StarCrawlers - All News
Saturday - August 20, 2016
StarCrawlers - Going to PAX West
StarCrawlers will be at PAX West in the Indie Megabooth so expect some more coverage soon. The latest update meanwhile adds some new features and exposes the favour stat to allow parties to trade some for rewards.
PAX West 2016
We're excited to announce we're off to PAX West to show StarCrawlers in the Indie Megabooth! If you're attending PAX, stop by and say "hi!" to get some sweet loot (maybe something in-game too, if you're savvy :D) As we'll be heading out of town next Friday, we're dropping a mini-patch today with some new content, systems, and bug fixes. Dig in!
The Black Market
Draal has been sprucing up the Black Market with some additional amenities:
Part I: Draal now accepts any passcodes you might find while crawling (or exploring in real life) and rewards you with unique items. Keep your eyes peeled! Speaking of which, you can follow us on Twitter:
Part II (Coming Soon) : High Value items looted on runs will have expanded value outside of selling for hard credit (though you'll still be able to do that too) and may trigger unique events...
To clear up some confusion around factions and reputation vs. favor, we've exposed the favor stat. Favor is accrued with factions that you have a Valued or higher rep with and can be exchanged for rewards by contacting the faction through the Wire Terminal on the station. The amount you currently have (up to a maximum of 10) can be viewed in the Info Log or at the Wire Terminal. If you've got a lot banked, call up the faction and see what they can do for you!
- Wire Terminal and Info Log now display accrued Favor with factions.
- The Favor cost of a reward is shown when selecting a reward option in a Wire contact event.
- Horizon can now help with negative rep with Rhyzohm and Emer LT in exchange for favor.
- Riggo's Fine Liquours can now be contacted from the Wire Terminal (but don't expect them to be much help - yet).
- Implemented all ranks of Timed Release.
- Hacker Optimizations abilities & effects now correctly apply to all allies and NPCs.
- Ex Machina (Rank 3) now reduces the duration of all negative effects on allies.
- Optimization now increases all damage caused for allies by 2% (down from 3%).
- Abilities in the Combination tree that utilize punches & kicks to deal physical damage no longer require a melee weapon equipped.
- Ambush can now trigger up to 3/4/5 times per turn but now only triggers when allies dodge.
- Ambush (Rank 2) now reduces the Time Units of the Cyberninja by 10 with each activation.
- Ambush now correctly requires a melee weapon equipped to activate.
- Replaced Laserchain Kunai with Cyclone Kick.
- NEW ABILITY : Cyclone Kick. Sends the Cyberninja flying through the battlefield and delivers a powerful kick attack to any enemy the Cyberninja passes in the timeline when the ability is activate. Cyclone Kick cannot miss and cannot be dodged.
- Takedown now strikes all enemies with Combo Points.
Saturday - July 30, 2016
StarCrawlers - Belly of the Beast
A new update for StarCrawlers and new story content arrives titled 'Belly of the Beast'. This will be the last story content released until version 1.0 arrives. The dev team will be focusing on mechanics and itemisation in the meantime.
The next story mission has arrived: Belly of the Beast! We hope you enjoy it :D
This will be the last story mission released while StarCrawlers is in development - the final missions will launch with version 1.0. With all of the released story missions available we'll be switching our focus back to itemization, abilities, and balance. Huge thanks as always to everyone who has been submitting reports and feedback!
-Upgraded StarCrawlers to Unity 5.3.6.
-Linux users should see improvement in audio / startup related crashes from the engine update.
-Various optimizations and improvements from the engine update.
-Abilities that attack using the caster weapon are noted in the ability tooltip.
-Abilities in the Deception tree now all correctly require a non-Heavy weapon to use.
-Fixed an issue that cause Shadowfall to fail to count CP on a target when applying its accuracy debuff.
-Fixed an issue where (believe it or not) Bomblets could cause a soft-lock in combat if they were added by Magnetronc Bomb / Bouncing Betty / UXO while trying to update Bomblets.
-Mindmelt cast by Black Ice now correctly deals Nanite damage when attacking.
-Fixed an issue that could cause DoTs to deal 0 damage if the Hacker was killed.
-Double Down now adapts to deal the element type of the Smuggler's weapon.
-Reduced Time Unit cost of H.A.M to 50% weapon speed, damage to 49/50/51% weapon damage, and increased accuracy loss to 6/4/2% with each attack.
-Reduced base elemental damage for Plop, Crabby, and Grinder.
-Fixed chance that Copbot Rookies could soft-lock thinking they had no action to take.
-Frenzy damage dealing for Mites & Mite Swarms is no longer tied to their animation to address possible issues with the ability animation being interrupted.
-Fixed issue causing Mites to deal an extra hit at increased damage when using Frenzy.
-Loot containers in explore mode once again have a chance to drop random gear (Weapon, -Armor, Shields, Accessories) in addition to credit loot.
-Loot from defeated mobs has an increased chance to include random gear.
-Worms and Mites now drop meaty credit loot and items.
-Several humanoid enemies now drop credit loot and items.
-The rarity odds for items on higher difficulty levels increases as your party level increases.
-Pistols are no longer generated with the Combat Initiative stat but instead have a new stat, Zeroing, which increases accuracy of weapon attacks against a target with each miss until a hit occurs.
-SMGs are no longer generated with the Aggression stat but instead have a new stat, Hyperburst, which reduces the dodge chance of targets when using a weapon attack. Dodge chance cannot be reduced below 0.
-SMGs / Pistols generated before these change will retain their original stats.
Shield Breaker, Shield Pierce, Armor Pierce, Critical Damage Boost, and Hyperburst on weapons will now only be applied if the ability attacks using the caster's weapon.
-Shield Pierce on melee weapons slightly reduced for Common & Uncommon rarities.
-More friendly faction contact events.
-More cool stuff!
Wednesday - June 22, 2016
StarCrawlers - To Catch a Privateer
Another update for StarCrawlers titled 'To Catch a Privateer'. This one introduces a new story mission.
The next story mission has arrived: To Catch A Privateer
After the events of Dumpster Diving, you'll return to STIX to hear a game-changing announcement from Aurora (better check your rep situation!). Your employer will then assign you a mission to either capture or rescue a notorious criminal...
We hope you enjoy the next step in the story, we won't spoiler anything here, but please feel free to share your thoughts in the forums!
StarCrawlers has been updated to Gregarious Gorilla v8 - 06.16.2016
Fixed an issue causing bomblet explosions to halt combat.
For real this time.
Added a UI scaling amount slider. This feature is still experimental.
Fixed ability tooltip triggering automatically when targeting an enemy.
Fixed overlapping elements in the event popup screen.
Optimized some class ability memory usage.
Fixed an issue with doors acting oddly if you enter combat while standing next to one.
Fixed trap panels complaining about strings they had failed to find.
Fixed an issue with floor tile navigation in some mine tunnel variants.
Fixed issue with cam traps obssessing over a single tile.
Misc fixes and improvements.
New Story Mission : The Train Job
Ragnarok Missions (if you passed the test)
More environment lootables
More friendly faction contact events
More cool stuff!
Saturday - June 04, 2016
StarCrawlers - Elemental Madness
In the latest patch for StarCrawlers the elemental damage system has arrived. Extensive patch notes can be found here.
Elemental Madness has arrived.
