Updated Oceanic Shipping + Another Review + OneShot
over 1 year ago
– Wed, May 23, 2018 at 07:02:07 AM
We're very excited to be funded, but still working on getting as much exposure as possible. We've weighed out a lot of risks vs. rewards for various price levels shipping to Australia and New Zealand, had a long talk about it, and ultimately settled on:
We should do everything we can to get this game out there to people who are interested. In the worst case, we might lose a bit on each of these units to cover the cost of shipping, but it's within our risk allotment for the sake of getting the product out there.
So, we've set a shipping option for both Australia and New Zealand at $30. It's still not cheap, and it's 1/2 the MSRP cost of the item itself, but it's everything we can do to make it as close to reasonable as possible. We're going to add the "Australia Friendly" tag to our banner, which we hope is fair. It's the same shipping cost as EU, and we think we justified that tag.
Since there was not already a particular price set for AUS/NZ, I didn't have to create a new backer level like with Canada. Instead, these places should be selectable shipping locations on the drop down for the core backer level. If we miraculously get an enormous amount of backers from Australia, we might be able to revisit the cost and bring it lower - in this case, I will let everyone know, and create a "special" backer tier for it. Canadians - note that this will be the case for you too, if we get a lot more Canadian backers, we may be able to create a new tier.
China & Asia Pacific - Still working on those shipping options.
Now for some review news! Bell of Lost Souls has a review up for Ironrise, and even though it's a "first impressions" review, it pretty completely goes through a lot of the mechanical guts of the game.
I'd also like to take a moment in each of these coming updates to acknowledge help where we've had it. Our play through video, which I think is a fantastic way to get a feel for the game without actually playing it (see the main page), was made possible by James D'Amato and the One Shot studio.
Through them, we were afforded the opportunity to use a professional studio to display and demo our product - something which is usually very hard to access. They have allowed us, and many others like us, the use of a platform which would not otherwise be available. Cheers!
Thanks everyone for your support, and feel free to hit us with any questions you might have in the comments section.
over 1 year ago
– Tue, May 22, 2018 at 04:36:31 PM
We just hit our $20,000 goal, just short of the 2 week / half-way point in our campaign. We'd like to thank everyone who has supported this project by backing and/or sharing. A boost from friends and family increasing pledges, as well as a lot of Canadian support in the last two days accelerated us to our primary goal pretty quickly.
What now? Well, we're still working on trying to get the shipping price for Australian, New Zealand, and Chinese backers down a bit. I had originally hoped to give you lot an update on that today, but it will likely be tomorrow. Many thanks for your patience.
Otherwise, we're going to be trying to show off this game wherever we can, and push forward to try to get to some of our stretch goals. As stated before, there aren't any actual items on the line with stretch goals (nothing held back), but there is a quality component. Basically, if we fund higher, we're able to make this game out of nicer materials.
If you're in the Chicago area, and are interested in a live demo on Thursday, we're playing at Dice Dojo at 7pm. Send us a message if this interests you.
We are constantly building out the world setting of Ironrise, adding stories, artwork, and lore. Our next pieces of art will feature a Hero and Villain from the set of playable characters. If you'd like to give these characters a look over, and weigh in on which you think should be on the artwork, please check out our survey HERE.
Thanks again! This game will exist in the world! It's ALIVE!
Update #5 - 60% Funded, Game Overviews.
over 1 year ago
– Fri, May 18, 2018 at 08:55:07 PM
We just got over 60% funded, which we're pretty happy with in the second week. Progress still shows us hitting our goal, and we're thrilled at the prospect of getting this game into your hands.
A tidbit on the world setting - specifically, transportation. Here's an image of the vehicle of choice of the Hero characters originally exploring the setting - the Ceylon.
An overview of the game was conducted by Nerdarchy, and can be found HERE.
We also have a gallery up on Imgur, which delves into some of the history of development of Ironrise. If this interests you, check it out HERE.
Thanks for all of your support, and as always, any spreading of the word is much appreciated.
