Star Citizen reaches $25 million, Australian alpha servers locked in

Star Citizen

By on October 29, 2013 at 11:33 am

Yes it’s a good day to be an Australian (although when isn’t it?) with Star Citizen announcing on the weekend that they’ve broken the $25 million mark for their crowdfunding drive. This means that they actually pulled in another million dollars in just four days, presumably driven on by the gorgeous in-game engine Hornet advertisement.

The $25 million mark means a hugely expanded alpha testing program to ensure a better final product, with one excellent highlight: servers in Australia for the online component of the game will be spun up for testing even sooner, which means we’ll be able to play with glorious low ping.

$27 million is the next target for Star Citizen, with another alien ship — the Banu Merchantman — being unlocked at this milestone. “Banu traders are renowed for their merchant prowess, traveling the spacelanes and trading with everyone from humans to the Vanduul,” writes Chris Roberts. “Their sturdy, dedicated trading ships are prized beyond all other transports, sometimes passing from generation to generation of Banu.”

Source: RSI (thanks RSOblivion)

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16 comments (Leave your own)

Q: “Yes it’s a good day to be an Australian (although when isn’t it?)”

A: Whenever we get treated like Neptunians by media distributors.

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I support PS2 for the Aussie servers and I plan to do the same for Star Citizen.

 

This project’s pulling in the cash. Looks like it’s still climbing madly too. And the 26 mil target looks pretty cool too. (looking at the RSI website)

 
Lord_PorkSword

Yes the $26 Mill target does sound rather interesting.

 

I was looking at upgrading my pack for this game but I have concerns over whether it will just be pay to win or not.

 

I’ll take one Super Hornet, with a side order of 350R and M50 please :)

 

flabcab,

No it won’t be, there are many many posts about it on the RSI forums. Including 2 posts from Chris himself.

 

flabcab:
I was looking at upgrading my pack for this game but I have concerns over whether it will just be pay to win or not.

The thing your missing here is that there is no pay to win, there is no winner, we’ll play this game because we enjoy it not because we want to win it.

 

I think this game looks cool, but I can’t think about how hilarious it would be if it all went bust.

 

discolt:
I think this game looks cool, but I can’t think about how hilarious it would be if it all went bust.

After MechWarrior Online, please don’t even think it. I’m almost sure people would be jumping from roof tops…really high ones.

 

Could be the greatest crowdfunded game or the biggest disappointment, time will tell…

 

RSOblivion:
I’ll take one Super Hornet, with a side order of 350R and M50 please :)

I’m still kicking myself for not keeping aware of the deadline and missing out on a 350R, got the super hornet though.

 
James Pinnell

discolt:
I think this game looks cool, but I can’t think about how hilarious it would be if it all went bust.

Considering they have probably 10-12 million more then they need to actually make the core game, it’s incredibly unlikely.

 

James Pinnell: Considering they have probably 10-12 million more then they need to actually make the core game, it’s incredibly unlikely.

10-15 million is pennies to make a AAA title. That wouldn’t even cover wages for 100 developers (not a huge team) for 3 years, let alone auxiliary costs (rent, computers, equipment, furniture, etc), what about marketing budgets? 10 million dollars sounds like a lot for spending money, but as an investment in the video games industry, that’s small change.

 

sar84: After MechWarrior Online, please don’t even think it. I’m almost sure people would be jumping from roof tops…really high ones.

What do you mean by “After MechWarrior Online”?

 
uglyduckling81

shinanigans: 10-15 million is pennies to make a AAA title. That wouldn’t even cover wages for 100 developers (not a huge team) for 3 years, let alone auxiliary costs (rent, computers, equipment, furniture, etc), what about marketing budgets? 10 million dollars sounds like a lot for spending money, but as an investment in the video games industry, that’s small change.

It’s hardly a drop in the ocean at all. The most expensive game of all time was Star Wars: The Old Republic which cost 200m. GTA 4 was only 100m. On average 55% of a AAA title cost goes to marketing/advertising. So when you think of games development in those terms GTA 4 was only 45m to actually develop. $10m is almost 1/4 of that cost which is a large slab. Star Citizen has spent a lot less than 55% on marketing I’m certain of that.
Plus all that talk of 100 developers for 3 years is total BS. most games won’t employ that many developers for an extended period at all. Only when it’s getting close to crunch time will they bring on extra staff (on short term contracts) to finish projects or get large workloads finished. A large studio might indeed have many more than 100 employee’s working but their time will be split between different projects depending on where it’s needed. Meaning their total cost is divided between all titles they worked on over that given period.
A good article about game development costs can be found at this link.

http://leviathyn.com/games/opinion/2013/04/12/the-costs-of-aaa-games-development/

 

James Pinnell,

Nope, that isn’t a whole lot of money. They’re not actually quite FULLY crowd funded, the original goal was just to prove to their potential publisher that there was a demand for space sims in 2013. They’re now very close to the point where they have zero need for any funding from sources outside of the crowd fund. I believe CR said he was looking at around 30mil for that, but have had publishers/large donators ready for quite some time if they ever need to cover the difference (which at this point looks like a big fat no).

 
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