An elemental damage system has been bubbling beneath the surface of StarCrawlers for a while and now it's ready to burst forth in all it's zapping, burning, melting, devouring and terrifying glory. In addition, we've added a Combat Log, new twists to Challenge & Hardcore difficulties, and tons of improvements to class abilities, weapons, armor, shields and accessories. Dig in!
Class abilities can now deal basic Physical damage, elemental damage (Energy, Fire, Chemical, Nanite or Void). multiple types of elemental damage, or channel the element of your equipped weapon. Most generated weapons will deal Physical damage, but rarer and high-level items can deal elemental damage. Mobs also deal elemental damage with some of their attacks and the power of elemental attacks from mob abilities grows as they level.
Elemental damage is absorbed by Barriers and Shields as normal, but pierces Armor. The block power of Armor has been increased to serve as a superior defense against Physical attacks, and the absorption power of Shields has been slightly reduced. When facing elemental damage, you'll want to stack resistances to reduce the incoming damage to manageable levels. Armor, shields, accessories, item upgrades and class abilities can all contribute to resistances. Similarly, mobs have natural resistances to some elements and have gained abilities to boost resistances.
There have been significant changes to the class trees to incorporate the new elemental damage system. All classes abilities that deal damage now deal either Physical, Energy, Fire, Chemical, Nanite or Void damage. Some classes will see further abilities updates and changes as we test the new system and receive feedback.
Tuesday - May 24, 2016
StarCrawlers - Early Evaluation
@Vox Ludicus they have an early evaluation of StarCrawlers which the writer has broken up into categories - Visuals, Audio, Gameplay and Story.
Combat is turn based, your team of crawlers against the enemies. Enemies are shown on screen as sprites, and your team is represented only by the health bars at the bottom of the screen and on top via the initiative tracker. Initiative is determined using a system called Time Units. Each action costs a certain amount of time units, and this dictates where your action places you during a fight. When a character or enemy reaches 0 Time Units they can take an action. For example, if your basic attack is 150 time units, then when you use it you drop to place 150 on the chart. If an enemy currently has 100 Time Units, you go after they do, but if your action only cost 55 time units then you would go again BEFORE the enemy could act. Its fairly easy to figure out once you get the hang of it. My hacker is fast enough with light armor, for example, that I frequently get two or three turns before an enemy gets to go with her, or anyone else on my team for that matter. You need to pay attention to your weapons and armor and what effect they have on your Time Units in battle, as heavier armor can inflict a penalty to your speed, basically making every action cost more, while light armor can do the opposite. Heavier weapons do more damage, but also cost more in Time. It's a balancing act. Also your special attacks cost Time Units as well.
The sound work in this game is serviceable. The music is frequently overshadowed in combat by the sound effects, which are again solid but nothing noteworthy. There is no voice work or voice acting at this time, so no comment really there. Truthfully, I barely notice the sound most of the time unless I am in the main station. The music that plays there is dreary, and monotone, and I suppose it's meant to be that way, to give you a feeling of being out on a lone space station in the middle of space. Combat music though does have a more frantic feel, but again can frequently get overshadowed by the booms and zaps of your special attacks and guns.
During exploration, when you can hear the music in the dungeons, its really quite nice.
Saturday - May 21, 2016
StarCrawlers - Ironmode has Arrived
StarCrawlers has been patched and now has a permadeath mode for those that want it.
Ironmode has arrived! As requested, you can now subject yourself to permadeath in StarCrawlers by starting a new game with the Ironmode option selected. Mercenaries can now join your crew for a limited time under special circumstances - the first first mercenary available is the enigmatic Mr. Lieu, a security consultant working for Kage Enterprises. Expect to see more mercenaries become available from Factions in the future!
This is the first time this feature has been activated, so if you choose to go Ironmode, we'd love to hear about your experience, be it good or (probably) bad! :D
- New games with difficulty of Standard or higher can choose to activate Ironmode.
- Limit of 1 Ironmode save that auto updates.
- Character death is permanent and equipped gear is lost forever.
- The Ironmode save updates whenever a character dies.
- Not for the faint of heart.
- Mercenaries can temporarily join your crew for a mission.
- Mr. Lieu, a friendly smuggler, can be hired after reaching Allied reputation with Kage.
- Unique mercenaries can be obtained from rare drops.
- Kage Enterprises can now be contacted via the Wire terminal.
- Kage can supply items to help crawlers deal with traps, provided they like you.
- Fixed some typos in the Jiyin contact event.
- Added new drops that can counter traps.
- The new game menu has been improved.
- Saved games now display the difficulty setting of the game.
- New Story Mission...
- More friendly faction contact events.
- More cool stuff!
Tuesday - May 03, 2016
StarCrawlers - Gameplay @PAX East
StarCrawlers has recently been demoed at PAX East. In this brief video from Tek Syndicate we see some gameplay while the developer explains stuff. Gameskinny also wrote some impressions based on the PAX East demo.
Wednesday - March 30, 2016
StarCrawlers - Preview @ Armchair Empire
The Armchair Empire checked out StarCrawlers and penned down a preview of the game.
About a year ago, StarCrawlers slinked its way into Steam's Early Access and since then has been getting regular updates as it makes its way to becoming shipshape for a full release. In a world where science fiction themed RPGs are vastly outnumbered by ones with a decidedly fantasy shtick, this one certainly got me to raise an eyebrow when it came along. Moreover, it's a dungeon crawler, and as such had me instinctively reaching for my wallet. Of course, with it being unfinished, this excitement could have been premature if playing it revealed a game needing much more time in the oven. After pouring a fair bit of time into the game, that's certainly the case to a degree, but thus far it seems to be more a case of sorting out some of the text in conversations than any game breaking bugs.
This is a first person dungeon crawler with procedurally generated areas, so, right off the bat, one can see that exploring, fighting baddies, and collecting loot will be a big part of StarCrawlers. While there is an actual main line of quests with a story, most of one's time can be spent wandering futuristic corporate offices, derelict space ships, monster-infested mines, and the like without paying it much mind.
Players have a space station referred to as STIX that they use as a home base between jobs. It has basic amenities to help aspiring crawlers do their job better. There's a shop for buying, selling, and upgrading gear, a medical bay for patching up badly injured party members and resetting talent trees, there's a black market for playing a lottery to get gear of varying degrees of quality, and, most importantly, a bar.
Sunday - January 03, 2016
StarCrawlers - On Track to Launch
It's old news now, but still relevant. In early December, StarCrawlers finally moved to Unity 5, as promised back in October. In this latest update, they also gave us an idea of what might be in the next patch as the game moves toward release in early 2016.
Here's a short list of some of the new features we are adding in the next patch :
-Revamped Mine maps with visual improvements and more interactive features
-Variants for critters and other mine mobs with new art and abilities
-Improvements to Mine mob health / damage balancing
-Interactive "mini-event" items added to Mine environments
-More rare spawn mobs (randomly generated) with unique art, abilities and loot
Wednesday - October 14, 2015
StarCrawlers - Moving to Unity 5
The StarCrawler team announced on Steam that they are moving from Unity 4.6 to Unity 5.
Unity 5 Update Inbound!
