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Outland 17: Void of Liberty is a tactical RPG based around the concept of the revolutionary war. You and your fellow colonists are building stations outside of the Earth’s orbit in the hopes of working off your debt to corporate companies. Working conditions and violence lead you to rise up with your fellow men to throw off the shackles of oppression.

G. Martin Wallace, citizen of the People’s Republic of Earth, hears rumors of civil unrest in the colonies. Despite the official reports, Martin Wallace is compelled to validate these rumors for himself. You start with Martin Wallace landing on Outland 3 seeking out the truth. You help choose the direction of your revolution by gathering the people to organize a more effective force that can match the military force present on Outland 3. Every new member to the team unlocks new missions, new insights, and possibly a new path to win the Revolution.

Core features include:

  • Open Ended Character Progression - How you play determines the new skills that go into your squad's Kits. Whether you spend time sniping from a distance or brawling in the middle of the fray will change the abilities that are offered when they level up. Build a team specifically customized to your playstyle!
  • Accessible Gameplay That's A Challenge For Everyone - Implementing a linear tile system, you won't need grids to tell you who to shoot. Advance or retreat your squad along these tiles during missions and select different paths to take them to their goal or explore different areas.
  • Complete Squad Customization - Customize your squad members to fit ANY role that you need, using ANY weapon available. Modify their weapons to alter stats or boost damage. Change their ammo type for different affects and strategy!
  • Impactful Choices That Influence The Story - Choose whether to free your fellow man or reign as the new tyrannical leader.
  • Availability For PC and Mac, and later Android and iOS
  • High Replayability Through Alternative Play Modes

Outland 17: Void of Liberty is designed to be accessible for casual gamers but enjoyable for the hardcore community. With an enticing story and the ability to engage in combat the way you want to play, there's something to offer for all in the universe of Outland 17. We'll soon be releasing more details and information so make sure to sign up for our newsletter to get the latest updates and game info.

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Back in March we launched our first marketing campaign. Our focus was to get Outland 17 “Greenlit” on Steam and raise the additional funds we needed through Kickstarter. Thanks to overwhelming community support we were successfully Greenlit, but then we fell short of our crowdfunding goal, despite the support of 258 backers. The feedback we received during this time was especially insightful, so we decided to reflect on how to improve our game. Based on feedback, we outlined 3 areas for improvement, as follows:

  1. Marketing campaign: We worked hard to spread the news of our Kickstarter, but few people heard about it. Some fans didn’t even know we were fundraising.
  2. Kickstarter: The page was well built, but there were many was to improve it. The headlining video needed the most work. (More on that in this article.)
  3. Game: We received a excellent feedback on what the game did right and what it could do better. We’re working hard refine the game and install these improvements.

After the Kickstarter, we sent all of our backers a survey on how to improve Outland: 17. I’m happy to share these results in raw form, and I will also share our goals to meet these expectations moving forward. If you have additional thoughts or questions, please let us know! We love talking to each and everyone of you, and are grateful for the support.

We want to keep a dialogue open with our fans. We tried a number of things ranging Facebook to Twitter but didn’t built a real community, so we asked how you prefer to talk with us. We were surprised to learn our fans really wanted a forum page. We had believed a reddit page would win out, but this was in less demand than a DevBlog, we’re going to build a forum!

We believe our Kickstarter video needs the most improvement. Our video focused mainly on our team, but an overwhelming majority said they wanted to know more about the game and less about the team, so for the second Kickstarter campaign we want to create a great trailer which lets the game speak. Games like Hyper Light Drifter and Planetary Annihilation did this well and and were likewise well-received. According to our survey, we ought to make a game trailer which ends on a clip about the team – something akin to Halcyon 6 and Moon hunters’ trailers. Moving forward, we intend to make a 2 minute trailer with only a brief section on the team.

This was the hardest question to analyze and understand correctly. Fans didn’t always give straightforward answers, making their replies difficult to chart, and online debates question the efficacy of early bird discounts. We learned we can do a better job of communicating the project scope so backers can better understand the value of our game. Fans felt very strongly about how much they would or should pay. Some encouraged us to keep the $20 price rather than risk undervaluing our efforts, while others believed dropping the price would increase our volume. I will avoid committing to a price for our next Kickstarter attempt for now, but I will say we have decided to change approach.

Our team felt strongly about this topic from inception. Voice acting would add a lot if done very well, but funding great talent would be difficult and bad voice acting would likely be worse than none at all. We were happy to see many fans will still be interested in our game if we didn’t have it. It has always been our intention to have this as a stretch goal, so look for this as a an option for our game on the next Kickstarter.

The most divisive aspect of our visual style was our characters. Some people liked them, while others viewed them as caricatures. The survey revealed the majority wanted to see stylized yet realistic looking characters, so we have begun the process of revamping our models a realistic feel which we also believe will better match our environments.

When we launched our campaign we were unsure how much impact a demo would have. Making a functional demo before funding is often difficult, time consuming, and dangerous from a marketing standpoint. However, the successes and failures of recent Kickstarter games has changed the market. We felt it important to convey we actually have a game and will carry it through to development. We do think the demo accomplished that goal.

