthebla 1 day ago
"To entrepreneurs, and to those outside the gaming industry, a strategy of using the money earned in each round of funding to reach the next one is perfectly normal. But in games, especially with crowdfunding, it can make backers nervous to hear that a game isn't fully funded yet. Heck, it makes us a little nervous.
That being said, the $900,000 we raised during Kickstarter isn't enough to finish Chronicles of Elyria. The reality is that Soulbound Studios is going to require another $2 Million more than that to get anywhere near completion. And with server hosting fees, QA work, etc., it would really be better if that was up around $3M instead."
Well, in the case of most Kickstarters, and your project specifically, we were not necessarily told. "Hey, the 900k is enough that we can start working, and so that we can make more money". We were under the impression that the 900k is the bare minimum required for you to finish the game.
So long as you guys have the ability to accrue the funds elsewhere, I guess that's all fine and well, but I've already backed much more than I normally would for a Kickstarter, and being told "yeah we uh, we need more" isn't exactly an ideal message to be seeing.