15 October - Thunderflux
Updating to Unity 5
During test builds of the next update we started to encounter issues with Unity 4.6's ability to compile the project (there's a lot in there, and Unity 4.6 can only address 3 gigs of memory to build - then it crashes). One solution would be to reduce the quality of or remove assets to allow the project to compile, and while that worked early on, it's become increasingly problematic and undesirable - we want to add MORE!
Originally the benefits of moving to Unity 5 were outweighed by the benefits of sticking with 4.6, but that has now reached the tipping point:
=>Unity 5 supports offers Auto API update (switches a lot of code from 4.6 to 5 automatically)
=>Unity 5 can address as much memory as it needs to build, ending the build issue for us.
=>Unity 5 offers features that will improve how StarCrawlers plays, looks and feels.
=>Unity is ending support for 4.6.
The biggest hurdle with switching to Unity 5 was supposed to be converting our entire codebase (StarCrawlers currently has over 223,500 lines of code) but I'm extremely happy to announce that part is DONE - we were able to update and fix the entirety of the code in less than a day!
There are some minor animation, graphic, UI, and general transition wonkiness that needs to be resolved, but given how quickly the code was addressed, we're optimistic about committing to the full transition to Unity 5.
What this means :
A brief delay before the next update while we complete the transition to Unity 5 and ensure the game is smooth and stable on all platforms- then we'll be back with even more to show. In the meantime, these guys are on their way...
Here's the TLDR version:
We're moving to Unity 5! There will be a brief delay while we update the project, but it means more good stuff for the future.
Thank you everyone for your support!!!
Sunday - April 12, 2015
StarCrawlers - Patch Notes for 4/11/15
A new patch was released for StarCrawlers this week on Steam. Here are the fixes.
- NEW Campaign mission: The Black Box. Take a trip aboard the Stella Marin in search of answers
- Saved games from older builds will have their mission progression reset (don’t worry - your characters and gear are not affected) to make some important decisions on the mission Distressing Signals.
- A new vendor is setting up shop on STIX.
- NEW Inspect feature added to combat! Check out all the horrible debuffs you’ve applied to your foes by mousing over their Battle Icons.
- NEW Detailed inspect added to combat! Click on a Battle Icon to get a detailed view of the enemy and learn more about them.
- NEW Armored foes have started arriving. Get out your Hacker DoTs and Armor debuffs!
- Void Psyker’s Horror now has a limit of 8 jumps and will attempt to jump if it kills a target.
- Fixed display issue with Horror Void Energy cost.
- Cyberninja’s Setup ability can no longer trigger when Cyberninja is dead. Spooky.
- Smuggler’s Roulette ability no longer has a chance to complete instantly when activated.
- Force Psyker's Fists of Fury ability using a ranged weapon now triggers correctly.
- Prototype's Kill Cone ability now correctly has 100% accuracy at Rank 3.
- Enemies that channel buff effects on allies can no longer stack them with the same effect from a different caster.
- Fixed an issue where Mites Frenzy attack could remove multiple shields from target.
- NEW You can now specify a save game name when saving.
- Fixed an issue where xp rewards after combat were displaying incorrectly for parties with varying character levels.
- Fixed an issue where Y-look inversion was sometimes not being saved.
Sunday - March 29, 2015
StarCrawlers - First Glimpse @ Anything Geeky
A site called Anything Geeky has a new video preview this week for StarCrawlers.
Watch as we take on some nasty bugs and some pesky droids in Star Crawlers, a Dungeon Crawling like RPG game currently in Early Access on Steam.
Thursday - March 26, 2015
StarCrawlers - New Patch Released
StarCrawlers has been in Early Access for just 1 week and already the game has grown so much with your feedback! This update includes a number of player suggestions and improvements along with fixes and improvements. Our first major content update is coming soon - new manufacturers, events, random missions and the next main campaign episode.
Our dev roadmap for Early Access can be found The roadmap will be current with every major update - hotfix notes can be found here and on our site forums. .
Monday - March 23, 2015
StarCrawlers - Beta Key Contest
Well welcome back to another contest on RPGWatch. This time thanks to Elena Consacro of Juggernaut Games you will be able to win a key for the beta version of StarCrawlers.
All you have to do is tell me what you like about the game in the comment section, and I will pick the two best answers to win on Friday March, 27th.
So as you see its very simple, and straight forward so good luck everyone.
Update: Well it's Friday so here is the promised update about the winners. So Drum rool everyone, and the two winners are Carnifex & arthurelo.
RPGWatch - Starcrawlers Interview
We had the chance to talk again with Elena Consacro of Juggernaut Games to get an update on the development of Starcrawlers that just released on Early Access.
Couchpotato: One change that I do want to talk about about is from your October 2014 Update where you announced the game would be going episodic. Can you talk about the reason why you decided to change how you would release the game, and how did backers react to the news?
Elena: Our beta will be releasing in episodic chapters - once the 1.0 version of the game comes out, it will contain the full story. The main reason for that decision was that we realized that we were really going to need to leverage our beta community to adequately test and balance the game's systems. With a team of five, you just can't do enough QA or get enough feedback to balance a game that is as mechanically complex as StarCrawlers. Team members get tunnel vision - they tend to fall back on the same abilities or characters and to complete tasks in repetitive ways without even realizing it. That makes it really hard to find and address every issue, even when you’re testing repeatedly.
Coupled with the fact that this is a story-driven RPG, we felt we needed to do some hard thinking about how and when the main story missions would come out. We want to avoid having players complete the campaign in a less-than-polished fashion. The campaign should be the highlight of the game and we want to control how all players experience it - even in early access. If the core mechanics aren’t totally solid while you’re playing the campaign, you risk ruining the player’s enjoyment and pulling them completely out of the story. Unlike open-ended games like Minecraft or Don’t Starve, you can’t really “get back” that feeling of discovery that’s part of playing an RPG campaign for the first time, so making sure the first time goes well is crucial.
I think most of our backers understood what we were trying to do and could appreciate it. There’s always going to be some disappointment whenever plans change, and we can relate to that. Our main focus is to make sure we deliver a really polished and worthwhile experience at the end of the day. If we can do that, I think most backers and Early Access supporters will ultimately be happy with their decision to support the game.
Tuesday - March 17, 2015
StarCrawlers - Early Access Release
Juggernaut Games announced today that StarCrawlers will be launching later today on Steam Early Access. So here is the new trailer and information from the developer.
STARCRAWLERS NOW ON STEAM EARLY ACCESS
Watch the New Trailer and play StarCrawlers for the first time on Steam!
San Diego, California, March 17, 2014 – indie studio Juggernaut Games announces the arrival today of the Beta build of its original title, StarCrawlers, now available on http://store.steampowered.com/app/318970/. StarCrawlers is a modern take on a classic cRPG dungeon crawler set in a gritty spacepunk universe. Build a crew of renegade adventurers on the fringes of space, taking jobs from megacorps to hunt bounties, sabotage rivals and conduct corporate espionage.
“We’ve been working intensely to bring our vision for StarCrawlers to life.” said George Cochrane, creative director, Juggernaut Games. “We’re excited to share what we’ve accomplished so far and to continue working with the Beta community to take it to the next level!”
StarCrawlers is an RPG adventure in a classic dungeon-crawling style. In a dystopian, spacepunk world, players will navigate the tricky politics of a universe overrun with powerful megacorps, all the while trying to survive and earn a living on the jagged edges of the fringe worlds. The game also features an incredible, atmospheric soundtrack created by award-winning composer Ben Prunty (FTL, Gravity Ghost).
