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Tag: kickstarter

  • Epomaker Celebrates Milestone Achievement as DynaTab 75X Crowdfunding Campaign Exceeds 100,000

    Epomaker Celebrates Milestone Achievement as DynaTab 75X Crowdfunding Campaign Exceeds 100,000

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    Epomaker is thrilled to share updated news on the DynaTab 75X campaign.

    This remarkable achievement underscores the overwhelming support and enthusiasm from fans and enthusiasts worldwide for Epomaker’s latest innovation.

    A Heartfelt Appreciation to Epomaker’s Dedicated Fans.
    Epomaker extends its deepest gratitude to each and every supporter who has contributed to the success of the DynaTab 75X crowdfunding campaign. The unwavering support, enthusiasm, and dedication from supporters have propelled Epomaker to new heights and reaffirmed Epoamker’s commitment to delivering unparalleled quality, innovation, and excellent products.

    Outstanding Features of DynaTab 75X
    One of the standout features of the DynaTab 75X is that it is a groundbreaking mechanical keyboard that ingeniously incorporates a gasket structure with 540 RGB color dot matrix LEDs. Featuring a mesmerizing canvas of 540 distinct RGB Dot-Matrix LEDs, the DynaTab 75X opens up a world of possibilities for intricate pattern designs and dynamic GIF animations. Exploring a myriad of custom light effects and displaying letters respond to each keystroke simultaneously on the screen. With the Epomaker driver, users can design, draw, and upload their favorite animation effects directly onto the dot matrix screen, infusing a playful touch of fun into their daily typing routine. The DynaTab 75X is equipped with its hot-swappable key switches, providing users the flexibility to customize their typing experience without the need for soldering. The button beside the dot-matrix screen is functioned as a screen controller, toggling different screen displays at a press. Thanks to the intuitive software that empowering customization in every aspect, from customizing each key to programming macros, and designing patterns and animations for the dot-matrix screen. In the realm of mechanical keyboards, the sound profile plays a pivotal role.

    Last Chance for Super Early Bird Pricing
    Epomaker offers a special super early bird price of $109 for the DynaTab 75X and this exclusive pricing will be available until February 26th, providing supporters with the opportunity to secure their DynaTab 75X at an unbeatable value.

    For More Information, please visit:
    Epomaker website
    DynaTab 75X KS campaign

    Contact us
    agnes@epomaker.com

    About us
    Epomaker is short for Epoch of Makers. We are committed to providing feature-packed keyboards with affordable pricing that ships worldwide. Our goals for our keyboards are three things: customizability, affordability, and high standards. We are a team composed of gamers, software engineers, product designers, and mechanical keyboard enthusiasts. We were inspired to create our own line of keyboards to share with the world. We wanted to make mechanical keyboards accessible to everyone. Our company is heavily dedicated towards our community-without their feedback and suggestions, this keyboard would have not been a reality.

    Source: Epomaker Inc

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  • Meet the DynaTab 75X: Your Ultimate Keyboard Upgrade!

    Meet the DynaTab 75X: Your Ultimate Keyboard Upgrade!

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    In the fast-evolving world of technology, Epomaker continues to push the boundaries of innovation with its latest release: the DynaTab 75X. This cutting-edge keyboard isn’t just another peripheral; it’s a revolutionary device that promises to transform your typing experience in ways you never thought possible.

    1. Redefining Customization and Performance

    Gone are the days of settling for mediocre keyboards. The DynaTab 75X sets a new standard for customization, performance, and versatility. Its sleek 75% layout defies convention, offering a perfect blend of compactness and functionality. But what truly sets it apart is its premium gasket-mount structure, ensuring every keystroke is met with unparalleled stability and satisfaction.

    2. A Visual Masterpiece

    Prepare to be mesmerized by the DynaTab 75X‘s stunning RGB Dot-Matrix LEDs. With 540 distinct LEDs at your disposal, the possibilities are endless. From intricate patterns to dynamic animations, you have full control over your keyboard’s visual aesthetic. And with the Epomaker driver, designing your own custom effects has never been easier.

    3. Unmatched Sound Profile

    Sound matters in the world of mechanical keyboards, and the DynaTab 75X doesn’t disappoint. Thanks to its Poron Sandwich Foam, IXPE switch sheet, and Latex Shaft Base Foam, you’ll enjoy a typing experience like no other. Plus, the gasket structure ensures a soft and satisfying rebound with every keystroke.

    4. Ultimate Versatility and Endurance

    Whether you’re a professional or a casual user, the DynaTab 75X has you covered. Dedicated arrow keys and a compact layout make multitasking a breeze, while compatibility with Windows, Mac OS, and Linux ensures seamless integration with your devices. And with its impressive 10,000mAh battery and fast-charging technology, you can stay productive for hours on end.

    In conclusion, the Epomaker DynaTab 75X isn’t just a keyboard; it’s a game-changer. With its unmatched customization options, superior performance, and unrivaled versatility, it’s poised to become an indispensable tool for tech enthusiasts and professionals alike. Say hello to the future of typing.

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    Al Hilal

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  • Light Your Way: YSMART MQ5 Flashlight | Trendy Gadget

    Light Your Way: YSMART MQ5 Flashlight | Trendy Gadget

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    Tired of fumbling around in the dark with bulky, outdated flashlights? Introducing the future of illumination—the YSMART MQ5. This compact powerhouse is packed with cutting-edge features that will revolutionize the way users light up their world.

    1. Magnetic Magic: Pop, Snap, and Shine

    Experience instant brilliance with the innovative ‘Pop-to-Light’ feature. With just a quick flick, the YSMART MQ5 springs to life, ready to pierce the darkness with its powerful beam. No more twisting or turning—simply pop it off the keychain, and let there be light!

    But that’s not all— the MQ5 takes convenience to the next level with magnetic quick-release technology. Thanks to its magnetic base, users can effortlessly snap it onto any metal surface for hands-free illumination, whether they’re tinkering in the workshop or navigating a nighttime adventure.

    2. Wireless Wonder: Charge on the Fly

    Gone are the days of fumbling with tangled cords and cumbersome chargers. The YSMART MQ5 features state-of-the-art magnetic wireless charging, allowing users to power up with ease. Simply snap it onto the charging base, and watch as it replenishes its energy wirelessly, ready for the next adventure.

    3. Compact Yet Mighty: Small Size, Big Performance

    Don’t be fooled by its diminutive size—the YSMART MQ5 packs a powerful punch, casting a brilliant 130 lumens of light from its high-quality CREE XPG3 bulb. Measuring just 5.1cm in length, it’s the most compact rechargeable flashlight in the lineup, making it the perfect companion for everyday carry.

    4. Style Meets Durability: Choose Your Finish

    Users can express their personal style with the range of sleek finishes available. Whether they prefer the timeless elegance of brass or the rugged durability of Grade 5 titanium, the MQ5 has them covered. Each flashlight is meticulously crafted for durability and style, ensuring that it not only performs flawlessly but also looks good doing it.

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    Join the Adventure Today!

    Ready to light up life with the YSMART MQ5? Don’t miss the chance to be part of this groundbreaking campaign. With over 24,000 supporters and counting, the MQ5 is already making waves on Kickstarter. Join the journey as YSMART redefines the future of illumination—one magnetic snap at a time.

    Please note that shipping fees will apply after the campaign has funded, and rates may vary based on package weight and destination. However, with the track record of successful campaigns and dedicated fulfillment partners, users can trust that their MQ5 will be delivered with care and precision.

    Backed by Experience, Driven by Innovation

    At YSMART, the team understands that bringing a product to life is not without its challenges. However, with nine successful campaigns under their belt and a proven track record of delivering quality products to backers, they’re confident that they have what it takes to overcome any obstacle.

    Should any issues arise, users can rest assured that YSMART will communicate transparently every step of the way. Support means the world to the team, and they’re committed to ensuring that the experience with the YSMART MQ5 is nothing short of extraordinary.

    Experience the Future of Flashlights—Back the YSMART MQ5 Today!

