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The Kickstarter has been launched today for this promising sandbox MMO. I will start by providing you with information from the kickstarter, and I will add up some features lower. I will also reply to your questions. P.S. I have pledged 100$ myself, and I rarely pay for games, out of principe. And here, I've payed out of this same principe.
Introduction - About the game.
Embers of Caerus is a next-generation sandbox medieval fantasy MMORPG under development by Forsaken Studios. With a rich, player-controlled story, a massive, realistic game-world, and a host of innovative features, Embers of Caerus promises to be the game that sandbox fans have been waiting for! Now, with the fantastic support of leading software company Havok and access to their amazing technologies, we’re ready to take our project to the next level. And that’s where you come in… Make sure to check the official Kickstarter page for the video.
Forsaken Studios is offering you the chance to support Embers of Caerus through our Kickstarter program. We’re developing a prototype of our game to show to potential investors and we need your help to make this a reality. In cooperation with Forsaken Studios, your generous pledges will fuel the development and production of our prototype, bring our game to the attention of the major players in the industry, and help put Embers of Caerus firmly on the MMORPG map!
What to donate for?
We’re looking to raise $25,000 to cover software licenses and development costs. Every single cent pledged will be put towards this goal. Each and every member of our team is working on a volunteer basis to make this happen and, in return for your support, we are offering a veritable dragon’s hoard of rewards – check out the sidebar for details. And if we exceed our target amount? Then we have a fresh set of bonus rewards to sweeten the pot – but we’re keeping those under wraps for now. When we hit our initial goal, we’ll lift the lid on the pot and share some of the secrets with you!
So what makes Embers of Caerus worth your pledge? It’s simple. At Forsaken Studios, we’re gamers. We love this crazy hobby of ours and we want it to be the best that it can be. But the one thing we all agree on is that we still haven’t found that perfect sandbox game that matches all our expectations and fulfills all our wildest dreams. So we decided to make it ourselves.
When it is released, Embers of Caerus will include a whole host of features that will set it apart from the rest of the pack. Level-less, classless character advancement? You got it. Massive, seamless, persistent world? You got that too. Full loot, full PvP and full-on PvE? In the bag. Extensive crafting systems and a player-controlled economy? No problem. Combat based on your skill as a player rather than tied to some in-game abstraction? Look no further.
But it doesn’t stop there. Ever wanted to create your own religion? Ever felt like forging your own kingdom, setting the laws of the land and commanding your minions to enforce your every whim? Ever wanted to take part in a realistic siege, or become the terror of the ocean waves with your fleet of warships? Embers of Caerus will bring you all that, and more!
And just because it’s a sandbox doesn’t mean that there’s no story to it. A rich and compelling story is at the heart of our game, with an epic main plot that spans thousands of years, and a number of major subplots and minor stories running alongside it. And all of it is influenced by you. In Embers of Caerus you are no passive bystander to a pre-scripted narrative. You’re in the thick of it, determining the fate of the world itself.
That’s why Embers of Caerus features the Dynamic Event Team, a group of highly-experienced GMs dedicated to bringing the world to life before your very eyes. The Dynamic Event Team will be monitoring the progress of the game as you play it, modifying events, unleashing surprising plot twists and triggering fresh turns of fate from one moment to the next. You will be in the heart of a living, breathing world where everything you do feeds back into the game as a whole.
Forsaken Studios - About us.
Founded in 2011 and based in Texas, Forsaken Studios arose out of a desire to exceed expectation in delivering a new revolutionary standard in MMO gaming. We aim to deliver quality in everything we do, from the in-depth core mechanics to the smallest graphical detail. We think about everything we do with the goal of providing ground-breaking immersion and a challenging and highly entertaining gaming experience. We have a feature list to die for and, while we work hard to include those features in the game, we’ll also be maintaining the standards we set on day one. No short-cuts will be taken. Forsaken Studios will provide a challenge and experience which the online gaming community has been screaming for. This is no theme-park, but you are in for one hell of a ride!
Forsaken Studios is proud to already be partnered with some fantastic middleware technology providers. Foremost among these is Havok, the award-winning software company that helped bring you hit games like The Elder Scrolls V: Skyrim, Assassin’s Creed: Revelations, and L.A. Noire, and box-office smash movies like The Matrix, Clash of the Titans, and Harry Potter: Order of the Phoenix. Havok is at the top of their game and is a recognized industry leader in the games technology field. At Forsaken Studios, we couldn’t be more excited about this partnership and can’t wait to see what incredible results it brings!
For example such technologies have been used for the sky.
About our directors
Rob Steele - CEO, Founder and Creative Director
For the majority of his life Rob has been a gamer, one with an unyielding love for a good RPG, and MMOs are no exception. Having followed countless MMOs, he has shared the heartache and frustrations experienced by so many players searching for a good game. This perspective, combined with over 10 years of amateur writing, puts him in an excellent position to help guide the Forsaken Studios team toward the creation of a great game. Even his experience with metal-working is being put to use in helping design realistic crafting systems, weapons, and armor.