- Wage strategic battles against futuristic enemies with an innovative time unit turn-based combat system.
- Procedurally-generated dungeons and events create endless replayability.
- Choose your allies and your foes wisely. Your choices will change how the story unfolds.
- Eight player classes each with unique abilities, both in combat and when exploring.
- Randomly generated weapons, armor and gear with upgradeable enhancements.
- Easy to Hardcore difficulty modes and optional permadeath.
StarCrawlers is available now in its Beta stage of development on Steam’s Early Access program, with an introductory launch discount (this week only!) of 25%. The full game is due out later this year on Windows PC, Mac and Linux.
Tuesday - March 03, 2015
StarCrawlers - Steam Early Access Update
Juggernaut Games released a new post-funding update for StarCrawlers with information the game will be launching on Steam Early Access on March 17th.
Rumours have been swirling on the Wire and we can confirm:
StarCrawlers is coming to Steam Early Access on March 17th!
Thanks to the amazing contributions of our Alpha and Beta backers in both crushing bugs and contributing feedback, StarCrawlers is in a great place and we’re excited to open it up to the Steam community at large.
In just 1 year our small team has been able to take a small prototype to where the game is today - all thanks to your support. As a special “thank you!” to our backers, we will be kicking off Backer Appreciation Week on March 10th. You will receive your Steam key through BackerKit, allowing access to the Steam version of StarCrawlers a week earlier then it will be available to anyone else. In addition, we’ll be sending out the official KickStarter survey to find out how you want to be immortalized in the credits for helping bring StarCrawlers to life.
Our focus until now has largely been on the core systems and ensuring the AI storyteller is doing a solid job on the side missions. With the Steam release, you’ll have the first look at the main campaign: custom built content, story missions, challenging events, boss fights, and secrets galore. We're hope you're hyped too :D
Wednesday - January 28, 2015
StarCrawlers - Beta Access Has Started
Juggernaut Games announces on the kickstarter page for StarCrawlers that Beta Access has now started for certain backers, and give details on whats included.
We released the first Beta build with a wave of SendOwls on Jan. 24th. We’ll be using SendOwl to provide routine updates moving forward, so keep an eye out for them. We’re zeroing in on a Steam Early Access date too.
Builds will also be sent to Humble Bundle to update the widget. We will discontinue use of the dashboard on our site - no more login required to grab the latest build. Thanks so much to our current beta testers for the bug reports and feedback you've been providing! It's an invaluable resource for the team and has really helped us to weed out and eliminate issues.
Please note: the latest build of the Beta will always be the same whether you are accessing it through SendOwl, Humble Bundle, or Steam. The only difference is how you choose to get your hands on it! Please make sure your email address is up to date to ensure you receive your SendOwl updates. Contact us at firstname.lastname@example.org for any changes.
Friday - December 19, 2014
StarCrawlers - Post-Funding Update # 32
Juggernaut Games latest post-funding update for StarCrawlers has information about a new contest, music trailer, wallpapers, and the games development progress.
Soundtrack Preview Trailer
The StarCrawlers soundtrack is just about done and it is AMAZING! We wanted to give everyone a bit of a preview of Ben’s work, so we put together this trailer that has a medley of several tracks, plus a first glimpse at some new environments you may not have seen yet!
Backer-Only 'Design a Weapon' Contest
For those who didn’t get the opportunity to participate in content creation during Kickstarter, we thought we’d offer another opportunity for you to contribute your creative ideas to StarCrawlers. We are running a contest to design a legendary weapon drop. The winning weapon will be featured in the final release of StarCrawlers! Rules and entry form are below:
- 1 entry per person
- 1 Winner will have their weapon featured in the game
- Winner will be announced after January 9
- Deadline for submission: January 5, 2015
We’ve been making so much progress on the game in the last few weeks its hard to know where to start! The team has been pushing themselves like never before and it shows. Here are a few of the many things we’ve been working on:
- Character Abilities - all characters now have a full set of unique abilities, complete with particles and effects. We are currently working on balancing, tweaking and SFX from the talented team at PowerUp Audio.
- Itemization - randomized weapons are in and we are working on randomized art for them - armor and shields are in progress. There are currently thousands of possible unique weapon drops that can be encountered in game. Weapon class specific upgrades are coming soon.
- Character Art - Final art for male and female versions of all character classes is complete
- Mobs - new enemies are in and can be encountered on runs - rarespawns have started to appear also.
- UI Overhaul - the UI has been completely redone in the past few months to improve functionality and appearance - we can’t wait to hear what you think!
Thursday - November 06, 2014
StarCrawlers - Interview @ Game Trailers
Game Trailers has new live demo with the developers of StarCrawlers.
Dungeon crawling goes cyberpunk in this futuristic take on the classic CRPG.
Wednesday - October 22, 2014
StarCrawlers - Release Update Posted
Juggernaut Games talks about the release of StarCrawlers in the games latest post-funding update. They also share some new art, and music from the game.
We’re not releasing StarCrawlers in November - and why that’s awesome for StarCrawlers!
We have been lucky enough to get some extra funding for StarCrawlers which is going to give us the flexibility to be able to slow down our release schedule a bit. This is great news for us (and for you guys) because it gives us more time to polish the game and to make sure we’re delivering the best version of StarCrawlers we can possibly produce. We really believe in this game and want to make sure we don’t sell it short. Rushing to Steam release was something we’ve been expecting we’d have to do purely for financial reasons - our post-KS budget was meticulously planned and carefully managed to get us through November, but we knew we wouldn’t be able to go much beyond that. Now we have the flexibility to put in a few more intense months of work and make sure that we’re delivering the best possible experience with StarCrawlers!
If you backed at the Beta Access+ tier, we’ll be opening up access for you to StarCrawlers (via our site) in November. Our current plan is to release the game onto Steam Early Access in early 2015 for the general public. However, we’re doing something we like to call “episodic” early access: the game will be released in a polished and largely feature complete state in February and will feature the first chapter of the main storyline. In addition, you’ll be able to run endless side missions of different types, have access to all the character classes, and be able to level and collect loot to your heart’s content.
Each additional chapter of the main story will follow soon after, with associated new bosses and enemies, new random events, and new non-essential stretch goals added (like the claw machine / Interstellar Postal Service). This way we get the game in your hands as soon as possible, without sacrificing quality or polish. As an added bonus we think serializing the most story-intensive elements of the RPG experience may actually make the game experience more enjoyable in some ways. We like the idea of having StarCrawlers periodically re-introduced in smaller portions. Our hope is that it will make the story more approachable for busy people, give us an extra boost in media attention that we’ll need to spread the word about StarCrawlers, and help us keep the game fresh!
As always, we encourage you to get in contact with us via the forums or KS message to let us know what you’re thinking or if you have any questions!
Friday - October 10, 2014
StarCrawlers - T-shirts & New UI
Juggernaut Games finally posted a new kickstarter update for StarCrawlers with news about the games new T-shirts, and shares a new image of the games UI.
T-shirts are going out soon!
For those backers who ordered StarCrawlers T-shirts, they are currently in the process of being folded and packed for mailing. If anyone has a last minute address change, make sure you login to backerkit today and update it! You can expect to receive them in the next few weeks (depending on where you are located).