    With its unrivaled convenience, cutting-edge features, and stylish design, the YSMART MQ5 is set to revolutionize the way users light up their world. Join the team on Kickstarter today and be among the first to experience the magic of the MQ5. Illuminate life in style with YSMART.

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    Al Hilal

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  • Measure with Ease: Introducing the 25° Ruler | Trendy Gadget

    Measure with Ease: Introducing the 25° Ruler | Trendy Gadget

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    Enter the realm of precision and innovation with the groundbreaking 25° Ruler, a Kickstarter sensation that’s reshaping the landscape of measurement tools. Embarking on its 8th ruler campaign, the team behind this marvel is proud to unveil their latest creation, poised to redefine how designers approach their projects. Explore the features, benefits, and sheer brilliance behind the 25° Ruler as it takes center stage in the world of design.

    Enhanced Ergonomics for Effortless Design

    Building upon the resounding success of previous campaigns, the 25° Ruler emerges as the epitome of ergonomic excellence. Crafted with meticulous attention to detail, this ruler boasts a 25° slope that revolutionizes traditional measurement tools. Users can bid farewell to straining their backs or squinting to read measurements, as the innovative design ensures optimal comfort and accuracy, allowing them to focus solely on bringing their visions to life.

    Safety First, Precision Always

    Safety remains paramount in every creative endeavor, and the 25° Ruler is engineered with this principle in mind. By keeping users’ hands clear of the cutting path, this ruler minimizes the risk of accidents, providing a secure and stable platform for precise measurements. With every tick mark meticulously labeled, users can bid farewell to guesswork and embrace unparalleled accuracy with confidence.

    Unrivaled Clarity and Durability

    Designed for clarity and longevity, the 25° Ruler features large, easy-to-read fonts and laser-engraved markings that withstand the test of time. Crafted from aerospace-grade aluminum, this ruler combines lightweight portability with unmatched durability, ensuring reliable performance project after project. Whether users are tackling a small-scale assignment or a grand blueprint, they can rest assured that the 25° Ruler is up to the task.

    Personalize Your Precision

    Why settle for ordinary when users can infuse their toolkit with personality? Available in five stylish colors and five convenient sizes, the 25° Ruler allows individuals to express their unique flair while staying true to their design ethos. They can choose the hue that speaks to their aesthetic sensibilities and embark on their creative journey with a touch of individuality.

    Join the Revolution

    But don’t just take their word for it! Hear directly from satisfied backers who’ve experienced the transformative power of these rulers. Their stories illuminate the profound impact the 30° Ruler has had on their projects and lives, serving as a testament to the precision and quality synonymous with this brand.

    Conclusion

    As the team expresses gratitude to the Kickstarter community for their unwavering support, they invite individuals to join them in redefining the landscape of precision tools. Together, let’s embrace innovation, elevate design, and embark on a journey where every measurement counts. Thank you for believing in them, thank you for believing in the 25° Ruler – the future of precision is here.

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    Al Hilal

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  • The Best Part Of The Xbox Direct Happened Before It Started

    The Best Part Of The Xbox Direct Happened Before It Started

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    Image: Xbox

    Thursday’s Xbox showcase included some big games that I can’t wait to play. But if you tuned it right when the action started you might have missed the best part of the show: a series of fun pop-up facts and trivia about various Xbox-owned studios.

    On January 18, Xbox posted its latest Developer Direct, showing off gameplay from a few big titles coming to Xbox and PC later this year and letting the people making these games talk about them in detail. (Hey, Geoff, take note.) It was a solid showcase and that new Indiana Jones game looks wonderful. But perhaps my favorite part of the event happened before all the trailers and gameplay. During a countdown before the Developer Direct started, Xbox flashed numerous fun facts about studios like MachineGames, Oxide, and Obsidian Entertainment.

    I didn’t see a lot of people talking about these neat little pieces of trivia, so I wanted to take a moment and highlight some of them so we can all enjoy them after the fact. I love stuff like this. I also loved Pop-Up Video on VH1 back in the day. Anyway, to the facts!

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    Zack Zwiezen

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  • HushPuppy™ Harnesses the Power of AI for Dog Behavior Correction

    HushPuppy™ Harnesses the Power of AI for Dog Behavior Correction

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    ‘Tiny AI’ on microcontrollers can recognize dog barking with 99.1% accuracy, creating a safe, effective training collar system for dogs.

    Correcting a dog for excessive barking is a challenging task. HushPuppy™, a new training collar, harnesses the power of artificial intelligence (AI) to make the difficult process both simpler and safer.    

    HushPuppy, from ONCHIP.AI, is powered by microcontroller units using an AI algorithm trained on over 3,000 sound rows from more than 50 canine breeds and achieves a near-perfect 99.1% accuracy in bark detection.  

    “With our advanced AI algorithm, pet owners can trust that their dog’s unique barking patterns will be accurately detected and corrected,” said Hoa Anderson, founder of ONCHIP.AI. HushPuppy™ stands out in the market by deploying AI models at the edge, enabling precise detection between dog bark and non-dog-bark sounds 

    HushPuppy’s AI integration addresses common shortcomings in behavior correction collars. Its precision detection system distinguishes between a dog’s barking and other common sounds, such as laughter, loud voices, alarm, car doors and horns and other false triggers.  

    It also employs ONCHIP.AI’s Adaptive Sound Detection (ASD) and High Precision Computational Audio (HPCA) technology to pinpoint a dog’s bark, even in noisy surroundings. And HushPuppy also uses ONCHIP.AI’s state-of-the-art Near-Field Sound Filter (NFSF) technology, ensuring that the collar registers only its wearer’s bark, excluding any dog’s bark from more than 5 feet away. 

    When HushPuppy detects barking, it provides a harmless, mild static stimulus powered by a small AAA battery. Through repetition, the dog learns to quiet itself upon hearing or feeling the stimulus. “From the very beginning, we knew that safety was paramount for this product,” Hoa Anderson said.   

    HushPuppy utilizes a single AAA battery and unlike other products on the market, has no option to adjust electricity levels. That ensures that the stimulus cannot exceed the gentle level set in the product’s design. The collar also has no exterior metal components, instead incorporating an innovative conductive silicone gel for the static feedback generator, which eliminates potential allergenic reactions, cold surfaces, and sharp edges. 

    HushPuppy also is designed to be energy-efficient: Once a dog bark is detected, the device activates. When no barking is detected, the system efficiently switches to a low-energy standby mode. HushPuppy has a projected 300-day battery lifespan in pure standby mode, and a 21-day battery lifespan in regular, day-to-day use.  

    HushPuppy comes in three adjustable sizes, for large, medium and small dogs. To learn more about HushPuppy’s revolutionary AI-Powered Dog Bark Collar, visit www.onchip.ai/hushpuppies.

    About ONCHIP.AI LLC 

    ONCHIP.AI LLC, based in Wyoming, is focused on the development of AI applications for edge devices. The company’s expertise lies in creating datasets, training models, and optimizing libraries to function on ultra-low-power microcontrollers (MCUs) locally, addressing the significant challenges in deploying and training Tiny AI models on MCUs. 

    Source: ONCHIP.AI LLC

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  • WONDERFITTER Announces the Launch of Artemis: The Ultimate Smart Gaming Bow for Entertainment and Fitness

    WONDERFITTER Announces the Launch of Artemis: The Ultimate Smart Gaming Bow for Entertainment and Fitness

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    WONDERFITTER, a respected innovator in gaming and fitness technology, is thrilled to announce the launch of their latest product: Artemis, the ultimate smart gaming bow designed to deliver a healthy, tactile experience while enhancing the physics and realism of archery gaming. Using advanced technology and smart features, Artemis redefines immersive gameplay and exercise and offers the most accurate and effective bow design for any archery application. Learn more about Artemis here.

