Earth Romancer Fig Launch – Update #1

We’ve launched on Fig! It’s been a wild ride up to this point but we’re finally kicking off our crowdfund with a new trailer!

I really want to thank everyone who has shown support for Earth Romancer. It’s been an incredibly humbling experience. I have to personally thank all the talent at the Fig team for guiding me through the bumps in the road, as well as all the people who have shared the game through social media and pledged their support!

To recap, with over 30 days left in the campaign we’re at a staggering $20,364 dollars (As of 12/19). I think everyday how I can justify that amount of generosity, and how I can make sure Earth Romancer can live up to its expectations. Seeing the buzz around such a small passion project has been truly heartwarming.

One surprise to me was seeing Earth Romancer making the rounds in the Japanese gaming community! Check out the retweets of this article on a Japanese gaming site:

As far as future plans go, we are still looking to deliver you new content, new tutorials, and expanding the presence of Earth Romancer to other news sites. Currently, we are also working very diligently to deliver alpha builds of the game to interested streamers and content creators. If you believe this is something you’re interested in, send an email to with your relevant info!

Now to answer some of the most frequent questions we’ve received since starting the campaign.

What will you do with the money?

To give perspective, the prototype you see of Earth Romancer today was made with a budget of $30,000 dollars. A lot of contractors had to be underpaid and work for lower rates than usual, and thousands of dollars were pulled from my own pocket.

With $100,000 we plan to commission more art to refine the character designs, finish Keagan and Palante, add online play, then add two new characters to take us into an early access build. I know that 4 characters seems like a low amount of characters to go into early access, but keep in mind since they all have 2 forms it is plenty to explore at that stage.

To lay it out, $25,000 will be going towards taxes and living expenses, $15,000 will go towards character designs and new models. $20,000 will go to animations, another $10,000 for new stage assets, $10,000 to add basic online play, $10,000 for continued programming support and $10,000 for marketing. The rest of the expenses such as QA for a Switch port, and expanding the game past Early Access will be funded through my investor/co-founder.

When will Early Access be?

While an Early Access on Steam won’t be ready until late 2018-early 2019, backers who pledge for the game could possibly play builds of the game as early as Q2 of 2018.

Will Earth Romancer come to other consoles?

Currently we’re committing to a Nintendo Switch port. Because the process of porting to console takes a lot of time and money for QA testing, development time, and meeting first-party demands, we can’t currently commit to multiple console ports. However, it is something we’re highly considering going forward.

What kind of characters can we expect from Earth Romancer?

While the first two characters of Earth Romancer are anthropomorphic space animals, I want everybody to enjoy the characters of Earth Romancer and enjoy in sharing it. I’ve taken feedback and I hear people asking for more human characters. Don’t worry, they’re on the way! We will continue refining the character designs and most likely hire more artists and I think people will be very satisfied with the final results.

How can I help Earth Romancer from here?

Keep sharing Earth Romancer! Send anonymous tips to your favorite gaming sites. Spread the trailer to your friends. We appreciate all the support and we’ll see this fight to the end!


2 thoughts on “Earth Romancer Fig Launch – Update #1”

  1. Hi,
    the game looks super dope! Looking forward to it.
    I just have one question: How do you plan to implement online multiplayer?

    I started to work on a similar game 10 months ago, but it is still far from playable. I started with local multiplayer and then tried to implement online play. While implementing basic online multiplayer by sending an authoritative game state to all players it not that difficult, implementing rollback based netcode with deterministic game logic is.

    The problem is that any serious fighting game (as far as I experienced it) is expected to implement rollback based netcode and not only delay based netcode in order to provide the best experience for the players. Right now I am completely redesigning the core of my game and throwing most of the existing code away in order to be able to implement a design that supports rollback based netcode.

    So my advice would be to design the game with online gameplay in mind early on and not just trying to implement it afterwards. It is certainly possible, but designing the game considering online play from the start will often spare you trouble later on.

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