StarCrawlers UI Overhaul
After the release of Unity 4.6 last month, we are right in the middle of a complete UI overhaul for StarCrawlers. The new UI not only looks better, it’s also designed to be much more intuitive and user-friendly. Here’s a shot of the updated ability screen:
Alpha backers will get a chance to test out a lot of the new UI functionality in the next build, so please remember to get on the forums and give us your feedback.
That’s all for today, but we’ll be back soon with a bigger update and a sneak peak at some new content!
Tuesday - September 09, 2014
StarCrawlers - Pax 2014 Update
The latest kickstarter update for StarCrawlers has infomation fom the game at Pax Prime 2014. I also included a new image from the show floor to the post.
We’re back from PAX and diving back into StarCrawlers totally reinvigorated from the experience. It was phenomenal to be able to share the game with so many people and we were thrilled by the positive responses we got. We also got to meet some awesome indie developers and get a first-hand look at a lot of games we’re really excited for! Our booth was bustling the whole time, and it was a lot of fun chatting with everyone who stopped by. Our alpha backers will all get a chance to experience the PAX build for themselves very soon! We're just making a few adjustments based on user feedback from the show floor.
Tuesday - August 19, 2014
StarCrawlers - PAX, Space Vermin, & More
Juggernaut Games finally posted a new update for StarCrawlers with news about the game at PAX, Space vermin, T-shirts. and more. So read the link for all the details.
PAX, Space vermin, T-shirts & More
Happy August all,
First off, exciting news: the entire team will be going to Seattle at the end of this month to show off StarCrawlers at PAX! If any of you are planning to be there, we’d love it if you’d stop by and check out the build (or just come by and say hello). We’re working away getting ready for the show and we'd love to be able to show off the latest build to our first supporters :)
Wednesday - July 30, 2014
StarCrawlers - Audio, Paperdolls, & More Art
Juggernaut Games has finally posted a new update for StarCrawlers to share news on the games audio. paperdolls, artwork, and talk about future updates.
StarCrawlers audio, print-your-own paperdolls, plus more sweet art!
Happy (end of) July everyone!
This one will be a short update, with another to follow very soon with some more news! First off, we’re really excited to announce that Power Up Audio has agreed to work with us on sound design for StarCrawlers! They’re also working on Darkest Dungeon, Timespinner, and a lot of other indie games that we are really looking forward to, and we’re very happy to have their expertise on StarCrawlers. Alpha testers may notice that the sounds improve significantly in the next few months, and if so, you know who to thank.
Sorry for the delay in the update, expect them more regularly in the future! If you’re looking for even more frequent communication - please check in on our forums every now and again.
Friday - June 13, 2014
StarCrawlers - Pre-Alpha 2 Update
Juggernaut Games released a new post-funding update for StarCrawlers infomation on the Pre-Alpha,and talks about how science is used in the game.
Pre-Alpha 2 update + Science!
We've been hard at work getting tons of new systems implemented into StarCrawlers. We now have randomized item generation, a new mission type (target extraction!), security camera traps, saving and loading, and lots of tweaks & fixes to character abilities. Our pre-alpha backers will get a chance to check out some of the recent changes out in our second pre-alpha build which will be available on Friday, June 13th. (Pre-Alpha backers will need a verified account on the StarCrawlers dashboard in order to download the build, so sign up if you haven't already.)
We've also made a lot of progress on some new environments, including laboratories! As you explore deeper into the Stella Marin colony ship, you'll find that there was actually a lot of weird and interesting stuff going on on the ship before it went missing.
Sunday - May 18, 2014
StarCrawlers - New Livestream on Tuesday
Juggernaut Games announced in a new short kickstarter update they will be hosting a new Live Stream for StarCrawlers with the developers of Darkest Dungeon.
Darkest Dungeon & StarCrawlers Livestream
We're doing a joint livestream next week with the Darkest Dungeon team! Come watch Asa draw a Darkest Dungeon character in the style of StarCrawlers and Chris from Red Hook draw a StarCrawlers character in the style of Darkest Dungeon. Expect a delicious, delightful melange of Lovecraftian horror and spacepunk sci-fi :)
Both teams will be on hand to field your questions! Here's the details:
When: Tuesday, May 20th 4:00 PST (What time is that where you are?)
For those who backed at $65 and above and haven't completed their backer kit survey, we're waiting on you guys so we can get our order in! If you didn't get your survey (or don't want to do the survey for some reason), send me a message. Otherwise, take a minute to fill it out so we can order some t-shirts!
Sunday - April 27, 2014
StarCrawlers - Post-Funding Update #24
Juggernaut Games shares new information for StarCrawlers about new art, surveys, pre-alpha release, and much more in the latest post-funding update.
If you are in the pre-alpha tier, you should have already received an invitation to create a pre-alpha account on our website. If for some reason you haven’t, please check your spam folders to make sure it didn’t end up there. If you can’t locate it, send me an email at email@example.com and I’ll send you another :).
Backer Kit Surveys
You should have all received your backer kit surveys by now. If for some reason you haven’t, please check your spam folders or email me to resend it.
We’re hoping to lock down backer kit next Friday, so if you haven’t completed your survey or if you were hoping to add something else to your order, please go ahead and do it soon!
NPC and CEO backers
If you pledged to create and NPC or a corporation you should have already received a questionnaire from me about your creation. If you have NOT received a questionnaire, check your spam or then email me to resend it.
Now that the furor of Kickstarter has died down, we are finally settling into our groove and getting back into intense development mode. We'll be making occasional updates here (about every month) on the Kickstarter page, but we'll be transitioning to using the StarCrawler forums for much of our communications with backers, so please stop by if you haven't already and set up an account!
As always, thanks so much to our backers for your enthusiasm and support for StarCrawlers! We all feel incredibly fortunate that we have the opportunity to work on this game and we could never have gotten here without you!
Tuesday - April 08, 2014
StarCrawlers - Post-Funding Update #23
Juggernaut Games has posted another post-funding update for StarCrawlers with news about backer surveys, new add-ons, and docs for content creators.
Backer Surveys Coming Soon & NEW Add-ons! Advice and Docs for Content Creators.
Hi everyone, Elena here - I’m done with the backer surveys and waiting on the double check process from Backer Kit, so expect those at the end of the week. I wanted to give you guys a quick overview of what to expect :)
We came up with a few new ideas for content creation that we couldn’t resist adding. Quantities of all of these are limited, and the backer kit survey will be the only opportunity to grab these up!
Design a Deployable Consumable Combat Bot
Work with the developer to design a deployable bot that can be used in combat. You'll help design the style of the item, its animation set and its abilities in combat.
Design an Achievement
Work with the developer to design an achievement that will be added to the game, including the achievement name, requirements and an icon that will be used to represent that achievement in the game. All achievements will be integrated with both Steam and DRM-free versions.
Name a Ship
Choose a name for a space ship. Your name will be added to a list of names which will be randomly assigned to ships that you visit or encounter during missions.
Upgrade your NPC to full length combat NPC
Convert your NPC into a full-length NPC complete with a set of combat animations. You'll also get 3 gifs of your animated NPC performing their animations.
We got buttons made for the MIX and we liked them so much we decided to order some extra for backers!