    Artemis is a specially designed smart gaming interface that expertly combines the realistic physics and motion of using an archery bow for gaming, target practice, fitness, and more. It employs real recurve bows and blunt dry-firing arrows to simulate a true-to-life archery experience. Whether you’re battling mythical creatures, hunting virtual wildlife, or engaging in PvP challenges with friends, Artemis provides an unparalleled sense of immersion. The uniquely designed bow follows the same ergonomics as real-world archery equipment, perfectly fitting the hand and arms, offering a lightweight form factor for a naturally comfortable grip and proper drawing technique.

    “Adding a physical element to archery gameplay was the primary inspiration behind Artemis. By introducing realistic physics, unbeatable accuracy, and tactile feedback, Artemis delivers the utmost realism, making archery gaming more immersive and satisfying than ever. Now, users can stay fit while having fun, enhance their archery skills, and dominate gameplay with an authentic bow experience,” said Sunkey Zeng, Founder of Wonder Fitter.

    Artemis offers multiple modes, including Metaverse mode, large-screen mode, and mobile mode, enabling it to adapt to a wide range of applications. It can be safely used both indoors and outdoors and features Triple Safety Protection, which includes an air valve cushioning device and patented technology that effectively absorbs the impact force of arrows with up to 50 pounds of draw weight, along with a double-locking structure that securely holds the arrow shaft in place even during high-speed flights. These essential features prevent arrow shaft detachment, making the device safe for indoor use by individuals of all ages. Artemis is designed for convenience and ease of use and is highly portable, featuring a break-down design and easy three-step assembly. The bow and arrow set includes bow limbs, a bowstring, and an arrow tube, taking up minimal space.

    Designed to elevate archery games and apps to a new level of realism, Artemis stands as the most advanced smart gaming bow available today and is the optimal device for a fully immersive archery experience. With its realistic physics and draw weight, it also introduces a health-conscious physical element that adds a fitness benefit to gaming. Wonderfitter Artemis will be available soon, with exclusive deals and discounts for early adopters. To learn more, visit the campaign here.

    Source: WONDERFITTER

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  • WALLZAP Resolves Age-Old Board Game Storage & Display Debate, Gaining Strong Kickstarter Support

    WALLZAP Resolves Age-Old Board Game Storage & Display Debate, Gaining Strong Kickstarter Support

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    Swedish Innovation Introduces Magnetic Kit with Box Locks, Ending the Horizontal vs. Vertical Game Storage Dilemma

    In the vast realm of board games, a longstanding debate persisted: should games be stored horizontally or vertically? WALLZAP, the brainchild of Swedish innovation, is here to render that debate obsolete. Launched on October 17, WALLZAP brings an unparalleled solution to display and store board games.

    Both methods have their pros and cons. Horizontal storage often results in box damage for games stacked at the bottom, while vertical storage may lead to lid drift and jumbled components. With WALLZAP’s box locks, part of the wall mounting kit, this debate is settled. The product ensures games can be stored vertically without lid drift or transported horizontally without worrying about internal disarray. Essentially, WALLZAP grants board game enthusiasts the freedom of choice without compromise.

    Key features of WALLZAP’s Magnetic Kit:

    • Freedom of Storage: End lid drift with never-seen-before Box Locks, offering versatility in storage.
    • Transformative Display: WALLZAP does more than just store; it transforms game boxes into visual masterpieces, enriching your living spaces.
    • First of its Kind: WALLZAP is the world’s first company to create a Magnetic Wall-Mounting Kit capable of holding games up to 7.3 lbs.

    CEO & Co-Founder John-Aron Windolf states, “We’ve always believed in merging design with functionality. The WALLZAP magnetic kit exemplifies this, settling the age-old storage debate and transforming game boxes into art.”

    Creative Director & Co-Founder Philip MacInnes adds, “Our vision is for board game enthusiasts to showcase their collection without compromise, and we’re excited to see the community’s embrace.”

    In this era of flourishing board game culture, coupled with the challenges of limited space, the demand for inventive storage and display solutions is on the rise. Stepping up to the challenge, WALLZAP offers a solution that doesn’t just meet, but exceeds, the expectations in terms of design, utility, and aesthetic value.

    The worldwide board game surge, magnified during the COVID era, resulted in the global tabletop game market being valued at approximately 2.5 billion U.S. dollars in 2021. According to Statista, this market could see an increase of over 60 percent in the forthcoming decade. Kickstarter statistics further accentuate this trend, with board games being a dominant category.

    About WALLZAP: Rooted in Sweden’s legacy of innovation, WALLZAP AB is a testament to a commitment— a commitment to revolutionizing the board game community’s storage and display journey. To discover more about WALLZAP’s vision and to back the campaign, visit their official Kickstarter Campaign and connect on Instagram.

    Source: WALLZAP

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  • I Wish I Loved This Final Fantasy Tactics-Inspired SRPG 7 Years In The Making

    I Wish I Loved This Final Fantasy Tactics-Inspired SRPG 7 Years In The Making

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    Final Fantasy Tactics nailed so many things so exquisitely that, despite plenty of sequels, spiritual successors, and fan homages, there’s never been anything quite like it since. Arcadian Atlas is the latest indie strategy RPG to try and channel its greatness into something familiar but new, and sadly, it mostly flounders.

    Created by Twin Otter Studios, Arcadian Atlas came to Steam on July 27 after first getting funded on Kickstarter way back in 2016. Despite the years of waiting, it feels like a rough first draft that needs more work. Set in a kingdom thrust into civil war over a succession crisis and royal family in-fighting, it follows two romantically involved soldiers, Vashti and Desmond, onto the battlefield as their conflicting loyalties and principles threaten to unravel their lives. Every scene is rendered with beautiful sprites reminiscent of Square Enix’s classic, and each new plot point is punctuated by a turn-based fight on a chessboard-like grid between competing squads of archers, medics, magicians and knights.

    Gif: Twin Otter Studios / Kotaku

    I’ve played about four hours so far, and the story can be compelling when it doesn’t feel barebones or clumsy. Star-crossed lovers thrust into the chaos of a civil war is a fine crucible for interrogating what makes characters tick and how far they’re willing to go to fight for what matters most to them, even if the dialogue sometimes feels undercooked, “Listen, I’m not happy about it either, but you know how much dark magic damaged my village,” Desmond tells Vashti early on. “As much as I hate to say it, he has to be put to death.”

    But the real issue with Arcadian Atlas is that it’s a chore to navigate and play, and there’s no real creativity or depth in its RPG systems to make battles exciting or make it satisfying to grow and level up your crew. Skill trees are brief and mostly revolve around earning damage upgrades. There are a dozen unique job classes, but you can’t mix and match abilities. Combat also heavily favors ranged units, which have good damage output and little risk of ever missing their target.

    Screenshot: Twin Otter Studios

    The battlefield also feels wonky and incomplete. Animations for unit movement and attacks don’t feel fluid, and terrain has no real impact on strategy. Fireballs and arrows can pass through obstacles and comrades unimpeded, while melee units can strike anyone next to them no matter how much higher or lower the adjacent squares are. It makes for very unbalanced encounters with little in the way of tactical trade-offs to consider or competing priorities to weigh.

    In isolation, none of these shortcomings would be that big of an issue, but taken together they slowly add up to a simplistic and tedious experience that’s hard to recommend to even the genre’s biggest fans. Eventually even the mildest frustrations become hard to ignore, like having to press the accept button to progress every finished loading screen, and the fact that navigating the battlefield grid requires repeatedly flicking the thumbstick on the gamepad rather than simply holding it. The game supports mouse and keyboard as well, but I actually found the cursor controls to be even more finicky and sticky.

    One of the few points of pleasure for me in each battle was the soundtrack. Instead of dramatic horns and violins, Arcadian Atlas’ jazz-infused soundtrack by composer Moritz P.G. Katz is dominated by saxophones and guitars. The standard combat music in particular is so oddly unexpected but catchy, I still found it playing inside my head days later. I wish I could say the rest of my time with the game felt as memorable.

               

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    Ethan Gach

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  • Myst Studio’s New Game Has Loads Of AI-Generated Stuff

    Myst Studio’s New Game Has Loads Of AI-Generated Stuff

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    Cyan, the studio behind Myst and Riven, has for the last few years been funding its games via Kickstarter. That’s how 2016’s Obduction was made, and it’s also how 2023’s Firmament—with more than a little help from machines this timewas developed as well.

