Archive for the ‘announcement’ Category

Q.U.B.E. Is First Indie Fund Game To Be Released!

Wednesday, November 30th, 2011

We are VERY excited to announce that Q.U.B.E. will be launching on December 16.  For almost two years we’ve been reviewing submissions, discussing games, writing checks, providing guidance and feedback, and wondering whether our investment experiment is working.  Certainly, we have helped a few developers bring their vision to life, but it’s not until those games are released that we will know if we fulfilled our main goal: to help promising developers get, and stay, independent.

With Q.U.B.E.‘s release, and more releases coming soon, this question will begin to be answered.  We will be sharing as much information as we can so that everyone can learn from this funding experiment.  Keep an eye on this blog if you’re interested.

But enough about us…

Q.U.B.E. is a first person puzzle solving game set in a structure made of white cubes. Using colored cubes as tools, the player must complete a series of challenging puzzles.  On December 16, Q.U.B.E. will be available on Steam, Desura, and Playism. It will be sold for £9.99/$14.99/€10.99.

The game was developed by Toxic Games, who built the prototype as part of their undergraduate program and developed it into a full game  after graduating.  Q.U.B.E.‘s development is very unusual in that it was developed without a programmer.  The team used only the UDK and its scripting facilities.

Q.U.B.E. is an Indie Game Challenge finalist, an Official Selection of the Escapist Extra Credit Innovation Award, and most recently, an official selection at the Tokyo Game Show’s Sense of Wonder Night.

Indie Fund backing FARAWAY

Wednesday, August 24th, 2011

Steph Thirion’s Faraway is now the 5th project backed by Indie Fund.

Faraway is Steph’s second game, following in the footsteps of his critically acclaimed award winning debut release, Eliss.  Faraway has already garnered critical acclaim as a Gamma IV finalist, Independent Games Festival Excellence in Design finalist, and the winner of the Sublime Experience award at IndieCade. We’re proud to be providing support for this title to help it cross the finish line.

Like Eliss before it, Faraway provides the kind of cohesive and harmonious experience that is rarely seen in games created by larger teams. Coding, game design, visual design, musical score, and sound design, were all done by Steph.  Adding to the personal feel of the game is the fact that the game’s universe is procedurally generated and adapts to the player’s skill level to provide an ever-challenging and infinitely replayable experience for all skill levels. With this game, Steph establishes depth and simplicity as his game design hallmarks.

If you’re attending PAX this weekend, you can be one of the first to play Faraway at booth number 878, along side Derek Yu’s upcoming XBLA release, Spelunky.

For more information about Faraway, check out http://playfaraway.com

 

Funding Terms Now Public!

Friday, March 11th, 2011

As a followup to our panel at the Independent Games Summit where we discussed our desire for more transparency in the funding process, we are now making our funding agreement public. The purpose of this reveal is to give developers a measuring stick to evaluate other funding offers they may receive.

There are two significant ways in which our agreement diverges from the typical game funding agreement:

1.  It is short and simple. For smaller games, we see no reason for a funding agreement to be a massive document written by lawyers for lawyers.  Our agreement is 3 pages long, and comes with a companion document that explains what each section means and why it’s there.

2. It is developer friendly. We do not ask for any IP rights, we time limit the debt, we recoup at 100%, and take a revenue share that is proportional to the amount we put in (1% per $10k).

Below are links to the agreement and the companion document. Please note that these are documents that we will change over time to reflect what we learn about how to best work with developers.

Indie Fund Loan Agreement [Scribd]

Indie Fund Loan Agreement Companion [Scribd]

Comments and feedback are welcome, of course.

Some Thoughts about our Submission Process

Wednesday, September 15th, 2010

Many times when you do a submission to a publisher, reviewer, sales channel, or game contest, you never hear about what could be done better if you aren’t accepted. As we’ve just looked at 100+ submissions, we’d like to share some things we’ve learned about what made some submissions stand out and others blend in. Hopefully this extends to other submissions you’ll do in the future, not just for Indie Fund.

1) Videos that showed something interesting in the first 15 seconds created a strong positive impression and a desire to see and read more. Don’t show menu systems, help screens, or progress bars (unless you’re PopCap).

2) Sound really helps…don’t leave it out! Sound and Music make the game feel more alive and help communicate the mood you are trying to set with your game.

3) It’s really hard to read lots of text. Just a quick short description to explain what we should expect from the video is all thats really needed. This is one case where its better to do the minimum, not the maximum.

4) Follow directions. Incomplete submissions and games that don’t meet submission requirements create a negative first impression.

In hindsight, our free-form email submission process emphasized the writing part, and not the video part, which is the most expressive component of the submission and the one we look at first. It then became more difficult for us to get to the important stuff.

Live and learn. We changed our submission process and now use a web form instead of email. Less work for developers and less work for us.

If you’ve already submitted under the old system and haven’t heard back from us yet, you shouldn’t submit again…we’ll get to it soon.

Thanks again for all the submissions, and please keep them coming!