Sunday - March 23, 2014
StarCrawlers - Post-Funding Update #22
Juggernaut Games talks about being at GDC 2014, and goes into detail on the games stretch goals in the next post-funding update for StarCrawlers.
GDC, The Mix & Stretch goals
Hi Everyone! We’re back from GDC - refreshed and ready to start getting back to the business of making StarCrawlers. It was an exhausting whirlwind of a trip - we met a ton of people, had a lot of fun, and hopefully impressed some media with the early build of StarCrawlers. At the very least we now have a few media contacts that we’ve met in person and can keep updated with what's going on with the game - making it that much easier to get more press for StarCrawlers moving forward.
We want to keep working towards unlocking additional stretch goals until the pre-alpha build comes out and that means we have another month or so to get some more features locked in for StarCrawlers. So it’s not too late to share the game with friends, coworkers, etc, if you haven’t already. On our end, we’ll try to drum up some additional press coverage and generally do anything we can to get people excited for the game.
The StarCrawlers forums are going strong so if you haven’t stopped by please do! Now that we’re back from GDC, we’ll be keeping up a regular presence there and we’ll try to read every suggestion and question and answer everything as best we can. Keep in mind that we don’t have a full time community manager and the team will be handling the forums in addition to tending to their regular work responsibilities, so be patient with us :)
We had a little trouble with spam-bots the first few days, but it seems we’ve bested them for now. Any suspicious/inappropriate activity should be reported in a DM to Aelyria to ensure that it can be taken care of right away. Forum guidelines will be posted shortly which may help keep the riff raff under control to some extent.
Friday - March 21, 2014
StarCrawlers - Pre-Orders Now Available
If you missed your chance to support StarCrawlers its not to late. Juggernaut Games has announced on the games webpage that you can now pre-order the game.
StarCrawlers is now available for Pre-Order through the Humble Store! We have several pre-order options available at this time, including early-access.
Saturday - March 15, 2014
StarCrawlers - Post-Funding Update #20
Juggernaut Games has posted the first post-funding update for StarCrawlers that once again thanks the gamer backers, and talks about what comes next.
A huge thank you & A look at what comes next!
Hi everyone! These last thirty days have been life-changing for us. Because of your support we will be able to continue to work on StarCrawlers AND we’ve also unlocked some amazing stretch goals to help make the game everything we all want it to be. You all have our heartfelt gratitude for not only your financial support, but for believing in us! We <3 our backers!
As you can imagine, we’re getting a lot of questions about what comes next. So here it is in a nutshell.
StarCrawlers Forums are GO!Thanks to Rocky’s hard work we managed to get the forums up and ready for you guys already! Head over there, make accounts and let’s keep the ideas (and the haikus) flowing!- http://starcrawlers.com/forum/
Payment IssuesAs with every Kickstarter a percentage of pledge payments will fail to process correctly. If you're one of the people affected by this, you’ll have only 7 days to fix the issues. You should be receiving an email from Kickstarter with instructions on how to correct your payment information.So if you're one of the affected please take the time to fix your details. Every cent will matter towards our stretch goals and currently the "errored" pledges could take a sizeable chunk out of our final tally.
You Can Still Pledge Through Paypal
Paypal crowdfunding is still available until the 17th, and this is your last chance to be a part of the StarCrawlers universe by pledging at the content creation tiers. After that, we’ll be switching to a pre-order system using the Humble Widget. Either way, we’re going to keep working towards those additional stretch goals! Hero Class Enemies are a mere 14k away and thats something we would love to add to StarCrawlers!
Our plan is to get the physical rewards (T-Shirts) out to you guys over the next few months. After the Paypal pledge window closes in two weeks we’ll send out a survey to get your shirt sizes. Then we’ll need to produce the shirts and get them mailed out, which will take a few more weeks.
What’s Next for Team Juggernaut
TL;DR: Tons of hard work! With the Kickstarter over, we’ll have a brief window of being out of contact while we’re up at GDC. Once we get back, we’ll be as active as we can be in the forums and on the Kickstarter page, and we’ll be working really hard to get StarCrawlers firmly into pre-Alpha and into the hands of the early access backers! So in the short term you may hear less from us, but we’ll definitely still be in touch! Once again, thanks for your support. We’re looking forward to putting out something that we're all proud of, and hopefully will play for years to come.
Friday - March 14, 2014
StarCrawlers - Successfully Funded
StarCrawlers kickstarter was funded, and managed to get $100,278 of the $65,000 goal. Here is the last update from Juggernaut Games on the games final hours.
StarCrawlers! The Final Funding Update
We are humbled and fired up by the enthusiastic response to StarCrawlers by the Kickstarter community and we look forward to working with all of you over the coming year to craft this game!
The best backers in the universe
We mean it. Heading into the campaign we had high hopes for a good campaign, we weren't expecting to utterly crush our objective and meet so many great backers and fellow kickstarterers. Thank you all so much from the bottom of our hearts.
Thursday - March 13, 2014
StarCrawlers - Kickstarter Updates# 16 & 17
Juggernaut Games has posted two more kicksarter updates for StarCrawlers. The first update is about a poll were backer can vote the game new character class.
StarCrawlers! Backers vote to pick a NEW CLASS II - The Envotening
YOU'VE DONE IT. The Engineer has joined the crew, and it's time to pick a new class. This poll will run until March 19th, or until the next stretch goal for a class vote is unlocked. Now... get in there and vote!
The second update is a reminder the game has 35 hours left. The game so far has earned $89,066 of $65,000 goal. So all etxra income will allow the game to expand more.
35 Hours To Go! & Press Build Sneak Peek
Let's take a sneak peek at the press demo build! First off - some sweet new environments.
Here’s a version of the nav room from the Stella Marin colony ship. Maybe if you poke around, you can find some clues about what happened to the residents :O At the very least you’ll have to locate the ships black box and get it back to the corp that hired you if you want to get paid.
Unfortunately, someone’s looking to steal your score! Enter Riggo - scourge of Crawlers everywhere. He’s a Bounty hunter with a reputation for shady dealings and opportunism. He’s looking to make off with the box - by any means necessary. His pack of drones will make him a tough adversary - especially Evei (don’t let her diminutive size fool you!)
Here's an awesome first look video posted by FedoraG4mer! https://www.youtube.com/watch… Be on the lookout for more first impressions of StarCrawlers popping up in the next few days!
Tuesday - March 11, 2014
StarCrawlers - Update# 14, Final 72 hours
Juggernaut Games announces that StarCrawlers has 72 hours left on Kickstarter. The game is already funded, and has gotten $80,776 of the games $65,000 goal.
StarCrawlers! Final 72 hours - last chance to make your mark!
We're in the home stretch! With just 72 hours remaining in the campaign, we have achieved over 122% of our goal, and there's still time to stretch a little further and lock in more features for the first release of StarCrawlers!
Final shot at community content creation
If you were waiting to back at one of the content creation tiers, now is the time. This campaign is the last opportunity to get in the game as an NPC, create a corporation and its CEO, create an event or mission, build an item or a design an enemy - after crowdfunding ends, we won't be offering these options again!
Let's blow this thing outta the sky
It's been an amazing month and everyone at Juggernaut is excited and overwhelmed by the community involvement in StarCrawlers - thank you all so much for your support! As the campaign comes to a close, please consider sharing, sharing and sharing (some more) the Kickstarter link with friends, family, celebrities, bloggers, celebrity-bloggers, space whales. We're not a giant publisher backed team with a massive PR department, YOU are our publishers and your support is the best way of letting people know about StarCrawlers. You're awesome!