    For a studio with such an illustrious history, the decidedly mixed reviews for Firmament should be something of a surprise. Fans are down on some of the puzzle design, but they also repeatedly mention how flat the game’s world feels, how poor the narration is and the sparsity of Firmament’s in-game lore, which really stand out when compared to Cyan’s 90s blockbusters.

    This walkthrough video highlight’s the game’s monotone narration

    Turns out there’s a good reason for some of that. As Gregory Avery-Weir first pointed out after sitting through the game’s credits, the longer you sit through them the more you find that some jobs—like voice acting—don’t get a mention where you’d expect them, alongside composers and artists. Indeed by the time the credits are thanking external partners like Nvidia, you’d be forgiven for thinking they’d forgotten to acknowledge their voice actors entirely.

    Until you get to this, literally the last credit flashed on the screen before they start thanking streams of Kickstarter backers:

    Image: Firmament

    That sure explains why so many pieces of in-game lore—like “journals, logs, checklists, newapapers, stories, songs, poems, letters” and “loosely scattered papers”—have been described as being so underwhelming, and why so many players had complaints about the lifelessness of its narration.

    I reached out to Cyan and asked them specifically about the level of human involvement in the game’s narration and lore texts (newspapers, letters, etc). Their response:

    “AI Assisted Content” listed in the credits for Firmament is, well, exactly that. It is content of which its final state you see it as in the game as was assisted, not wholly created, by services built on what many refer to as “AI” that Cyan staff made use of.

    For example, all voice acting content was performed by an actual human being 100% of the time (which may have been obvious already if you have listened to it, especially considering the performance cadence and content — we can’t imagine what it would be like if wholly machine generated, to your question) but the final performance timbre, pitch, and tone was modified with one of these services, with the performer’s consent. Hopefully that clarifies things more and provides a good example of what we mean by “AI Assisted Content”.

    Note that doesn’t explain why those voice actors aren’t credited (when the AI is!), why they used AI (and not regular recording/mixing tools) to modify the “timbre, pitch, and tone” of a human’s voice, and doesn’t address the numerous other instances fans have complained about, like the poems and songs.

    This sucks! This is the third game in a month we’ve had to highlight for either featuring or standing accused of featuring terrible, obviously machine-generated content. The feedback in each instance—even on this game’s Kickstarter page, where many backers pledged their support years ago, before AI-generated content was even a thing—has been clear: people do not want this stuff in their games!

    Image for article titled Myst Studio's New Game Has Loads Of AI-Generated Stuff

    Screenshot: Kickstarter

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    Luke Plunkett

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  • Rainbow Six Kickstarter Asks For More Money From People Who Already Backed

    Rainbow Six Kickstarter Asks For More Money From People Who Already Backed

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    In 2021 Mythic Games, with the backing of Ubisoft, announced a Kickstarter campaign for an officially-licensed board game adaptation of Rainbow Six: Siege. Two years later, Mythic are asking people who already paid for the game to pay a bit—and in some cases a lot—more.

    The game, simply called 6: Siege, is pretty much what you’d expect: two teams of operatives do battle on a tactical map, one side attacking, the other defending. And as you would also expect from an officially-licensed board game appearing on Kickstarter, it is supposed to be huge, promising all kinds of plastic miniatures, expansions, 3D buildings and terrain.

    In 2021 you could get the game in three tiers: a basic $69 copy, a deluxe $199 version and an even more premium $269 edition. That last one came with a lot of stuff: five “years” of expansions, multiple map packs, extra units, a neoprene dice tray, 3D buildings and even a little laser pointer so you could quickly and accurately determine line-of-sight stuff.

    Now, in 2023, with the pandemic having wreaked havoc on the board game industry, Mythic (via Wargamer) have posted an update on their campaign website stating that, as things currently stand, the money that people paid during the initial campaign isn’t going to actually cover their manufacturing costs.

    As a result, they’re giving backers three choices: they can pay more money, they can wait for prices to come down and receive their games at some point in the future, maybe, or they can ask for a refund. Backers of the $69 edition are being asked to pay an additional $39, $199 backers will need to pay $99 more and the $269 backers are being asked to pay an extra $129.

    That is…hoo boy, that is a lot of extra money. Mythic have explained the decision on their campaign page, attributing the increases to international conditions, along with some internal overrun:

    …the combined crises of COVID and the war in Ukraine, which we had not anticipated, have changed the international situation. Prices have literally exploded in all areas, and the estimates on which we based ourselves before and during the Kickstarter campaign are absolutely no longer relevant.

    To give you some examples, the cost of paper and cardboard has increased by 50 to 100% on average (the paper we use for example has gone from $600 per ton to $1200 per ton), the cost of labor in China where our games are produced, assembled and shipped has also doubled from $4 to $8 per hour. The cost of energy, plastic and raw materials has increased by almost 50%. Finally, while container fees have recently dropped from their ridiculous highs (but not back to pre-crisis prices), the cost of the Last Mile has skyrocketed and has never been higher. On our side, it must be said, we spent much more than expected in the development of the game, with more people than we expected working on it and longer than we originally estimated (which caused extra costs, but also has the advantage of having an optimal, well-tested, varied and balanced game in the end).

    Wildly, this isn’t the first time Mythic has had to do this; their Darkest Dungeon adaptation had to ask for extra money as well, something that 20% of backers refused to do. In this case Mythic’s update says that “If we do not reach the commitment rate, we commit to reimburse all contributors for these additional costs by the amount of their contribution”, and that “At the end of the fundraising period, if we have reached the minimum commitment to go into production, we will start printing.”

    While I have a lot of sympathy for board game publishers and manufacturers right now, these conditions aren’t new; I wrote “Board Games Are Having A Bad Time” in April 2020, and this game was Kickstarted a year later. For Mythic to have not gone overboard with allowances for pricing variations during such tumultuous times reflects poorly on their campaign planning, and fans are right to be upset at being not only asked to pay more, but to pay so much more.

    It’s also yet another example of the dangers inherent in the arms race so many board game publishers are trapped in on Kickstarter, offering increasingly obscene amounts of plastic miniatures and other luxuries with their games in an effort to appeal to backers, all the while making their projects far more expensive—and thus risky—to actually make.

    I’ve contacted Mythic to clarify what exactly happens to the whole campaign if the “commitment rate” isn’t met, and will update if I hear back.

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    Luke Plunkett

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  • KeepsakeMom Launches Kickstarter Campaign to Help  Fund Development of DIY Breastmilk Jewelry Making Kits

    KeepsakeMom Launches Kickstarter Campaign to Help Fund Development of DIY Breastmilk Jewelry Making Kits

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    Four Unique DIY Breastmilk Stone Jewelry Kits Allow Mothers to Preserve Cherished Stage of Motherhood

    KeepsakeMom, a one-of-a-kind breastmilk jewelry company focused on unique creations that celebrate and preserve this special time between mother and child, is pleased to announce a Kickstarter campaign that will allow mothers to create their own breastmilk jewelry at home. The campaign aims to raise funds for the development of four different DIY breastmilk jewelry kits — appropriately timed for Mother’s Day and featuring rewards centered around the holiday. 

