Project Eternity is an isometric, party-based RPG set in a new fantasy world developed by Obsidian Entertainment.
Obsidian Entertainment and our legendary game designers Chris Avellone, Tim Cain, and Josh Sawyer are excited to bring you a new role-playing game for the PC. Project Eternity (working title) pays homage to the great Infinity Engine games of years past: Baldur’s Gate, Icewind Dale, and Planescape: Torment.
Project Eternity aims to recapture the magic, imagination, depth, and nostalgia of classic RPGs that we enjoyed making - and playing. At Obsidian, we have the people responsible for many of those classic games and we want to bring those games back… and that’s why we’re here - we need your help to make it a reality!
$4m Stretch Goal - Enhance the Whole Game
OK! After much team deliberation we have one final ultimate stretch goal. At $4.0m we will be enhancing the whole game. We will use live instrumentation for the soundtrack, add developer in-game commentary, and use every dollar between $3.5m and $4m to enhance the game. Also at $4.0m Chris Avellone will be forced to play Arcanum.
$3.5 million - Big Big City 2!!
Baldur's Gate and Athkatla are big cities. Spanning multiple large maps with a ton of interiors, characters and quests, big cities are a lot of fun. Like strongholds, they also take a lot of work to do well. We're going to have one big city in Project Eternity. Would you like two? If you take us on an exciting adventure to $3.5 Million, we will take you on an exciting adventure to another big city.
The Endless Paths started with three subterranean levels, but it can grow larger with your help. For every 2,500 additional backers, the depths of Od Nua’s castle become deeper, which means one additional level will be added to the vaults. Continue to spread the word about Project Eternity, and let's see how big we can make The Endless Paths!
Update #26: One Final Stretch Goal
Update 23: Less than 50 hours to go!
Project Eternity the Documentary
The big news for the day is that we are adding a documentary covering the development of Project Eternity.
After getting a lot of requests to do a documentary, like the Double Fine Adventure, we started looking into it a couple of weeks ago. We talked about it more last week and decided that we don’t have a visual history of one of our games, even after almost ten years as a company. We felt it was something we should just do and do it without it being a new stretch goal.
So, we are happy to announce that we are going to include a stream, download, or physical copy of the documentary in all of our Kickstarter reward tiers. At the $20/$25 level you will be able to stream it, at the $35 level you will be able to download it, and at the $140 level (and physical tiers above) we will include a DVD / Blu-ray.
We are not going to use the Kickstarter funding to do this however, since this is something we decided to do anyway. To us, it is a thank you to all of you for supporting us over the last month in making Project Eternity a reality and a historical record for everyone at Obsidian as well.
Update 20: Lore Tidbits, Campaign Almanac, Big Ol' Stretch Goals, and... Environment Screenshot!
The power of MODES and Godlike races: Our $2.3M Stretch Goal
Expert Mode will disable all of the common ease-of-use / in-case-you-missed it gameplay elements like the display of skill thresholds, influence/reputation modifiers, and similar "helper" information. In a fashion similar to Fallout: New Vegas' Hardcore Mode, Expert Mode will also enable more punitive and demanding gameplay elements, in and out of combat. We're not saying we're going to have weighty gold (for real, we're not saying that), but if we did, you can bet that would be automatically turned on by Expert Mode.
If you guessed that Trial of Iron is like Temple of Elemental Evil's Ironman Mode, you guessed right. When you start a Trial of Iron game, you have one save game that persists for the entire campaign... or until you die. And if you die, your save game is deleted. Enjoy!
Path of the Damned is a spiritual successor to Icewind Dale's Heart of Fury mode. In our encounters, we like to turn individual combatants on and off based on the level of difficulty. If you come into an area on Easy, maybe casters are replaced with weak melee enemies. If you come in on Hard, maybe the casters are augmented by a tough melee enemy or two. With Path of the Damned, that goes out the window. All enemies from all levels of difficulty are enabled and the combat mechanics are amplified to make battles much more brutal for everyone involved.
The first question you may have is, "Can I enable multiple challenge modes at once?" Yep, you sure can. They have to be selected at the beginning of the game, but if you want to play with two or all three at the same time, you can certainly can do so. If you're not quite sure you want all of the elements that come along with a given mode, this funding level will also cover implementing the ability to enable and disable the individual sub-features.
