Think of Xenocell as a sandbox game meets MMO meets Battlezone. Hi. My name is Konrad Kiss. I’m the lead developer of a science-fiction game called Xenocell.
I’m also a co-founder of Bitgap, the studio behind the game. We are working with a small team of
professionals over the internet to create the game that we want to play. It plays on a faraway planet, and the player is a survivor of a failed terraforming mission. Each player gets an entirely different play experience.
There are no starting zones in Xenocell; You start from where your life pod crashes into the ground. All structures, weapons, vehicles and
equipment can be broken down into and created from core materials. Your initial goal is to explore and find a place
where you can build your home. Then you gather resources and start building other things – like a faster vehicle – or you can create better equipment. You could create an entire city if you like. Players can optionally form clans.
Clans have the advantage of being able to claim a given zone for themselves, but
usually not without waging war – on another clan or the zone’s natural boss creature. All of these neighboring zones are
connected by warp gates: arrival and departure gates
at two remote locations within the zone. Whoever controls a zone also
controls the gates to it. So clans win zones and then build
mining structures to gather resources. When filled up, these buildings
cause the zone to automatically open in order to be emptied. At this time even enemies can enter the zone, so this is when fights usually happen. There’s a wide array of objects that players can build. Decorations, buildings, turrets, alarms, even NPCs. Everything you build is persistent;
it stays there, but they’re also destructible. So you need to protect your buildings
and there are some great ways to do that. You can of course build
strong walls around them, but you can also add mercenaries which are
in fact NPC units that protect your belongings when you’re offline.
You could also place stationary turrets both indoors and outdoors. Or you could build a secret alarm system
that will post a tweet or send you an email. There are over four thousand zones and every zone is unique. The game is very close to completion. We still have a number of bugs to fix
and some features to test, still, we plan to launch this year. Launching a massively multiplayer game is very expensive. Although we created our backend to save money
where possible we still need to be able to provide a stable and fast
gaming experience During this over four years of working
on the game, our funds have been depleted. To tell the truth, we thought that it
would only take about two years and it took more than four. Since I’m the only programmer right now,
I’ll need some help with fixing bugs and working on new features. Finally, soon after launch, the game needs
to be able to support itself. This only depends on a single variable – the number of players We plan to advertise, get in touch with game
magazines, find interested publishers and integrate their code. Okay, so what happens if we do not reach
our goal with this campaign? Well, we’re not giving up easily! It could take years for us to be able to
save the money required to pull this off. If you help us now, then it could only take
as much as a few weeks. If you have any questions please let me
know. Use these channels, and I’ll be very happy to answer! Please support this game! If you cannot
afford to spend any money, you could still tell others about it and the campaign. Just by waiting to play this game you
are giving us something that we value the most – your time and
your will to share it with us. So if you want to help us even more,
be sure to tell your friends about Xenocell! Thank you.