    Launching May 1, 2023, KeepsakeMom has a $10,000 Kickstarter goal to fund the DIY kit materials, design, and packaging. Pledges will be accepted through Mother’s Day on May 14, with a 7-tier rewards program:

    • Pledge $79 or more to receive the Super Early Mother’s Day price
    • Pledge $89 or more for the Early Mother’s Day price
    • Pledge $99 or more for the Mothers’ Day Kickstarter price
    • Pledge $179 or more for the Mother’s Day BFF package, and receive two DIY kits
    • Pledge $189 or more for the Mothers’ Day Mix & Match, and receive two different DIY kits
    • Pledge $249 or more for two DIY kits and a behind-the-scenes studio tour video
    • Pledge $449 or more for the Mother’s Day Superstar price and receive all four DIY kits and the behind-the-scenes studio tour video 

    Each DIY kit celebrates and honors a mother’s breastfeeding journey, serving as cherished mementos of the commitment and determination required of breastfeeding. Since every mother’s breastmilk is different, with different shades and consistencies, each piece of breastmilk stone jewelry is entirely unique and personal. DIY Kit No. 1 is Harmony, a ring with seven dainty, customizable breastmilk stone gems beautifully inlaid in a gold-plated setting. DIY Kit No. 2 is Burst of Love, a breastmilk stone ring featuring a 6x8mm custom-made, oval-shaped stone that is inlaid on each side with a cluster of dazzling cubic zirconia. Bundle of Joy is DIY Kit No. 3, featuring a breastmilk stone ring with a rounded oval stone set in a 114-gauge silver band. The final DIY kit is To the Moon and Back, a necklace that transforms breastmilk into a beautiful keepsake pendant with pearl powder for a pearlescent look and opal effect. 

    The high-quality DIY breastmilk jewelry kits provide everything needed for at-home creations, including breast milk preservation powder, syringe, parchment paper, liquid acrylic resin, liquid resin hardener, mini measuring cups, stirring sticks, silicone mold (depending on the setting), stirring stick, toothpicks, jewelry setting, jewelry box, mini funnel, mini glass container, and step-by-step instructions. Creators may also choose to add additional personal elements for further customization, such as color shimmers, gold or silver flakes, and even a lock of their baby’s hair. 

    “We’re thrilled to be launching this Kickstarter campaign to raise funds for unique, beautiful breastmilk jewelry making kits that will help countless mothers forever preserve this cherished time in their life,” said KeepsakeMom Founder Anna Thachuk. “A woman’s breastfeeding journey represents the start of a beautiful bond between mother and child, and these pieces of keepsake jewelry celebrate that emotional closeness and serve as a lifelong reminder of their beginnings.”

    The KeepsakeMom Kickstarter campaign will run from May 1-15, with packaging design and materials purchased between May 16-31. Packaging production will take place from June 1-15, with kits assembled and shipped between June 16-30. Estimated delivery for all pre-orders made through the Kickstarter campaign is July 2023.

    KeepsakeMom has been creating exquisite breastmilk jewelry since 2020. The company’s breastmilk jewelry line is a unique collection made entirely from breast milk, inspired by Thachuk’s personal story. She found breastfeeding to be a blissful bonding experience with her first child, only to be disheartened just two months into her breastfeeding journey when her supply rapidly diminished. Understanding the incredible value of breast milk and the bond it fostered with her child, she decided to learn the art of breastmilk curing to create these stunning works of art. You can see the full collection of necklaces, rings, earrings, bracelets, and more, and learn more about Anna’s story, at https://www.keepsakemom.com.

    For questions regarding the Kickstarter campaign, email care@keepsakemom.com. You can learn more about the Kickstarter campaign and make your pledge at: https://www.kickstarter.com/projects/keepsakemom/diy-breast-milk-jewelry-kits-by-keepsakemom 

    Source: KeepsakeMom

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  • Star Reach Games Launches Kickstarter for Cysmic, the Groundbreaking Sci-Fi Strategy Board Game

    Star Reach Games Launches Kickstarter for Cysmic, the Groundbreaking Sci-Fi Strategy Board Game

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    An over-the-top, competitive battle royale set on the surface of a dying planet with a devolving dual-layer board design, asymmetric faction abilities, and over 200 miniatures.

    Star Reach Games is thrilled to announce the launch of its highly anticipated sci-fi strategy wargame, Cysmic, going live on Kickstarter on April 25 at 10 a.m. EDT. Inspired by classic disaster movies, Cysmic features an infinite, dual-layered game board that crumbles away during play, revealing powerful ancient relics and providing a cinematic battlefield for the game’s 200+ miniatures — including modular Colony Ships, assembled by each player and looming high above the action at over 6 inches tall. 

    Cysmic is set on the dying surface of Kepler-62e and places players in command of one of the world’s 18 factions, each with an individualized starting configuration and asymmetric player abilities to guide strategy and unlock new paths to victory. The goal of the game is simple. To survive the end of the world, players must build a spaceship and be the first to launch their people to safety. There’s just one problem: Each faction holds a module blueprint crucial to survival, and to win the game, players must capture those blueprints from their opponents.

    In Cysmic, players will be kept on the edge of their seats, constantly adapting, overcoming, and embracing the chaos of a devolving battlefield. Constantly bombarded by earth-shattering seismic activity courtesy of the Tremor Tracker, the frequency of these board-altering events builds over time to an apocalyptic crescendo in flames.

    As players obtain blueprints from their enemies and install new modules, they assemble their Colony Ships, creating an eye-catching centerpiece for their territory. Along with significant visual impact, this design provides easy at-a-glance insights into how close each player is to lift-off at any given moment.

    Cysmic’s easy-to-learn gameplay is powered by a streamlined three-step system that rewards decisive action and in-the-moment strategic command. Just burn a card, play a card, and choose a bonus action. Every player has the same 10 Command Cards, allowing them to choose which phases occur when — because the end of the world is no time to stick to a sequence of play. 

    Cysmic is available in two formats: the Core Edition for $99 and the Designer Vision Deluxe Edition for $249. The Core Edition provides the complete cinematic experience in an affordable retail format, featuring Star Reach Games’ signature Tech Chip Field Display. The Deluxe Edition is an all-out explosion, blasting every element of the game into the stratosphere with a larger board, 3-D terrain, custom combat markers, and 200+ miniatures. 

    Star Reach Games invites you to embrace the chaos of Cysmic, where there are no points to count, no second prizes, and blasting off first means living to fight another day. Don’t miss the launch of this earth-shattering game of sci-fi fighting fun, live on April 25 at 10 a.m. EST.

    Campaign: 
    https://www.kickstarter.com/projects/starreachgames/cysmic-a-race-for-survival-during-seismic-armageddon?ref=alh9t8 

    Media Kit: 
    https://drive.google.com/drive/folders/12T4YYi3Rh5FtFmIZaYTvmzqKGnsPPXlT?usp=share_link 

    Source: Star Reach Games

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  • Calliope Games Debuts a New Living Puzzle Game in Two Dazzling Themes

    Calliope Games Debuts a New Living Puzzle Game in Two Dazzling Themes

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    Press Release


    Jan 24, 2023 11:00 EST

    Calliope Games is excited to announce the launch of their new living puzzle board game, Four Corners.

    Full of eye-catching artwork sure to dazzle players of all ages, Four Corners will be going live on Kickstarter Tuesday, Jan. 24, at 10 a.m. EST with not one, but two versions! 

    Using their innovative, modular, Tip-Pivot gameboard, players can easily placerotate, move, and swap tiles—all without affecting the rest of the board. 

    Each player is given three secret goals. The winner is the player who best manipulates the board, adapts to changing strategies, and completes their goals first.

    By supporting this campaign, gamers around the globe can be the first to own this revolutionary game in two different themes: Galaxy and Kaleidoscope. Backers will also receive a special thank you in the form of a Calliope Exclusive Tile Bag. With three different ways to play the game (standard, teams, and solo) and two aesthetics to choose from, there is a combination to suit players of all ages and interests. 

    Regardless of which theme you choose, Four Corners features the same quick-to-learn gameplay; it’s up to each family to choose the theme that’s right for them. Will their next game night set sail for the stars, or travel through time with a nostalgic toy?

    About Calliope Games:

    Over 10 years ago, Calliope Games began as a collaboration between Dawne Weisman, Jordan Weisman, and Ray Wehrs. Calliope Games has been producing and selling quality tabletop games ever since. Calliope products are inspired by families, for families. While they are most readily known for their Tsuro and Roll For It! game lines, they have successfully released 24 titles, many of which were brought to life on Kickstarter.

    With both current and future gamers in mind, their designs make the perfect gateway to the tabletop hobby. Calliope games are excellent for starting out game night and are easily played between heavier games. They focus on entertaining adults while allowing children to compete with their parents without a single game “thrown”. It’s really a simple concept; instead of having parents step down into the child’s world, these games invite the child to step up into the parents’ world.

