A month later, the Crowfall Kickstarter campaign has ended and it has been a resounding success.
Its final tally was $1,766,205, which is more than twice its original $800,000 goal. It also makes it the 15th most funded video game on Kickstarter ever. With PayPal donations, which will continue to roll in, the total is up at $1,783,796.
"HOLY CRAP, YOU GUYS!!!" blurted the Crowfall team in a Kickstarter victory update. "Thank you for making Crowfall a reality.
"We won't let you down. We're going to show the world a new kind of online experience."
Added to the original pitch via stretch goals were character mounts, pet companions for combat and a championship tournament system for factions and guilds. Also added were a minotaur character archetype, female centaur characters and an artifact and relic system. Oculus Rift and Vive support was also added, although I'm not sure how that will work.
"So, what happens next?" the post went on. "Now we get to work! We have a game to build. We refine the vision. We engage with you on the forums. We discuss our ideas (and mistakes) openly. We find the right solutions, together.
"And we continue to seek out our kind. Crowfall isn't a game for everyone. But there are still players out there - brave, lost, and arguably crazy - who will share this vision. Who, like us, will have to see it come to life. We need to find them, and bring them home."
Crowfall follows in the footsteps of Kickstarted MMO Camelot Unchained, which went slightly higher with $2.3m raised. Both games represent player-versus-player-focused MMOs that aren't, refreshingly, designed to appeal to everybody.
The idea pre-Kickstarter was to release playable alpha builds of Crowfall in segmented chunks, Star Citizen style, as soon as this year. All of those chunks will then be soldered together for a full launch - the team hoped - by end of 2016. Take that with a pinch of salt - MMOs tend to take a while.