Republique hits Kickstarter goal with six hours to go

Republique's Kickstarter donations have picked up in pace, making the goal within reach but with only a few hours to accomplish it.

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Update - With six hours remaining, Republique has crossed its goal of $500,000. The pledges currently stand at roughly $501K as of the time of writing, so any extra donated in the rest of the time will be icing on the cake for Camouflaj.

Original Story - The last few days have been a nail-biter for start-up company Camouflaj. When we reported on voice talent for its Kickstarter-funded game Republique, we noted that it had only a week left to fulfill more than half of its goal of $500,000. The situation looked grim.

Over the past few days, though, the project has gained considerable momentum. With slightly more than a day left, they needed more than $110,000. As of the time of writing, the game has less than $7,000 more to go with only seven hours to do it. The pace of donations has been steadily increasing, but this one has definitely come down to the wire.

Republique is the first project from Camouflaj, the start-up company from former Halo 4 creative director Ryan Payton. It tasks the player with helping a character named Hope escape a heavily guarded facility in a dystopian setting. It was originally announced only for iOS, but Camouflaj has since announced PC/Mac versions coming as well.

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From The Chatty
  • reply
    May 11, 2012 7:30 AM

    Steve Watts posted a new article, Republique making last push for Kickstarter funding.

    Republique's Kickstarter donations have picked up in pace, making the goal within reach but with only a few hours to accomplish it.

    • reply
      May 11, 2012 7:56 AM

      I'm sure they'll make it just fine. I think that his trouble comes from a few points
      1.He's not an industry veteran with a proven track record
      2. It's an ambitious new IP and not a revival of a classic franchise. Even publishers are more apprehensive about creating a new IP rather than going back to the vault and rebooting some old IP that kinda-sorta fits the game that the developers are pitching to them.
      3. He was asking half a million for an iOS game when most of the massive successes on kickstarter have been PC first or at least one of the main platforms.

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      May 11, 2012 9:01 AM

      Yay now I owe them money.....wait i'm not excited anymore

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        May 11, 2012 9:13 AM

        Haha, yeah...this looked like it wasn't going to make it for so long I had sort of forgotten about it potentially coming out of my budget.

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      May 11, 2012 9:14 AM

      While I'm excited to see this get funded I'm skeptical they can create a AAA iPhone game for $400k, especially when they're hiring high profile voice actors.

      The Twitterrific iOS app apparently cost ~$250k to make, and the Barack Obama iOS app cost ~$100k to make. Compare those to a AAA game and it seems unlikely to me.

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        May 11, 2012 9:16 AM

        They're doing a set of (private) funding after this for an additional $500,000.

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          May 11, 2012 9:20 AM

          Oooh right. Ok that makes sense.

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          May 11, 2012 9:25 AM

          Payton already put a lot of his money into it as well I believe. I don't really think it's that easy to directly compare game budgets for projects like this. The developers are probably working for peanuts hoping they make a significant profit on game sales.

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        May 11, 2012 10:40 AM

        Really? Twitterific cost ~$250K?

        That seems like a lot of money for what it can do.

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          May 11, 2012 11:34 AM

          Software development is expensive man

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          May 11, 2012 1:54 PM

          Creating a high-quality iPhone app is hard as hell. It takes a lot of time and thought and iteration—none of which are cheap at all.

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            May 11, 2012 2:10 PM

            [deleted]

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            May 11, 2012 4:01 PM

            In my experience, the reason most people don't understand the costs of software development is because they forget that humans have to be paid. If an engineer works on an iOS app for a year, that's, what, 60-150k just from that one dev? Then factor in the QA people, artists, designers, etc etc and you get applications that cost a lot of money to make.

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            May 12, 2012 12:11 AM

            No, I get that...but Twitterrific costing that much is what amazes me.

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              May 12, 2012 12:14 AM

              Reading pantsburgh's post, I get what my disconnect is.

              I only started with iOS software in 2010, but Twitterrific has been out since iOS 1.0.

              Making something like Twitterrific now with all the vast amounts of experience and understanding that devs have nowadays would probably be a lot easier.

              Or maybe I'm out to lunch, I dunno.

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      May 11, 2012 10:13 AM

      Damn, I was hoping it would fail.

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      May 11, 2012 12:57 PM

      It's not hard to make your goal when every gaming site has decided to do an hourly play-by-play on the last hours of your campaign because you're the "chosen one".

      I hope they will do the same for other Kickstarter projects, but I doubt it somehow.

      Maybe take a look here - http://www.kickstarter.com/projects/malevolence/malevolence-the-infinite-rpg

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        May 11, 2012 2:49 PM

        Honestly I think it got a lot of late coverage because people thought it was going to fail. Thought they were watching a car crash when they were just watching traffic.

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        May 11, 2012 3:51 PM

        Every update I've been getting from Republique has been advertising other kickstarters that need help, too.

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      May 11, 2012 2:55 PM

      Yeeey they barely made it! I'm glad the PC version sounds ace.

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        May 11, 2012 3:10 PM

        There's little doubt the PC version saved them on this one. I funded them though, team of industry vets on some great games, and an original game concept. Sold.

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          May 11, 2012 4:21 PM

          Yep, and it really does look very slick, very much looking forward to seeing all that AAA skill and experience applied to something different.

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      May 12, 2012 9:09 AM

      I find the level of coverage this game has been getting to be... questionable. It's cool to be friends with this guy and hope it succeeds, its another thing to be pushing this shit on us above all else. There -are- other kickstarters, or heck, news besides kickstarters.

      Why is this game special again?

    • reply
      May 12, 2012 12:00 PM

      Cool, this game looks pretty good.

      It should come out on PSN for Vita!

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