15 th September 2013
The kickstarter campaign has been an incredible learning experience for those of us here at Animus Interactive. We received backing and support and for that we are incredibly grateful.
What we couldn't have expected was the sheer amount of people that would contact us during the campaign to say that they were not interested in backing a free to play title, but would back Kingdoms Of Knights if we were to use a different business model.
We had a rocky start with the campaign, but we have learned from this. We were pretty confident that our concept artwork, our video and our idea would win over the amount of people we needed to gain our funding, and we set ourselves a high target to achieve those goals.
After receiving criticism from potential backers on kickstarter about the lack of in-game footage, we released alpha screen-shots and saw an immediate jump in the amount of backing received, and yet, even then, we continued to receive the same criticism again and again. 'Your project looks really cool but I don't like the idea of funding a free to play game'.
This got the team thinking. We discussed the benefits and flaws of moving our business model, and after a few days of watching the campaign continue to receive the same criticism we decided to pull the kickstarter.
What does this mean for Animus Interactive?
We have learned a lot during this process. It has been a rough month for the team, and we are now working on a new business model internally to take the game forwards. We are aiming to re-launch on kickstarter, taking on board the criticism we received we will feature alpha footage, screen-shots and our new business model as well as additional rewards. It is clear to us that our fans do not want a free to play title, and so we are going to make the move.
Though nothing is final as of yet, we are currently looking into the potential held by the buy to play model that features a cosmetics in game store, and also in releasing DLC and expansions.
We are moving forwards with further updating the main website, and will soon have the official forums ready for the public.
I had hoped that I would not have to write this article, because I truly do believe in the game that I can see the rest of the team shaping around me. Every day the internal alpha is updated with fixes, texture updates or model tweaks and the picture gets a little closer to being completed.
We have a very hard working, dedicated team here at Animus Interactive, and I can safely say, we will be bringing Kingdom Of Knights to you all, no matter how bumpy the road may get. This campaign has brought the team together and we are stronger for it.
Thank you all for your continued support.
We Move Forwards, For Avalon!
- Kitsunami Lupo, Public Relations Manager, Animus Interactive
About Animus Interactive:
Animus Interactive stems from the Latin word animus, which when translated turns into soul, spirit, mind; (plural) high spirits, pride, courage. Our core focus has been a multitude of web technologies and services catering to those technologies. We are located in NY but could travel virtually anywhere to make our services more accessible. Our company is taking the last twelve years of experience we have working with these technologies to create our first major title, Kingdoms Of Knights.