Was the decision to return to Kickstarter a easy one?
It wasn’t easy for sure. We 100% realized the difficulties we are going to face while running the second campaign on Kickstarter, but this appeared to be the best way to fund the rest of our development cycle as fast as we can. This is why we decided to take this uneasy step and we’ve had incredible support from our community – we’re currently over 75% funded!
Has there been an area of development that was more expensive than originally expected?
Testing and implementing of the main storyline were the ones that we didn’t expect to be that demanding in terms of time and resources. Basically testing is the main process we need to spend money on right now.
What is your favourite feature currently in the game and the one you most look forward to adding?
I’d pick close combat and atmospheric level design. We still need to work on dialogues as they need additional editing and proofreading, while the combat system needs to be polished in so many ways as well. In our game we want to focus on stylish and atmospheric visuals, branched dialogues and well balanced combat system.
How would you sell the game to those still to be convinced by the Kickstarter campaign?
We have published many videos and images on a daily basis, let’s plays and live streams happen all the time, so we believe that would be more than enough to demonstrate what we have to people. Also we have the playable Prologue, which we strongly recommend anyone unsure of our game, to play. It’s up to four hours long and really demonstrates the InSomnia universe and its inhabitants to the player!
I would like to thank you to Yegor for his time and encourage everyon to check out InSomnia on Kickstarter page, to find out more about the title and back the project.