RPGamer's semi-regular Kickstarter Check-In returns to showcase two currently-running Kickstarter funding campaigns for RPGs. This time out we take a look at the campaigns for Joep Aben's Nadia Was Here and Studio MONO's InSomnia.
Nadia Was Here
Nadia Was Here is the creation of solo Dutch developer Joep Aben. The game is an 8-bit RPG set on the small continent of Amytah that is currently rebuilding after an era of war and chaos. However, the world is trapped in a time-loop, with history doomed to repeat itself. A young wizard, Tereshan, notices the signs of time's upcoming reset, and ends up teaming with experienced warrior Hogan and young thief Nadia in his endeavours to prevent it from happening again.
The game features a unique real-time battle system, with players most focusing on positioning their characters while they automatically attack. Each side has three spots to move into and characters will attack with whichever enemy they are facing once their gauge recharges. Players can change which skill each character uses, in addition to using various items, with each skill having different properties. The same applies to equipment, which can be upgraded. Joep Aben's aim is to balance the game so that equipment and skills are not outright better than others and should be selected to best cope with the situation at hand. There is no outright levelling process and encounters appear on the map and can be avoided if the player wishes.
Nadia Was Here is being developed for PC, with a release via Steam targeted for Q4 2016. Joep Aben is looking for €8,500 in funding for the game by June 9, 2016, with those who pledge at least €12 will receive a digital copy of the game as part of their rewards (though there are a limited number of €10 tiers still available). A demo for the game can be found on the developer's website.
InSomnia is a single player and co-op RPG from international developer Studio MONO. The game takes place in a dieselpunk space-faring metropolis known as Object 6, sent out by a dying civilisation to carry on its legacy, and features a non-linear plot and open-world structure. It should be noted that this is the second Kickstarter campaign for InSomnia, which was first funded back in 2014.
Characters have six main attributes: Strength, Agility, Stamina, Charisma, Intellect, and Perception, and can make use of twelve skills. Skills can assist with combat or in interacting with the world and its inhabitants, and each skill has its own upgrade tree. Player decisions will have a strong impact on both the story and the world's inhabitants, with decision also giving their character traits that can be positive and negative. Inventory and equipment is based on a deep crafting system, where items can be broken down into parts and these parts reused with various recipes and blueprints.
InSomnia's combat uses a real-time with tactical pause base and has been designed with realism in mind. There is a multi-level injury system and unexpected problems can occur, such as weapon jams and companions panicking. A downloadable prolgoue is available, where players control Typer, one of the potential companions in the game.
Studio MONO is looking for an extra £55,000 in funding for InSomnia by May 27, 2016. The game is in development for PC, Mac, and Linux, and is currently planned for release around November 2016. Those who pledge at least £14 will receive a copy of the game as part of their backer rewards.
Please note that RPGamer's crowdfunding coverage is solely at staff discretion. Campaigns may send a press release to firstname.lastname@example.org, but are asked to please not personally petition RPGamer staff via e-mail or social networking. Coverage is not guaranteed. Thank you!