Project Phoenix rises to $500,000 in one week

Monday, 19th August 2013 08:44 GMT By Dave Owen

Project Phoenix, an indie-JRPG by a team of developers including legendary composer Nobuo Uematsu, has raised over $500,000 in crowdfunding within its first week.

This frankly stupendous success follows on from the project smashing its original $100,000 Kickstarter target in a single day. It still has three weeks left to amass more cash.

The project has a number of further stretch goals:

- $650,000 – This very likely target will see the addition of “Detailed city system (full modelling of the cities and towns). Customizeable character creation!”

- $1,025,000 – This will add a “fully explorable overworld” with better combat transition. It will also allow you to “fight INSIDE THE KRAKEN!” (Caps their’s).

- $1,650,000 – This will add two additional zones, side stories, and a “Eminence X Uematsu X Kurlander collaboration.”

The game is planned for release in 2015 on Windows PC, Mac, and Linux. With enough money, it could also arrive on iOS, Android, PlayStation 4, and PS Vita.

Thanks, Obernox



  1. povu

    This feels like the kind of project that from the start expected to raise far more than its original target. 100,000 isn’t much money at all, even if you go old school simple.

    #1 1 year ago
  2. sh4dow

    I don’t get it why this is called a JRPG. And even they themselves do it sometimes.

    When actually, they say it’s really: “a fantasy themed squad-based real-time strategy game combined with Japanese RPG design influences.”

    I hope they don’t invite a lot of disappointment by talking so much about JRPGs and so little that this is actually NOT going to be one.

    #2 1 year ago
  3. SplatteredHouse

    One thing I am aware of with that one, is that no-one will be paid until the game is released. The staff are working on a royalties basis on Phoenix:

    TechinAsia explains: “While the original pledge goal of $100,000 might seem small and puzzling for a game of such magnitude, it comes with noble intentions as the entire team is not collecting any salary for this. Instead, they have agreed to collect a percentage-based royalty of sales with any extra funding being channeled into hiring extra assistants, recordings, and fulfilling additional stretch goals. With the level of professional magnitude of the team, almost all of them can afford to forego a salary and work on this as an extra pursuit. It could be one of the key reasons fans have responded so positively to this on top of the all-star line-up.”

    #3 1 year ago
  4. sh4dow


    Your point being?
    They’re all simply just working part time next to a full time job.
    Wouldn’t be my cup of tea but if they’re fine with it…
    I think working on a royalties basis is usually a great thing. Hell, if I only got a 0.5% cut of the projects I worked on in the past 1-2 years, I’d probably be a millionaire by now…

    #4 1 year ago
  5. Obernox

    Very happy to see this doing so well :) hopefully it’ll arrive on consoles.

    #5 1 year ago
  6. SplatteredHouse

    @4 my point being that my reply was in response to #1s note on the low-seeming goal target.

    #6 1 year ago
  7. sh4dow


    Oh… yeah in that regard, it makes sense to point out.
    They also mention in the FAQ that apparently all of the 100K would’ve been used for outsourced 3D assets.

    Speaking about which… I wonder whether the outsourcing guy got money from polycount to advertise for them. Because he kept looking down as if to make sure you can clearly read what it says on his shirt ;)

    #7 1 year ago
  8. povu

    @3 Alright, that’s really interesting. :)

    #8 1 year ago
  9. TheWulf

    That kind of proves that Kickstarter is still alive and well — you just have to look at what people actually want. I’ve seen many games on there just trying to be very mainstream and trying to be everything to everyone, and they fail. But if you make something as focused like this, and you actually put together your pledge well? Then it works.

    TotalBiscuit said a lot about this, too. Having a demo helps, showing your face helps, explaining as much about why your game is important to the person buying (as a demographic) helps. There are ways to do Kickstarter right, and ways to do it wrong. It’s just a shame so many people are doing it wrong.

    #9 1 year ago

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