Along with these modes, we also want to introduce the Godlike races. These folks have been described previously as being similar to the humanoid "planetouched" in D&D: aasimar, tieflings, and genasi. That is a good high-level description of them, but they are viewed differently by various factions, faiths, and cultures in the world of Project Eternity. Godlike were "blessed" before birth by one or more of the meddling deities of this world. Though their appearances vary, they are unmistakeably otherworldly when anyone gets a clear look at them. Sometimes, the reaction they get is overwhelmingly positive. Many times, the reaction is overwhelmingly not. For better or worse, the physical "gifts" that mark them as Godlike always come with supernatural blessings (and curses) of their own.
Update 7: Non-Combat Abilities with Tim Cain
Update #8 - New Digital Tier, Novella by Chris Avellone, and Translations at $2.2M
We are still going strong over here on Kickstarter and we wanted to thank everyone that has been here since the beginning as well as those of you who have come on recently to back us with your pledge. With such great support, we want to thank everyone with a new addition to the $50 and later tiers, a new $110 digital only tier, and a big change to our $2.2M stretch goal.
Oh, and what are we doing this week as to updates you might ask? Josh Sawyer, Tim Cain and Chris Avellone will be posting updates and videos all this week starting on Sep 26 with Josh, Sep 27 with Mr. Avellone and a great one from Tim over the weekend.
French, German, and Spanish Translations added at $2.2M
We are glad to announce that we will add text translations for French, German, and Spanish when we reach this goal. As we hit more of our stretch goals, we hope to be able to add even more languages as well!
Novella by Chris Avellone added for $50 and Up!
Chris Avellone has been so thankful for everyone's support that he himself has pledged to write a novella in the world of Project Eternity. We are adding that to everyone who pledges $50 and up.
New $110 Digital Only Tier
Thanks to popular demand, we are adding a new digital tier at $110 that has early beta access to the game, thanks in the credits, a postcard thanking you for your pledge (sent physically) along with all the other digital benefits of the $140 Tier. Since we added the new novella written by Chris Avellone at the $50 reward tier - that is in there as well!
Oh and we have a little piece of artwork to share as well. The following is one of our traditional race and class combinations - the Human Fighter - but he's not just any Human Fighter. He has an integral role in the story that we will be hinting at soon. Don't worry, we will also be sharing more and more of the non-traditional options in the days and weeks to come.
Most role-playing games can be divided into two sets of mechanics: those rules you use in combat and those you don't. For many people, an RPG is really defined by its combat. These people spend most of their time killing things and taking their loot, and leveling up is just a means to kill bigger things and get better loot. But for other people, an RPG is about the elements of the game they experience when not in combat. It's about the NPC's they talk with, the places they travel to, and the choices they make, including the choice to avoid combat altogether.
Update 6: Choosing the Best Tool for the Job
Pure Sophistry: “Project Eternity” Radio Interview with Feargus Urquhart
Edit: And Time's got an interview with Avellone here.
Originally Posted by Obsidian
At Obsidian, we have always tried to choose the engine and toolset most suited to the game we are making. When making a sequel to an existing game, we use the engine from the original game so that we don’t waste time recreating the inner workings and gameplay behavior in a new engine before we can even start developing new content. When creating a new game from scratch, we evaluate the options available to us and choose the one we think fits best. In the case of Project Eternity, we feel the best fit is Unity.
Update 5: Souls, Technology, and Adventuring Companies
Developing setting and atmosphere are very important to us at Obsidian. We try to build worlds that are believable even when they are fantastic. To do that, we strive to create people, cultures, and conflicts that are both strongly defined and heavily interconnected. In observing community discussion about the game, we've noted two recurring requests for more detail: on the nature of souls and on the level of this world's technology. This update deals less with culture details and more specifically with those two topics since they are fundamental to the way the world works. There's also some information at the end about a new $5,000 backer tier we're excited to introduce. Thanks for reading!
Update 3: New Details
Project Eternity is still early in development and we are still working on many of the cultures, factions, and ethnic groups of the world and debating many of the system concepts. However, there are certain fundamental things we want to let you know about the game and the setting for Project Eternity.