    Calliope games are easy to learn, play in under 60 minutes, and provide a fun and engaging experience for players of all ages.

    Four Corners Media Kit

    CalliopeGames.com

    Source: Calliope Games

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  • Kickstarter Suspends AI-Generated Image (Well, Porn) Project

    Kickstarter Suspends AI-Generated Image (Well, Porn) Project

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    Image for article titled Kickstarter Suspends AI-Generated Image (Well, Porn) Project

    Image: Kickstarter

    Until today, there had been an active Kickstarter campaign running for Unstable Diffusion, a project describing themselves as “a group born out of a grassroots community effort to reject the limiting rules of corporate AI companies”.

    The campaign, which had comfortably passed its initial funding goals, said its pitch was:

    This is to fund the development of open-source, community first, AI models that will achieve the dream of a billion people exploring and creating art with nothing but their imagination. This revolution in human expression will be equivalent to the invention of the printing press, or of the internet. AI that allows for anyone to make art.

    While the Kickstarter campaign uses a lot of very careful language so as not to spell out its actual intentions, you can read between the lines in sentences like the team lamenting that “the last company releasing open-source AI image models has succumbed to investor pressure and released a heavily neutered version of their previous model”, and that their ethics guidelines say they “plan to exclude all children from our datasets in order to eliminate the possibility of abuse using our API”.

    Basically, as TechCrunch report, these guys are frustrated that existing AI-generated image models don’t make good porn, and so they want to build a community to help them do a better job. Now, I’m not here to poo-poo anyone’s kinks or desires for online content, we’re all adults here and everyone has their own stuff they’re into.

    But porn or not, this is still AI-generated imagery, and given the protests currently going on at ArtStation, and with the wider controversy surrounding the field in general, Unstable Diffusion landed at the right time to be the campaign to get Kickstarter looking at their own policies on the matter.

    The crowd-funding platform are yet to release firm guidelines, saying “we’re sometimes navigating some really tricky and undefined areas”, but the company did release a statement suggesting that they will, for now at least, “on the side of creative work and the humans behind that work”.

    Here’s that statement in full:

    I want to share some of our thoughts on Artificial Intelligence (AI) generated images and AI art as it develops, because many creators on Kickstarter are understandably concerned about its impact on the creative community.

    At Kickstarter, we often have projects that are innovative and push the boundaries of what’s possible. And that means we’re sometimes navigating some really tricky and undefined areas.

    Over the last several days, we’ve engaged our Community Advisory Council and we’ve read your feedback to us via our team and social media. And one thing is clear: Kickstarter must, and will always be, on the side of creative work and the humans behind that work. We’re here to help creative work thrive.

    As we look at what’s happening in the creative ecosystem and on our platform, here are some of the things we’re considering when it comes to what place AI image generation software and AI-generated art should have on Kickstarter, if any:

    – Is a project copying or mimicking an artist’s work? We must consider not only if a work has a straightforward copyright claim, but also evaluate situations where it’s not so clear — where images that are owned or created by others might not be on a Kickstarter project page, but are in the training data that makes the AI software used in the project, without the knowledge, attribution, or consent of creators.

    – Does a project exploit a particular community or put anyone at risk of harm? We have to consider the intention behind projects, sometimes beyond their purpose as stated on our platform. Our rules prohibit projects that promote discrimination, bigotry, or intolerance towards marginalized groups, and we often make decisions to protect the health and integrity of Kickstarter.

    This tech is really new, and we don’t have all the answers. The decisions we make now might not be the ones we make in the future, so we want this to be an ongoing conversation with all of you. You can share your thoughts by writing to suggestions@kickstarter.com as we continue to develop our approach to the use of AI software and images on our platform.

    That statement was released at the same time Unstable Diffusion’s campaign was suspended (with all backers refunded). It’s important to note that while this post is mostly about the general idea of AI-generated imagery, the mentions of harm appear to be addressing specific criticisms of Unstable Diffusion:

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    Luke Plunkett

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  • The Bugeye, Micro-Compass Redefined for the Trailblazers, Just Launched on Kickstarter

    The Bugeye, Micro-Compass Redefined for the Trailblazers, Just Launched on Kickstarter

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    Press Release


    Dec 8, 2022 09:00 EST

    PD EDC is hoping its new keychain navigational compass The Bugeye continues the company’s unbroken run of Kickstarter success stories. This time, the team has turned its considerable design skills on the humble pocket compass.

    “Now that the world is open again and people are once again travelling and hitting the trails, we thought why not take another look at the traditional compass. We found that compasses haven’t changed much over the years, and there seemed to be only one style. Then we knew what we had to do,” said Andrew Lee, the product designer.

    The Bugeye is the result of months of design work and the brief was to create a practical, capable, and functional compass that’s easy and fun to use.

    Its base is made of durable Grade 5 titanium or solid brass, often referred to as timeless materials.

    The result is a tool that is:

    • Shockproof
    • Waterproof
    • Sand-resistant
    • Impervious to extreme temperatures

    The compass itself is known as a globe compass because its spherical dial floats in a glass bubble. This design is achieved using high-sensitivity encapsulation technology.

    The clever design means that the compass can be read in two different ways, offering higher functionality over some traditional compasses.

    Viewed from above, the top dial lets the user view the so-called “cardinal points” like North and South but when the compass is held at eye level, the user can use a second lower dial to discern the actual direction they are travelling.

    The Bugeye is a quality piece of equipment that could, in an emergency, prove to be a lifesaver. It’s the perfect backup for GPS. Even if you have a handheld GPS unit, it’s always a great idea to have an old-school backup. 

    The Bugeye is ideal for adults:

    • Ramblers
    • Hill Walkers
    • Mountaineering
    • Search and Rescue
    • Star Gazing
    • Ornithologists
    • Adventurers
    • Explorers
    • Divers
    • Anyone living in GPS or Wi-Fi black spots

    The Bugeye just launched on Kickstarter and savvy backers can grab one for the early-bird better-than-retail price at up to 35% off.

    To find out more about the product, the project or the team behind the project, please check the live campaign on Kickstarter: http://kck.st/3P9FbjH.

    Source: PD EDC

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  • Kickstarter Cancelled In The Most Brutally Honest Way Possible

    Kickstarter Cancelled In The Most Brutally Honest Way Possible

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    Image for article titled Kickstarter Cancelled In The Most Brutally Honest Way Possible

    Image: Mystery Flesh Pit National Park

    Mystery Flesh Pit National Park is a fictional project by Trevor Roberts, who having started on Reddit has for the past few years has been posting stories and artwork to his website, fleshing (sorry) out the tale of a huge creature that is discovered underground in Texas and…turned into a tourist attraction.

    It’s a very cool pitch, like some kind of Lovecraftian Jurassic Park, full of absurdity but also abject horror, and it has slowly been picking up enough fans that it has been covered on sites like USA Today. Given the success of the project, and the fact that Roberts has built more of a detailed diorama of a world than a linear story, a video game adaptation must have seemed to a lot of people like a really good idea.

    So last week Roberts announced that, courtesy of Village Fox Media, a Mystery Flesh Pit video game would be going into development, and would be seeking its funding on Kickstarter. Billed as a “survival horror video game for PC”, it would centre around the efforts of a crew tasked with helping the Park recover from a disaster—remember, it’s inside a giant beast—that kills 750 people.

    A week later the Kickstarter—which was very light on demonstrations or detailed information on development—has been binned, with Roberts saying the decision was made after a combination of “fan feedback, a fumbled marketing push, internal disputes, and some deep introspection”. Specifically, it seems the process of handing off work on the game to other people…did not go well, with Roberts since writing (emphasis mine):

    To those who were looking forward to a videogame, I apologize. Most people do not fully appreciate what a substantial undertaking it is to produce even a modest videogame. I have personally and carefully created each and every piece of the Mystery Flesh Pit project, but something as large as a videogame is wholly beyond my scope as an individual artist. When I am not the one directly responsible for overseeing its creation, I cannot ensure its quality. After this experience I can firmly state that there will be no endorsed videogame adaptions of the Mystery Flesh Pit as long as I am alive.