We're emailing everyone who pledged at RECON and RECON ELITE tiers to remind you to adjust your pledge to avoid the pesky $1 international shipping charge, and we're posting here in the update as well. Here's how: Click on “manage my pledge” and select the $20 reward instead of the reward from your current tier. When we send out the backer survey at the end of the campaign, you can select alpha or beta access as an add-on according to your pledge amount - You’ll get all the rewards for the correct price!
We'll be updating again before the campaign ends with an exciting look at the press build we'll be sharing at The MIX and elsewhere!
Thursday - March 06, 2014
StarCrawlers - Kickstarter Update #13
Juggernaut Games has posted a new update for StarCrawlers with information on the games lore, story, factions, and gives an update on the games AI.
Story and Lore of StarCrawlers
Rapid technological advancement has sent humanity sprawling to the farthest reaches of known space. Spreading out from the core, an uneasy alliance of megacorps wields dominance over all, bending lesser powers to their will in a never-ending quest for wealth. This “Universal Foundation for Prosperity” styles itself a benevolent advisory board; in reality they routinely exploit the outer worlds to finance the extravagance of their privileged lives.
However, cracks are beginning to appear in the UFP alliance and old secrets have become weapons in a new power struggle. On the fringes of space, the iron grasp of the UFP has yet to close in. It’s a place where allegiances are everything, power is lost as easily as it is gained, and a good payday is always on the horizon, provided you’ve got the skills to get the job done.
The powerful member corps of the UFP are major landowners throughout the galaxy, controlling entire planets and sometimes squabbling over them. The decentralized local governments of free planets are essentially shills for whatever corp is dominant in their region and they risk removal (or outright corporate takeover) if they step out of line.
Faction Reputation / Threat Levels and Narrative AI
The StarCrawlers universe is rife with different factions and entities competing for power. You’ll navigate the intricacies of these power struggles as you take and complete missions. Take a job against a corporation, and your reputation with them will decrease at the same time your threat level increases. Run a lot of missions against the same corp and eventually they’ll start taking precautions against you - warning their security teams to be on the lookout for your crew and ratcheting up the difficulty rating when you’re doing runs in their territory. Betraying a mission giver, or even just doing a particularly shoddy job on a mission, will also negatively affect your reputation with a corp, making them more cautious in their future dealings with your crew
Sunday - March 02, 2014
StarCrawlers - Update# 12, 100% Funded
In the latest kickstarter update for StarCrawlers Juggernaut Games announces the game is now funded, and on it's way to a few stretch goals.
StarCrawlers! 100% Funded & Tackling Stretch Goals
Well, Plop says it all. StarCrawlers is 100% funded! A huge THANK YOU to everyone who backed, shared and cheered on the campaign to get us this far. The outpouring of enthusiasm and support from the Kickstarter community has been simply amazing. We are fired up to make StarCrawlers for you!
Nice! What now?
The mission to 100% is complete, but the campaign rages on! We've already unlocked the first stretch goal (Juggernaut Legendary Gun Charm - bonus credits for your crew) and we've begun to make headway towards the first minigoal (Heavy Weapons & Sub Machineguns) and the first macrogoal of New Portraits for Every Class (Ladies & Gents).
Saturday - March 01, 2014
StarCrawlers - Update# 11, Mid-Campaign Update
Juggernaut Games has posted the next update for thier sci-fi dungeon crawl StarCrawlers that gives a Mid-Campaign report on the games status.
If you haven't read the interview eariler the game is already funded.
Just two weeks left and we’re 97% of the way to the funding goal. That’s crazy close! In today’s update: Combat Update #3 (with video!), PayPal support, the official StarCrawlers wiki, becoming an NPC, info for international backers, and love for an awesome Kickstarter project.
Combat Update #3 is below and all in real-time video action. Please note this is pre-alpha footage: all abilities, items, numbers, etc are works in progress and subject to change. Let us know what you think!
Friday - February 28, 2014
RPGWatch - StarCrawlers Interview
We had the chance to interview Juggernaut Games about StarCrawlers. I want to thank Elena Consacro the Producer of StarCrawlers for allowing the interview.
At the time of posting the interview the project is already funded, and has $65,875 pledged of the games $65,000 goal. Congratulations Juggernaut Games.
RPGWatch: Let me get started by saying thanks Juggernaut Games for agreeing to do this short interview. So to get started can you tell us a little about your company and game StarCrawlers?
Juggernaut: Thanks! Juggernaut is a small indie team of seven located in San Diego, California. We’ve been working together for 3 years doing contract work and making content for Sony Computer Entertainment. StarCrawlers is our first opportunity to work together on our own original game project. As a team, we decided we wanted to make a dungeon crawler, but not in an ARPG or 2d platformer style.
We wanted to focus on rpg story elements with a strong feeling of player choice and consequences and then add some random elements into the mix with what we’re calling the “narrative AI” and procedurally generated dungeons. It’s really important to the whole team that we create an experience that is as enjoyable to replay as it is to experience the first time. Procedurally generated content also goes hand in hand with building out complex structures on the fly, and lends itself to indie efforts where you don’t have a massive team to build content.
Wednesday - February 26, 2014
StarCrawlers - Kickstarter Updates# 9 & 10
Juggernaut Games has two more update for thier sci-fi dungeon crawl StarCrawlers. The project has managed to get $60,285 of the $65,000 goal.
It's safe to say the game will be funded. Here are the two updates.
Update #9 - StarCrawlers! The MIX, AMA, New Tiers, New Classes!
Just about to hit the halfway point in the campaign and we’re 88% of the way to the funding goal - thank you to everyone who’s backed us so far and for spreading the word. We’re so close!
To kick things off, check out this awesome doodle by backer and talented guest artist Jezreel!
The MIX StarCrawlers has been selected to be showcased at The MIX in San Francisco on March 17th. Demoing our game at The MIX is an amazing opportunity for a small team like ours to show StarCrawlers to the rest of the world! http://www.mediaindieexchange.com/
AMA We’ll be hosting a reddit AMA on Tuesday, 25 Feb at 10am PST, led by our Lead Animator and resident templar, mixologist, dream maker, and beard enthusiast, Jason. Find it here: http://www.reddit.com/r/games and come ask us anything!
NEW TIERS By backer demand, we’ve added two new tiers of GET IN THE GAME II and CHOOSE YOUR OWN ADVENTURE II. If you were looking for a chance to score some digital immortality and or torture other Crawlers with your fiendish machinations, there’s more opportunities to do so!
NEW CLASSES We’re almost to 100% funded and looking to crack into the stretch goals, so we’re excited to reveal two new classes that you could vote to be added to StarCrawlers!
Update #10 - StarCrawlers! Mini-update: reddit AMA is up!
Just a quick update to say our AMA is live on reddit: http://bit.ly/1dv1W81
If you're a redditer, please consider joining us for a live Q & A!
Saturday - February 22, 2014
StarCrawlers - Kickstarter Updates# 7 & 8
Juggernaut Games has two more updates this week for StarCrawlers. The first update talks about new portraits, and some new game classes.
