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Star Citizen hits $14m

Star Citizen hits $14m

Star Citizen has seen a steady stream of donations since its initial crowd funding campaigns ended in November 2012.

Star Citizen has hit $14m in its ongoing crowd-funding campaign and is showing no signs of slowing down.

In an announcement on the Cloud Imperium Games website, the developer thanked everyone for the support behind the sprawling space sim and immediately looked to future targets, outlining upcoming stretch goals.

Wing Commander creator Chris Roberts launched crowd-funding campaigns for Star Citizen through Kickstarter and through the game's own site simultaneously. This initial push raised just over $2.1m through Kickstarter and an additional $2m through its own site. The option to send funds to the developers was then extended and the further $10m has trickled through since the first campaign ended in November 2012.

At $14m, the Star Citizen team will be adding "Hibernation Mode" to the game which allows for players to shut their ships down in deep space and resume later on and an extra "land out option" will be added to the game on planet Earth, although they are yet to decide on a city. The milestone also mean they will be putting together a professional behind the scenes documentary about the game's development.

The developers outlined what will happen if they reach $15m and $16m. At $15m, they will add an escort carrier ship class and ship an extra 42-page ship upgrade manual to any pre-$15m backers as a free pdf. At $16m, they will add an arena mode and give an in-game laser pistol for all pre-$16m backers.

'We can't thank you enough for all the support you have given Star Citizen in recent months,' reads the announcement on the official site. 'We knew that space sims and PC games both needed a return to their former glory, but we had no idea so many people would support us in this endeavour.'

Star Citizen's initial target on Kickstarter was $500,000 which was intended to supplement its overall goal of $2m. Despite raising seven times as much as its target, many industry professionals still consider Star Citizen to be an incredibly ambitious project for the level of money raised.

13 Comments

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bowman 8th July 2013, 09:19 Quote
This game is trying to be everything to everyone. I don't think this will end as well as some do.

Needless to say, I haven't sent them any money..
bawjaws 8th July 2013, 11:22 Quote
They certainly seem to be aiming very high indeed. Good luck to them, but I'll wait and see myself.

As an aside, how far will $14m go? It sounds like a lot of money, but as I've got no idea how much a game like this costs to develop it's difficult to get a feel for how big or otherwise this is in game development terms.
Gareth Halfacree 8th July 2013, 11:45 Quote
Quote:
Originally Posted by bawjaws
As an aside, how far will $14m go? It sounds like a lot of money, but as I've got no idea how much a game like this costs to develop it's difficult to get a feel for how big or otherwise this is in game development terms.
Well, Grand Theft Auto IV was developed on a budget of $100 million, while Halo 3 was a snip at $55 million. So, not very far.

However, the teams working on the above games were bigger, the companies behind them were bigger, and a lot of the cash was splashed on Hollywood voice talent and licensed music. Take those away, and you can probably drop the budgets considerably - but still, if you're aiming for a AAA title in today's market, $14 million is a very tight budget. For an indie game, by contrast, it'd be like winning the lottery - and would probably kill the game as the developer suddenly decides to add ALL THE FEATURES as a result of having so much finding, and fails to finish even one of 'em properly.
bawjaws 8th July 2013, 12:05 Quote
Quote:
Originally Posted by Gareth Halfacree
Well, Grand Theft Auto IV was developed on a budget of $100 million, while Halo 3 was a snip at $55 million. So, not very far.

However, the teams working on the above games were bigger, the companies behind them were bigger, and a lot of the cash was splashed on Hollywood voice talent and licensed music. Take those away, and you can probably drop the budgets considerably - but still, if you're aiming for a AAA title in today's market, $14 million is a very tight budget. For an indie game, by contrast, it'd be like winning the lottery - and would probably kill the game as the developer suddenly decides to add ALL THE FEATURES as a result of having so much finding, and fails to finish even one of 'em properly.

Thanks for the reply, Gareth. I think I'm struggling a bit to see where this game lies on the spectrum between Indie and AAA game. It looks like they're aiming at the AAA end, in which case $14m doesn't look like a huge budget. I'm hoping that it does well, as it's right up my street, but I am concerned that their ambition will exceed their means :)
kosch 8th July 2013, 13:00 Quote
They don't just have the $14m from crowd funding they also got some private investment which I think was between $10-$20m.
Flibblebot 8th July 2013, 13:05 Quote
bawjaws, I think judging by the video on their website, it looks as though they're going for an AAA look. All we can hope is that they have the gameplay and back-end setup to backup those pretty graphics.

The one thing that does worry me at the moment is that this is supposed to be an online game, but there's no mention as yet of subscription models or costs.
kosch 8th July 2013, 13:13 Quote
I seem to remember something about one of the stretch goals being met so they had enough money to pay for the online version to be free for a year, although it will be like free lancer where you can have your own private servers running etc.
bawjaws 8th July 2013, 13:48 Quote
Quote:
Originally Posted by Flibblebot
bawjaws, I think judging by the video on their website, it looks as though they're going for an AAA look. All we can hope is that they have the gameplay and back-end setup to backup those pretty graphics.

The one thing that does worry me at the moment is that this is supposed to be an online game, but there's no mention as yet of subscription models or costs.

Cheers for the link, will check it out after work. I'll be keeping my eyes peeled to see how this pans out - I'll reiterate that I'd love to see this be a massive success, but I still have my doubts as to whether it'll deliver all it promises.
SMIFFYDUDE 8th July 2013, 16:03 Quote
Is there anything less helpful than a PDF manual for a game?
Phalanx 8th July 2013, 16:06 Quote
Quote:
Originally Posted by Flibblebot
bawjaws, I think judging by the video on their website, it looks as though they're going for an AAA look. All we can hope is that they have the gameplay and back-end setup to backup those pretty graphics.

The one thing that does worry me at the moment is that this is supposed to be an online game, but there's no mention as yet of subscription models or costs.

They have stated from the start it's not a subscription-based game.
Quote:
Star Citizen will take the best of all possible worlds, ranging from a permanent, persistent world similar to those found in MMOs to an offline, single player campaign like those found in the Wing Commander series. The game will include the option for private servers, like Freelancer, and will offer plenty of opportunities for players who are interested in modding the content. Unlike many games, none of these aspects is an afterthought: they all combine to form the core of the Star Citizen experience.

Source: http://starcitizen.wikia.com/wiki/Frequently_Asked_Questions
impar 8th July 2013, 17:53 Quote
Greetings!

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Parge 8th July 2013, 18:31 Quote
Ok so lets clear a few things up.

The game is going to cost $22m to make in Chris Roberts vision. This is because they haven't got a marketing budget, an HR department, massive teams of staff, a media agency to buy ad airtime, and all the other huge overheads that go with making a game with EA/Activision/Ubisoft.

The original target was $2m - with the other $20m coming from private investors that had already been lined up.

However, since the campaign has been so amazingly successful, they've decided that they might be able to pay for the entire development via crowdfunding. This is great because its now a game made by gamers, paid for by gamers and played by gamers, and nowhere is their a publisher or suit trying to make a quick buck or influencing the game to make it 'more accessible to the console crowd etc etc'.

Given the MASSIVE amount of stuff that is released every single week over at the Roberts Space Industries site, so far its looking absolutely top notch. Chris Roberts has a great pedigree in these types of games, and the community is already huge.

Based on the above, I would predict, that this may well be heralded by some as one of the greatest PC games of all time in about 18 months.
mattyh1995 8th July 2013, 23:04 Quote
I really really want to donate to this, but there's something yelling at me in the back of my mind saying don't do it..













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