Update 4: Play-through examples
over 1 year ago
– Wed, May 16, 2018 at 10:14:37 AM
Well, we actually did get some more backers over the weekend, which we're happy about, and we're currently sitting just under 54% funded 6 days in. We've got a couple of points of exposure happening this week, which we think will help keep this thing chugging along.
I thought now might be a good time to touch on the game play of Ironrise itself. With a Kickstarter campaign, there's always this balance between trying to dazzle people with artwork/components, and explaining what the actual game itself is, and how it plays.
With a big game like Ironrise, it's especially challenging to figure out where that balance should be - we know we only get a few seconds of attention from most clicks, so we need to hit you with images, but we also need to have a full set of information available for anyone who really wants to get into the guts of what they're backing.
There are links now on the main page, but to amalgamate the game-play relevant information:
1) Our entry on BoardGameGeek, which is sort of the master archive of all things board game, contains a ratings/review page, which admittedly should always be taken with a grain of salt for a Kickstarter game (not a lot of data, some of those reviews are people we know). There's also a "play testimonial" entry on the forum attached to our game. This is something I appreciate, as a third party look at the game is so much more useful than trying to write about one's own project.
2) We have a play-through video that we did out of the OneShot studio here in Chicago. We didn't stack anything, just sat down with some people and played a game of Ironrise. If you've got the time, I'd say it does a pretty good job of acclimating someone to the ins and outs of how the game works:
3) If you're in or around Chicago, we've got prototypes and time, there's a good possibility we could demo the game for you sometime if you reach out to us. Feel free to shoot us an e-mail at email@example.com
Thanks again for your time and support!
Update 3: End of the First Week & Background
over 1 year ago
– Fri, May 11, 2018 at 12:19:56 PM
Thanks again for supporting our project. This will be the last update for this week, to resume on Monday, and then every few days after that. I don't want to pepper your inboxes with too much, so unless something big/crazy happens, these will be more infrequent going forwards. Please pose any questions you may have in the comments section, and I'll get right back to you there.
It's early afternoon Friday for us, on the first week of our campaign, and we're sitting a couple backers away from 50% funded. This is a strong indicator we're on track to succeed, but as always, anything you can do to spread the word and get eyes on this project is greatly appreciated.
I thought now might be a good time to give some background on the Ironrise board game, for any who might be interested in the history of its development.
"Ironrise" started as a D&D style home-brew role playing campaign designed by one of the co-creators, Chris Dravus. Chris has been building worlds and game mastering for . . . decades? Wow. Anyway, he created a dark, sinister world for our characters to explore and adventure called "Spirel." Ironrise itself was the name of the campaign, as well as the capital city in this world. Myself (Ed) and Danny - the other two co-creators of Ironrise - were players in several seasons of Ironrise, and enjoyed it immensely.
A grand library of write-ups and world descriptions began to amass, with Chris as the chief author and lore-keeper of all things Ironrise related. Many of the characters in the board game are player characters from our RP campaign, played by several friends of ours, and many more are antagonists from it. Recently, we've been able to upload and administer this world setting by way of World Anvil, which plays host to many a tabletop campaign's setting.
I (Ed) had been kicking around a few mechanics I had not seen in any games I'd played, and in April of 2014 had asked Danny if he would like to try to develop a board game based on those basic functions. He excitedly agreed, and we decided to ask Chris if we could use his world as a setting and narrative drive for that game. Chris agreed to let us use his world, and indicated he'd like to jump in on this with us. Thus, 4 years ago, a partnership was formed.
While the three of us are the core partnership behind Ironrise Games, LLC, and the developers of Ironrise board game project, our community of friends and play testers has been invaluable in taking a game from concept to completion. Several years in the First Exposure Playtest hall at GenCon, and hundreds of full as well as focused tests and demos, along with a lot of reworking and polish ultimately render what we've put forward in this campaign.
We've got a lot of pride in how far we've come in four years, and can't wait to get our game to you.