With 21 days to go, we’re 70% of the way to our goal. Per backer requests, time to talk about some stretch goals! Between the larger stretch goals we’ve sprinkled some mini-goals that add items, variations and fun stuff to the game. As for the first two major stretch goals:
More Portrait Variations! Our first big stretch goal at 70k is to create alternate male / female character portraits for every class, including any we unlock down the line at later stretch goals. With this goal achieved, we’ll be able to do full-detail illustrations of all the classes, from head head to toe, for both sexes, for all of the classes.
More Character Classes! Adding more unique character classes is something we’d love to do! A class is comprised of dozens of abilities, dialogue choices, event interactions, items loadouts, and more, making them some of the most complex features to integrate, test and balance. We wanted to reserve adding additional character classes for stretch goals to ensure we’re not reaching beyond our grasp by promising too much too soon.
That said, if we can reach the major milestone at 75k, all backers will get an opportunity to cast their vote for the first class they’d like to add to the game. With extra resources, we’ll be able to make the game even better by adding in more awesome classes, two of which we’re going to reveal... right... now.
The second update is part two of the combat system explanation.
As promised, Combat Update #2 is here: some class-specific abilities in depth and some combo theory! Please note, all systems, numbers, abilities, etc are still in the Pre-Alpha stage and are works in progress - as always, we love to hear your feedback. WARNING: This update contains a lot of theory, system jargon, and geeky numbers. Enjoy!
Thursday - February 20, 2014
StarCrawlers - Update# 6, Combat System
In the next update for StarCrawlers Juggernaut Games explains the games combat system. Also the game has managed to gather $42,860 of the $65,000 goal.
StarCrawlers! Combat System update #1
Hi everyone! First a huge THANK YOU to everyone who’s supporting us. In just 7 days we’ve achieved over 58% of our goal thanks to your generous support and help spreading the word. We’re on track to punch through the funding target and crack into some stretch goals!
Tell us more about combat! We’ve heard your requests for an update that focuses on the combat system, so we’ll be starting a series of updates that cover this system in detail. Please note, all numbers, abilities, etc are works in progress - but we’d love to hear your feedback. Brace yourself and enjoy!
Tuesday - February 18, 2014
StarCrawlers - Kickstarter Updates# 4 & 5
Juggernaut Games released two more kickstarter updates for StarCrawlers. So far the game has earned $32,500 of the $65,000 goal. So things are looking good.
Update #4 - Music Update with Ben Prunty
I'm Ben. I'm making the music for Star Crawlers. I also made the music for FTL, which put me in a bit of a quandary. How do I make another sci-fi soundtrack that doesn't sound too much like FTL? It's important to me that every game has a unique sonic footprint.
When the folks at Juggernaut told me about the thematic emphasis on the seedy, unscrupulous nature of the Crawlers and their environments, I got an idea. After some research on different instruments, I came back to them with this:
Orchestra/electronic hybrid à la Tron Legacy mixed with dirty, exotic space jazz.
They loved it. I haven't quite gotten to the jazz part yet (that's reserved for the space taverns and such), but I think I have everything else down.
Update #5 - Tees, Open Houses and Teasers
Hi everyone! Quick update to show you a prototype of the StarCrawlers tee which you can swag and let you know about a special event we've got planned. First the tee:
Please note this is the prototype, so we'd love to hear your feedback and thoughts. All sizes for ladies and gents to be included.
We're having an Open House! If you're in the San Diego area, or can get there, our open house will be on Friday, Feb. 21st, and you can let us know you're coming by RSVPing here: http://anyvite.com/events/home/zagfmbc834
Saturday - February 15, 2014
StarCrawlers - Update#3, Happy Valentine's Day
Juggernaut Games wishes you all a Happy Valentine's Day in the games latest update.
Happy Valentine's Day from StarCrawlers & Juggernaut Games
Knit Plop is a custom made 100% hand knit snuggle-ready cuddle machine, and he wants you to make him your Valentine. To celebrate love and StarCrawlers, we're excited to add a special STARCROSSED LOVER tier (only 21 available!) to get a custom Knit Plop of your own. Here's the Knit Plop prototype without his romance module at half strength:
- Knit Plop prototype - please note actual product will vary!Knit Plop likes long strolls through derelict spacehulks, decimating unwary Crawlers, and snuggling.
Happy Valentine's Day from StarCrawlers & Juggernaut Games!
Well it's more of an avertisement really.
Thursday - February 13, 2014
StarCrawlers - Update# 1, Recap & F.A.Q
Juggernaut Games has a new Recap & F.A.Q for StarCrawlers in the games first kickstarter update. The game so far has earned $15,280 in one day.
StarCrawlers! Day 1 Recap & F.A.Q
Hello world! George from Juggernaut Games here -
It's been an exciting first day and we are currently 18% of the way to the funding goal! We'll be providing updates on our progress and sharing news regularly through Kickstarter Updates, but not annoyingly so ;D You can also follow us on Twitter @Juggernaut_News for all the latest!
There's a series of updates planned that highlight different features of the game and go into more detail on them, if there's something in particular you'd like us to feature - please let us know!
In the meantime, we're putting together a F.A.Q list which will be added to the front page which will include the following questions from the first day (if you've got additional questions or suggestions, we'd love to hear them!)
Wednesday - February 12, 2014
StarCrawlers - Kickstarter Now Live
Juggernaut Games has just launched the promised kickstarter for their sci-fi dungeon crawl Star Crawlers. Here is the video and some game details.
You’re a Crawler, and that means you work for those that can pay. Asset recovery, commercial espionage, and mayhem for hire are just a few of your crew’s specialized services. If something shady needs doing, chances are a Crawler will be involved. Succeed and you’ll be rewarded with better pay then any corp drone can dream of. Plus, you'll earn the respect of the eclectic assortment of merchants, opportunists and adventurers who make their home in the fringes of space.
Wednesday - January 29, 2014
StarCrawlers - Pre-Alpha Gameplay Video
Juggernaut Games has a new post on the StarCrawlers with a look at some pre-alpha gameplay footage based on the games explore, and combat mode.
Hey George here from Juggernaut Games! We’ve put together a short video of uncut footage from our Pre-Alpha build of StarCrawlers to share some details on what it’s like to play in Explore and Combat modes. Time stamps correspond to the video above – let’s go!
Tuesday - January 28, 2014
StarCrawlers - A New SciFi Dungeon Crawl RPG
I received news today of a new Indie RPG called Star Crawlers being developed by a studio called Juggernaut Games. Here is a little information on the developer.
Our talented team of artists, programmers, and animators has a combined 20+ years experience working in the game industry. We've recently been lucky enough to start work on our first independant game title, StarCrawlers. Being a part of a project like this has long been a dream of every member of the Juggernaut team and we're excited to share StarCrawlers with the community!
Their game is desribed as the following.
StarCrawlers is an endless first-person RPG adventure with procedurally generated levels, enemies, events, and of course, loot! If you’re a fan of classic dungeon crawls like Ultima Underworld and building a team of shady characters ala Shadowrun, we’ll hope you’ll feel right at home in StarCrawlers
I also have a video to go along with the news-bit.
Developer: Juggernaut Games
Play-time: 20-40 hours
Voice-acting: Partially voiced
Regions & platforms
· Platform: PC
· To be announced
· Publisher: Juggernaut Games