Perhaps the most exhilarating part of this project for him is that it has always been a dream of his to make his own game and to make one of his stories come to life in a RPG. Now, as the Creative Director of Forsaken Studios, Rob has the opportunity to do just that, and share it with the world.
David Belcher - CTO, Founder and Technical Director
Dave started out at a young age nurturing a passion both for games, and for programming, cutting his teeth on small games written on the Commodore 64 in Basic, while learning the frustration of spending days writing code, hours recording it to cassette tape, only to be scuppered by the dreaded "Syntax Error". As an avid gamer, Dave got involved in online gaming with "Gemstone MUD" then "The Realm" (playing on a 9600baud GSM modem!), and hasn't looked back since. He has subsequently played almost every well-known western MMORPG that has been released, plus a few more obscure ones!
While he nurtured the idea of making computer games, Dave was hindered by the fact he had no-one willing or able to create the game art, so his life took a different turn for a while and saw him enlisting in the British Army where he served for 5 proud years.
He never lost his natural aptitude for IT however, and it soon became apparent that IT was where his true passion lay so, leaving the forces, Dave embarked on a new mission. He managed to secure a place at University, where he studied Software Engineering and honed his programming and system design skills (and achieved a First Class degree, with Honors), before moving into the IT security field. For the last 7 years, Dave has worked on all manner of systems, performing research and security assessments on numerous technologies, and providing consultancy on all forms of systems design and architecture to the highest levels of UK industry and government.
It is this broad and very deep technological experience and training that makes Dave the perfect candidate for the position of Technical Director. He brings a deep and thorough understanding of most technological fields, and has the aptitude to pick up and learn new systems and technologies with ease. Now he is using all of that experience to ensure not only that all of our systems and designs are technologically feasible, but also to help us really push the limits of what is possible in an MMORPG.
Lee Perkins - COO, Founder and Art Director
Lee's previous experience as a project manager, a manager of a small company of concept artists, 3D modelers, and animators, and as a freelance 3D artist for a Swedish games developer, has left him poised to seize his life-long dream of working in the gaming industry. Now, as Forsaken Studios Art Director, he works to ensure that the game's appearance stays true to the concept, and assists greatly in keeping the project focused.
We are privileged to have Lee on board, as his artistic flair and eye for detail ensure everything that is created for the game is of the highest standard.
Lee started gaming at a very young age experiencing MUDs at first before moving on to games like the Eye of the Beholder series back in 1992. He then went onto games such as Daggerfall in 1996, with its vast, open world and the sheer amount of things you could do in a PC game. After that, in 1997 – and still his favorite to this day – Ultima Online! Lee believes to this day that this is the game to beat and fails to understand why games companies refuse to see this. Since those memorable days, Lee has dabbled in many of the world’s well-known MMORPGs, but is still waiting for a company to release that perfect game using today’s technology.
Lee got bored of waiting.
A brief overview from the website.
Become part of a storyline that spans more than a thousand years and change the course of a brutal and dynamic world. Create everything from weapons, armor, ships, shops, and homes, to entire cities and nations. Control everything from local and national laws, taxes, markets, territories and political landscapes. Influence the unfolding and development of the game's storylines and make the world your own. Advance your character in a unique, rich, classless, and level-less skill-based system.
Struggle to survive in a harsh and violent world recently torn asunder by a magical apocalypse. Face challenges that bring new meaning to player versus environment. Encounter natural, magical, and demonic creatures, forces of nature and gods, and other players seeking to advance their own agendas - or simply end yours. Unlock mysteries of the ancient world that can lead to anything, from new skills and spells, to rare resources and valuable items. Discover haunted ruins, fantastic creatures, and deadly traps that can leave you questioning your sanity and your friends' loyalty.
Help restore the temples of the old world's gods, or create your own religion and will a new deity into existence. Spread your patron god's good nature across the world, drawing in support from others - or unleash hellish powers in their name, make others cower before your god's might, and reap fell rewards for your service.
What story will you write into the history of Caerus?
Everything that is underlined - are additions from me, as far as my knowledge goes, these are facts.
Mountain screenshot - A fairly interesting screenshot, without shaders and without a sky. The small character is drawn in paint. To run from the camera's current location to the small character, it took the developer 35 minutes on maximum speed, ignoring vertical slopes. To reach the peak on the left, it took him 19 minutes. Just behind these mountains there is another one, standing at 3,4km high. To make the player model same size as the one drawn in paint, they had to increase it by 50 times, to make a 100meter-high man.
About the sieges
The official website.
The vision of the game - nice read.
The magic system.
P.P.S The game wont come out before 2015. However, the developers are pretty active, so we might get a chance to play the beta/alpha earlier.