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Broken Age

Platform(s): Nintendo Switch, PC, PlayStation 4, PlayStation Vita, Xbox One
Genre: Adventure
Developer: Double Fine Productions
Release Date: Jan. 28, 2014

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'Broken Age' Game Too Big, Runs Out Of Kickstarter Funds

by Rainier on July 2, 2013 @ 7:45 p.m. PDT

Broken Age is a point-and-click adventure telling the stories of a young boy and girl leading parallel lives.

The girl has been chosen by her village to be sacrificed to a terrible monster--but she decides to fight back. Meanwhile, a boy on a spaceship is living a solitary life under the care of a motherly computer, but he wants to break free to lead adventures and do good in the world. Adventures ensue.

Earlier this year Double Fine launched a kickstarter campaign to publicly fund its Broken Age project, aiming for $400,000. After an overwhelming success the developers managed to rake in $3,336,371, more than 8 times as much as they had initially required, however as it turns out Double Fine has already run out of funds and now plans to use Steam Early Access to gain additional money to complete Broken Age.

We were always planning to release the beta on Steam, but in addition to that we now have Steam Early Access, which is a new opportunity that actually lets you charge money for pre-release content. That means we could actually sell this early access version of the game to the public at large, and use that money to fund the remaining game development. The second part of the game would come in a free update a few months down the road, closer to April-May.

So, everybody gets to play the game sooner, and we don’t have to cut the game down drastically. Backers still get the whole game this way—nobody has to pay again for the second half.

And whatever date we start selling the early release, backers still have exclusive beta access before that, as promised in the Kickstarter.

I want to point out that Broken Age’s schedule changes have nothing to do with the team working slowly. They have been kicking ass and the game looks, plays, and sounds amazing. It’s just taking a while because I designed too much game, as I pretty much always do. But we’re pulling it in, and the good news is that the game’s design is now 100% done, so most of the unknowns are now gone and it’s not going to get any bigger.


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