
The big crowdfunding boom was years ago, and customers are rightly nervous about backing video games. We make unusual products for a loyal niche audience, and we sometimes need help. In a lot of ways, Spiderweb Software is the sort of company Kickstarter was made for. These brigands dared to steal a fort from Haven. How can a small company like us make our own unique sort of game without going bankrupt?įortunately, the internet has provided a way. At the same time, replacing all of the art in a game is very expensive. Outside of a few hits, most indie games don't make much money. However, the indie game business is super-difficult and competitive right now. But we do try to improve things with each new game. where you can always be sure what space you are selecting and where all the creatures are. We're trying to give the series a nice unified look and interesting graphical effects. It's very graphically clean, and makes it clear what creatures are in what spaces, which is necessary for a game like this on small screens like the iPhone.

Many fans have, over the years, asked us to go back to this. Our earliest games, the Exile series, had a simpler top-down graphics style. The Queen's Wish series, starting with Queen's Wish: The Conquerer, will hopefully be a trilogy for Windows, Mac, iPad, and, for the first time, the iPhone. Note that all of these screenshots are very early and will heavily change. This long blog post is for our fans, who might care about what we're thinking.Īll-new (old) graphics style. It's a very personal project in a lot of ways, and I've thought a lot about what I want to say. I've been designing it in my head for years. That is why we've put a lot of work into planning Queen's Wish. We only have so many new stories in us now. We're getting older, enough so that the end of our careers is in sight.

We've put a lot of information about the new story and a video on our Kickstarter page. Along with the announcement of our new series, Queen's Wish, we are launching our very first Kickstarter to support it. A long, long journey.įor the fifth time in 25 years of doing business, we at Spiderweb Software are making a whole new game world (and new engine to go with it).