While the existence of a demo may have been emotionally supportive, it was also clear the actual functionality of the demo had little impact on people’s decision to back our game. It appears the trailer and Kickstarter page were the greatest influence on our backers. Before launching another Kickstarter we will work to improve the current demo, shifting focus to the GUI and gameplay, but the primary focus will now shift to the overall presentation, such as better lighting, characters, and animations.

This question was the black sheep of the lot. We wanted to come up with unique and interesting ways to reward our backers at every level. We also think that if we can get more people to donate at the $1 tier, they will be more likely to increase their pledge later in the campaign or once they have had a chance to play the demo. We spoke with a marketing consultant who suggested making our next demo exclusive to backers, thus generating risk-free participation, because backers can rescind their pledge at any time.

Our fans held conflicting opinions on this point. Some people were excited about an exclusive demo for backers, others were turned off by an extra step required to test the game. Choosing the right path will be difficult, as shown by the data. On the graph preceding this one, we see most people backed the game without even playing the demo, and the next largest group backed it before playing the demo. A whopping 68% of fans didn’t feel strongly either way.

More to come

We learned a lot from our crowdfunding campaign and the survey we collected afterwards. We humbly thank all of our backers for the feedback we received, and want everyone to know we have continued working on improvements to the game and future crowdfunding efforts. In upcoming posts we’ll share the graphic and gameplay revisions and improvements we’ve made to Outland 17. If you’d like to stay informed about new updates to our game and process, make sure you join our mailing list!

Thank you,

-JC

What Kickstarter Taught Me About Game Development: Mid Campaign postmortem

What Kickstarter Taught Me About Game Development: Mid Campaign postmortem

News 4 comments

Going through crowdfunding has taught me a lot about how to avoid project creep, better manage game development scheduling, and effectively incorporate...

3D Development With Our Resident Marine

3D Development With Our Resident Marine

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Our developer, Yves “SSgt” Domingo, shares some of his development techniques with our 3D assets, including environments and objects.

25% Milestone: A Track From DS Wallace!

25% Milestone: A Track From DS Wallace!

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Our composer shares a new track for Outland 17 and goes into his process on how he matches the atmosphere for the game by mashing up electro house and...

Weapons Development

Weapons Development

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Our programmer and designer, Rob, shares some of the gritty details that goes into designing a weapon for our TRPG in Unity. We also talk a little more...

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Outland 17: Void of Liberty (Mac)

Outland 17: Void of Liberty (Mac)

Demo 0 comments

4/18/2015 Build - Earth's population has swelled, leading to a strain on her resources and a wider gap between the wealthy and the impoverished. Stations...

Outland 17: Void of Liberty (Windows)

Outland 17: Void of Liberty (Windows)

Demo 0 comments

4/18/2015 Build - Earth's population has swelled, leading to a strain on her resources and a wider gap between the wealthy and the impoverished. Stations...

Comments  (0 - 10 of 21)
doubledee
doubledee

Any updates? Is the game still in development?

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Clonkex
Clonkex

Outland's what? Outland's WHAT??

(Features page, "Outlands" has an apostrophe - I'll never understand why people insist on putting apostrophes where they don't make sense...)

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GrenadeTree Creator
GrenadeTree

I think you are confusing us with another game.

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Clonkex
Clonkex

(Now that I'm actually logged in...) No, no I'm not. I just checked. The problem is still there.

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GrenadeTree Creator
GrenadeTree

Fixed it, thanks for pointing that out!

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Guest

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AltostratusPilots
AltostratusPilots

Cool design and concept! I will track this game! =)

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GrenadeTree Creator
GrenadeTree

Glad you like it!

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Quade81
Quade81

I have been excited for Outland 17 ever since I heard about. It was probably the game I was most looking forward to. I love turn-based strategy games and RPGs. X-COM:EU is probably my favorite game of all time. That said, after playing the demo, I didn't really enjoy it and it's only because of the linear tile system. I know it's still early in development, so I'll be happy to give it another shot in the future, but I'm worried because it seems like that feature won't be changing. Maybe adding more cover could help, but as it is the gameplay feels 1-dimensional and like I have very little control over my characters movement.

I hate to say it, but it seems like the effort to make the game quicker and more accessible could really keep the fans of the genre away.

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GrenadeTree Creator
GrenadeTree

Hi Quade81,

Thank you for following our game. We've been in development for a while now so it's great hearing feedback from the fans.

I hear you about how changing the formula around and how it can keep fans of the genre away from our game. I think your right. When we call the game a Tactical RPG, people have a certain expectation of how it should play. Kinda how I love Street Fighter and when someone told me that Smash Bros was like Street Fighter with Nintendo charcters I got really excited. But then I was turned off when I first played it because it didn't measure up to how I thought a fighting game should play.

We really want to try something that was a bit more experientmental. We didn't just want to make an XCom clone with great customization, which means that we have to take some riskes.

The core expectation of fans of of TPRGs is that movement is core to strategy. In our game we wanted to shift the focus away from positioning and over to the characaters themsevles. Since our game isn't class based, you learn by doing. Every shot or ability use gives your character experience thus molding them. And since there are only so many moves on a mission, every click and choice matters. Your team can grow in drastic ways that can really change how to approach missions. For people willing to give that mechanic a go, I think they will really appreciate what our game is trying to do.

I hope you will continue to follow and support us as the game grows and improves. We may just suprise you.

Regards,

-JC

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Outland 17:Void of Liberty
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Grenade Tree Games
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