    I sincerely hope that by cancelling this overly-ambitious Kickstarter campaign I have avoided what could have been a rushed and inferior gaming experience at best, and an unmitigated disaster at worst. It is also my hope that my decision to endorse this particular Kickstarter does not harm or hinder the superior work of other credible, talented creators that are and have been working hard behind-the-scenes to bring you a Mystery Flesh Pit Tabletop Gaming Experience late in 2023.

    “I have no hard feelings towards the developers”, Roberts tells me. “It was a mutual decision in the end to cancel it. I think they were a little bit too ambitious, and I had a moment of clarity where I saw the disaster this was going to become for all involved. I think I did the right thing. And, for the record, I have always been and continue to be wholly supportive of fan games. My statement about there not being a Mystery Flesh Pit videogame ever was, admittedly, a little overzealous. Fan games are awesome. I just think there are already too many games/movies/series that are poorly planned cash grabs by burnt-out creators, and I’m not about that.”

    It’s refreshing to see Roberts see the writing on the wall and pull the plug like this now, and not months/years down the line—having already taken the money—like so many other doomed campaigns have done on the platform.

    The tabletop adaptation, which as Roberts says is still coming, should be out early next year.

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    Luke Plunkett

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  • IKEA Asks Horror Game To Change So People Stop Comparing It To IKEA

    IKEA Asks Horror Game To Change So People Stop Comparing It To IKEA

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    Swedish Meat sign in a not-Ikea store.

    Screenshot: Ziggy

    In an unexpected move, furniture giant Ikea has sent a solo indie developer a cease and desist letter reviewed by Kotaku, demanding he make changes to his unreleased survival horror game set in an Ikea-like furniture store. Lawyers representing Ikea are claiming that the game commits trademark infringement because some press outlets have drawn comparisons between their official brand and the game. The Swedish firm have given developer Jacob Shaw just ten days to “change the game and remove all indicia associated with the famous Ikea stores.”

    The Store Is Closed is an unreleased co-op survival game, that’s just in the final week of a successful Kickstarter campaign that’s raised just over $49,000. Created by a lone developer, going by the studio name Ziggy, the game describes itself as “being set in an infinite furniture store.”

    “You’ll need to craft weapons, and build fortifications to survive the night,” continues the blurb. “Explore the underground SCP laboratories and build towers to the sky to find a way out.” You know, like in a real Ikea? Crucially, nowhere in any of the game’s promotional materials, on its Steam, during its Kickstarter campaign—nowhere—has the word “Ikea” ever been uttered.

    Yet despite this, and despite the game absolutely not being on sale anywhere, Ikea’s New York lawyers, Fross Zelnick, have written to Shaw demanding that he entirely change anything in the game that might remind people of their brand.

    “Our client has learned that you are developing a video game, ‘The Store is Closed’,” the legal letter explains, “which uses, without our client’s authorization, indicia associated with the famous IKEA stores.”

    It then goes on to list the infringing aspects of Shaw’s game.

    “Your game uses a blue and yellow sign with a Scandinavian name on the store, a blue box-like building, yellow vertical stiped shirts identical to those worn by IKEA personnel, a gray path on the floor, furniture that looks like IKEA furniture, and product signage that looks like IKEA signage. All the foregoing immediately suggest that the game takes place in an IKEA store.”

    Shaw gave me access to an early alpha build of the game, during which the “blue box-like building” and “blue and yellow sign” appear, in their totality, on the menu screen. After that, you don’t see them. There’s currently no branding at all in-game. The store is called “STYR.” Clearly a joke spelling of “STORE,” it is, by coincidence, a Swedish word, meaning “controls.” You know what’s not a Swedish word? “Ikea.” It’s the initials of its founder, a farm he grew up on, and a nearby village. Notably, stores like Tiffany have a trademark over the color that they use in their packaging, so in some ways Ikea isn’t coming completely out of left field here.

    Then there are the claims that it has “furniture that looks like Ikea furniture.” But Shaw disputes that he designed any furniture with Ikea in mind. “I bought generic furniture asset packs to make this game,” Shaw said, meaning that this is furniture that can be featured in any game for a price.I don’t know what that means.” The game does, however, have a grey path on the floor. It is also common for stores to have signage that tells the customer where to go.

    Ikea’s argument hinges that the game infringes on their brand because press sites have made the association, rather than the game itself aligning naming Ikea.

    One headline says, ‘Someone Has Made a Survival Horror Game Set In IKEA.’ Another headline says, ‘The Backrooms meets Sons of the Forest in new IKEA horror game.’

    Those were the two headlines we could find, but it’s possible there are more. The letter also includes the subheadings of these stories as part of the evidence, going on to then state:

    “Further, numerous comments by readers of these stories make an association with IKEA stores.”

    Based on all this, Shaw has been told that his “unauthorized use of the IKEA indicia constitutes unfair competition and false advertising under Sections 43(a) of the U.S. Trademark Act, 15 U.S. C § 1125(a), and state unfair competition and false advertising laws.”

    The lawyers then tell the developer, “You can of course easily make a video game set in a furniture store that does not look like, or suggest, an IKEA store.” The presumed game development experts go on to explain, “You can easily make changes to your game to avoid these problems, especially since you do not plan to release the game until 2024.”

    They then immediately go on to inform Shaw that he has “ten working days of the date of this letter” to make all such changes, removing all their claimed “indicia.” Grey paths and all. The game is not up for sale yet.

    Ikea is a company that saw revenues of $25.4 billion last year, and Jacob Shaw is some guy in the UK who tried to raise £10,000 ($11,575) on Kickstarter, so Shaw says he has no choice but to comply. While he’s seeking legal advice, he’s certain he’ll have to capitulate, given the costs involved in challenging anything.

    “I was going to spend the last week of my Kickstarter preparing an update for all the new alpha testers,” Shaw told Kotaku. “But now I’ve got to desperately revamp the entire look of the game so I don’t get sued.”

    Clearly owners of trademarks have a legal imperative to protect them, lest they lose them and their brand becomes recognized as generic. Presumably that’s part of Ikea’s motivation here, as overreaching as it might seem to anyone not familiar with trademark law. Hopefully simply removing the blue box building on the menu screen should really be enough to get rid of the rest of this nonsense, not least because the U.S. luxuriates in far more reasonable allowances for spoof than the U.K.

    We’ve contacted Ikea in both the U.S. (from where the threats originate) and the U.K. (where the game is based), along with trademark experts, to ask for comment, and will update should they reply.

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    John Walker

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  • Scorn Is True To Giger’s Work, But Needs More Dicks

    Scorn Is True To Giger’s Work, But Needs More Dicks

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    A biomechanical body lays down with a glowing stomach.

    Image: Ebb Software

    Scorn is a rough game so far. It’s slow, send you down winding labyrinths with little guidance, offers zero narrative comforts (at least early on), and is set in a dramatically uncomfortable and grotesque world clearly inspired by the works of Swiss artist HR Giger. I’ve found it to be an unfun, painful experience. But if I’m being honest, I think the discomfort is the point. And in that, Scorn might be a successful game.

    Developed by Ebb Software and out yesterday on PC and Xbox—I’m on PC—Scorn has been in development since 2014. After a failed Kickstarter campaign and a since-ditched plan to release the game in two installments, it reappeared on Kickstarter in 2017 to successfully secure its funding and is now available to play. It bills itself as “an atmospheric first-person horror adventure game set in a nightmarish universe of odd forms and somber tapestry” and also takes inspiration from Heideggeran philosophy.

    I’ll let you, the reader, deal with the philosophical angle, as that’s not my specialty and I have no desire to comment on Martin Heidegger’s work or how it applies to this game. I approach Scorn from the perspective of someone who is deeply moved by the works of HR Giger; I often appreciate art that is unfun, difficult, and, either intentionally or not, abrasive. I am not an expert on Giger’s biography or his intentions behind his work, but I know how I’ve responded to his art. And it’s with that which I approach this game.

    Scorn

    Scorn, in the five hours I’ve spent with it, appeals to me because it imparts so much friction on the player. I am not necessarily having a good time, but am nonetheless being pulled down the corridors of this macabre plodfest, more adventure game than first-person shooter, because of how deeply the extremely Giger-esque art hits me.

    As a trans woman who’s spent most of her life closeted, I’ve found HR Giger’s work viscerally communicates an ambience of doomed sex, sexuality, and physical forms, a general sense of unease and confusion that resonates with how I’ve seen the world for most of my life. His images provide meditative spaces that are much more cerebral and in tune with my feelings of the world than the more simplistic, gore-for-gore’s-sake utility Hollywood has often reduced it to. It’s why I’m drawn to this game. And while Scorn ain’t for everyone (not for most, probably), so far it is managing to mirror what I get out of Giger’s art by refusing to bend to “AAA” gaming expectations of being easy to play and understand.

    There’s no hand-holding. No map. No objective marker. The HUD elements are confusing (to a fault, actually), and the puzzles take a bit of time to wrap your head around. You can’t jump. You can’t crouch. Invisible walls are everywhere, making Scorn feel more like a museum. The first “weapon” you get is nearly useless against the early enemies, and once you finally acquire a firearm, it is woefully inaccurate. This game has one of the worst cases of “where-the-fuck-am-I-supposed-to-go-now-itis” I’ve experienced in years. And yet, I want to continue playing it ‘til the end.

    Scorn succeeds at communicating, at utilizing, what I love about HR Giger’s work in two key ways. But it fails in a third, perhaps fatal one.

    Its first success comes in nailing the confusion and surrealism. I don’t know what anything will do. As the gamer, I feel frustrated by that. But as myself, Claire, I am delighted by being so lost and forced into a place of unknowing.

    The way it tends to play out is you come across strange rooms and devices whose purposes are unclear. You try to activate these in some way, using either the weird objects you pick up or by mashing the A button, only to be frustrated when the animation plays out to no effect. You then stomp around the corridors and touch gross things over and over until you finally figure out where you’re supposed to go or what piece of filth interacts with what pulsing organelle.

    Gif: Ebb Software / Kotaku

    This is undoubtedly annoying, but I’d argue that, in the spirit of Giger, this is how it should be. If this game assigned random lore words and catchphrases to objects and spaces around you, or otherwise made itself more friendly, it would corrupt the natural flow of bizarre bullshit that you have to manage. The protagonist (thus far) is silent, leaving my own thoughts to narrate what I’m experiencing. Scorn becomes very personal in this vacuum of character and voice.

    A game that so directly pulls from Giger should be inherently surrealist and confusing. That said, many of these puzzles are of the kind that we’ve seen before in other games. What makes them work, for me at least, brings me to Scorn’s second key success so far: It brings the “mechanical” of the “biomechanical” source material to life. Seeing this kind of art style bend and slither through my manipulations conveys a sense of movement that Giger’s still works typically do not.

    Combined, these two strengths grant me a game experience similar to what I experience when lost in a Giger piece. Had it played more smoothly, more gently, it would have been far more Prometheus than “Brain Salad Surgery.” Scorn, on its own, is no “Brain Salad Surgery,” “Necronom IV,” or “Birth Machine,” but I find it, as a video game, to be resonant with what I go to those works for.

    Read More: When Disgustingly Sexual Art & Adventure Games Came Together

    Scorn’s ultimate failing, in my opinion, has little to do with its clunkiness as a game. Sure, the protagonist walks way too slowly (get used to holding down “sprint”) and you really ought to turn off motion blur and crank up the FoV by at least a notch or two. Also, the game is suffering from a kind of stutter I’m starting to notice more and more of in Unreal Engine games. These are all valid reasons for players to bounce off this game.

    But for me, its key failing is the art design’s almost shocking (given the source material’s) lack of engagement with human sexuality. I think Scorn could’ve stood to learn more from the eroticism of Giger’s work. There’s gory body horror here for sure, but the watering down of its erotic motifs deprives Scorn’s art of the sense of humanity, as twisted and warped as it may appear, present in Giger.

    I understand why this is likely the case. Any game that followed HR Giger’s depictions of distorted genitalia, of monstrous penises and vaginas, would likely land in Adults Only territory. There is enough “inserting,” phallic imagery, and yawning openings to hint in the right directions, but Scorn suffers for not going all the way.

    Strange architecture hints at sexuality in a screenshot from Scorn.

    Scenes like this one should be more explicitly erotic.
    Screenshot: Ebb Software / Kotaku

    Frankly, more penises and vulvas and body parts would make this game much better. The fingerprints of Giger-esque biomechanical sexuality are there in the design of its various tunnels and rising phallic objects, but lack the clear details of actual human anatomy. In this one key way Scorn is almost like a radio-friendly version of an otherwise explicit song. To be fair, I don’t know if I trust a modern video game to work with such themes tastefully in the first place, but the mashup of horror, confusion, and eroticism is a major appeal of this art style for me and it’s a shame to see it so, well, neutered in Scorn. Raw, hauntingly surrealist eroticism is what so often draws me to Giger, and its omission here saps the game of potential vitality.

    Scorn is not a fun game. It’s confusing and painful to play. It’s like listening to Dillinger Escape Plan in reverse. But for those reasons, I will continue plodding through these corridors so long as the sloppy combat doesn’t sour the experience too much.

     

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    Claire Jackson

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  • Calliope Games Celebrates 20 Years of the Game of the Path With Tsuro: Luxury Limited Edition on Kickstarter

    Calliope Games Celebrates 20 Years of the Game of the Path With Tsuro: Luxury Limited Edition on Kickstarter

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    Press Release


    Jun 7, 2022

    Calliope Games is thrilled to introduce the ultimate in gaming elegance. Tsuro: Luxury Limited Edition celebrates nearly 20 years of the Game of the Path with the creation of an heirloom piece for generations to come. Originally published in 2005, Tsuro has long been favored for its clever decisions, engaging interactions, and fun, elegant gameplay. It has since inspired an award-winning family of games, including Tsuro of the SeasTsuro: Phoenix Rising, and even Tsuro VR. They couldn’t think of a better way to commemorate and continue the Tsuro legacy than crafting a limited-edition keepsake version of this all-time favorite.

    Visit Tsuro: Luxury Limited Edition on Kickstarter

    The Tsuro: Luxury Limited Edition experience begins with its intricately carved wooden game box, depicting classic mythological scenes and accentuated by vintage finishes. Generations of gaming families will learn this Calliope classic with the unfurling of a bamboo scroll emblazoned with the ruleset. Each one of the stone-textured resin tiles is individually formed with its unique path configuration and finished by hand. Tiles will be selected by players from a vividly embroidered satin bag that mirrors the box’s design. Each of the eight metal pawns represents a memorable piece of Tsuro’s history, from the fierce dragon to the awe-inspiring phoenix. Finally, the iconic dragon tile has been replaced with a shining gold statuette of the dragon and phoenix—forever locked in their elegant dance. Tsuro: Luxury Limited Edition will be a true collection centerpiece for years to come.

    Tsuro: Luxury Limited Edition will only be available during the four weeks of this Kickstarter campaign. It will not be available for late pledges and will not be distributed to retailers. Each copy in this extremely limited print run will be commemorated with an individually stamped metal plate depicting the game’s number and a supporting Certificate of Authenticity signed by the artist, designer, and publisher. 

    About Calliope Games:

    Over 10 years ago, Calliope Games began as a collaboration between Dawne Weisman, Jordan Weisman, and Ray Wehrs. Calliope Games has been producing and selling quality tabletop games ever since. Calliope products are inspired by families, for families. While they are most readily known for their Tsuro and Roll For It! game lines, they have successfully released 24 titles, many of which were brought to life on Kickstarter.

    CalliopeGames.com

    Source: Calliope Games

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