Return to Dark Tower

Created by Restoration Games

An epic fantasy game pitting 1-4 heroes against an intelligent, malevolent tower.

Latest Updates from Our Project:

A Closer Look at Add-Ons
over 4 years ago – Thu, Jan 23, 2020 at 01:08:01 AM

I've got a new friend I want to introduce you all to. Before I do, you'll see we've announced another stretch goal for a new add-on: card sleeves. I wanted to talk about add-ons in a little more detail, including an important clarification on the neoprene mat.

What Is an Add-On? When we talk about add-ons in this campaign, we're referring to items that are not part of the base pledge level ("Charge the Tower") and must be manually added to your pledge to get them. It can be a little confusing because three of these add-ons -- "Alliances", "Dark Horde", and "The Coffers" -- can be added in one click (and a discount) by pledging at the "Azkol's Fortune" level. But it's worth keeping in mind that you can choose any or all of the add-ons that interest you. The three add-ons not included at that level are definitely more in the nature of "specialty" items that not all folks will need or want. You'll need to decide which items you think will enhance your game and which aren't for you.

How Do I Add an Add-On? If you want one or more add-ons, you can do it in either of two ways:

1) You can manually add the amount to your pledge in Kickstarter by clicking "Manage your pledge" and add the funds to your existing pledge; or

2) You can wait and add the add-on to your order in BackerKit after the campaign is over.

More information about how to do that is in the Add-Ons section on the campaign page. If you choose the first option, that increases the current funding total and helps contribute toward stretch goals. You also might want to do that if you want to "set aside" the funds you'll be spending so you don't have to worry about it later. On the other hand, the second option is good if you don't have the funds right now but expect to have them for BackerKit after the campaign is over. Either way is fine.

Let's take a closer look at the "extra" add-ons themselves.

Neoprene Mat Game Board: This is a thick, high-quality, durable, oversized version of the game board. I want to be clear: It is not necessary to get the mat just because you are getting the miniatures. Because the board is bigger, the spaces are indeed larger. However, the purpose of the board is for a deluxe play experience.

Art Prints: These are beautiful 8" x 10" prints of the heroes with a gold foil treatment. They will feature the art exclusively and are a great addition to any room, not just a game room. We really fell in love with Qistina's art and wanted folks who were similarly taken by it to have an opportunity to display it for when they're not playing the game. The gold foil really highlights her signature style, which uses metallic embellishments to great effect. You'll note that we've got future stretch goals to add prints of the two heroes from Alliances and then brigands. These additional prints are included with the add-on and do not cost additional money. Who know, we might even have one more print up our sleeve.

Card Sleeves: This is a full set of sleeves to cover all of the cards from both the base game and the Alliances expansion, including standard and mini sized sleeves for the treasures, allies, gear, potions, and foes. Most of the sleeves will have a custom design on the back that still allows the card type to show through. It also includes clear sleeves for the double-sided cards, such as foes, so the info isn't obscured. We hope to have the designs for these up soon, but if you've seen the card backs we did for Fireball Island: The Curse of Vul-Kar, you'll have an idea of how they'll work. We'll put the sleeves in the add-ons section once they're unlocked; they'll be priced at $20.

Coin of the Realm: This is a metallic coin used to indicate the active player. If you signed up for launch notification on our special form and use the same email address for your Kickstarter pledge, you will get the coin for free. (We are sending out a confirmation email so you will know if you are getting as part of the free promotion.)

These are the only add-ons we anticipate having for the remainder of this campaign.

How Much Is Shipping for the Add-Ons? For the Art Prints, Card Sleeves, and Coin of the Realm, there is no additional shipping charge (assuming you back at the Charge the Tower level or higher.) Important: The Neoprene Mat Game Board requires additional shipping. The mat ships in a separate tube, and given its size and shape, the shipping is not cheap. We had listed the shipping as $10 on the graphic. However, that shipping charge is only for US and China/Macao/Hong Kong backers. We realize that notation was misleading as to backers from other regions. I apologize for that error, and I want to clarify the shipping charge for the mat for all regions:

  • United States, China/Macao/Hong Kong: $10
  • European Union, Canada, Australia, New Zealand, Rest of Asia: $15
  • Norway/Switzerland: $35
  • All Other Countries: $40

We know that shipping charge is quite a bit for some backers, but please understand that we have subsidized the shipping charge as much as we are able to without taking a loss on this item.

With all that said, we unlocked another stretch goal: Say hello to the Lingering Rot. This new adversary comes with its own quest and is always paired with the oreks, who help it spread pestilence and disease throughout the land in the form of spores. As a result, some 2000+ new potential scenarios enter the game with its appearance. 

 Speaking of scenarios, tomorrow I'll be posting another design diary -- this time from one of our game designers, Brian Neff, with a closer look at what kinds of different quests and encounters you can expect to challenge you. Until then, Keep Charging the Tower!

The 8 Stages of Grief, errr, Tower Design by Tim Burrell-Saward
over 4 years ago – Tue, Jan 21, 2020 at 10:48:44 PM

The tower you’re looking at on the Kicktarter page is the Mark 8. Meaning that seven distinct revisions existed before this one. The journey from one to eight is what I thought I’d write about for this post.

As I mentioned in my last design diary, we’d decided on a suite of functionality that would allow us to create a compelling gameplay experience. The tower would consist of several stacked layers, each of which would rotate. The core would be hollow to act as a dice tower of sorts. It would have light and sound, and it would need to talk to a connected smartphone. It would need to be reliable, durable and safe. It would need to be kept to a budget. And lastly, wherever possible it should break down into its components for repair and recycling at the end of its life. This set of constraints needed constant monitoring during the design process, as putting too much focus on one can easily lead to the neglect of another. Balance like this is present in every single product that’s ever existed and takes an awful lot of blood, sweat and tears to achieve. So toss a coin to your designers, oh backers of plenty, because none of this stuff is particularly easy.

The Mark 1 tower really only existed as a means of testing mechanisms. I tend to start with the hard problems, which in this case is the revolution method. The original Dark Tower had a single DC motor which meant that all of the tower’s levels rotated at the same time. We wanted our levels to rotate individually, and ideally in both directions, so that called for a different approach. For the Mk 1 we decided to use stepper motors, which unlike a DC motor allows us to tell the motor to go to a specific position, rather than just being able to turn it on or off. Stepper motors can be found in things like printers and CD drives (google it kids), where precision control is required. For Mk1 we needed two motors: one to control the horizontal revolution of the levels, and another to vertically select the level.

Having thrown a couple of weeks into getting a nice reliable action, we had something that worked. But a big part of designing for manufacture is making sure that design choices are going to be affordable, so at this point I jump on a call with my manufacturing contact in Hong Kong (a wonderful chap called Andrew who works longer hours than anyone I’ve ever met and can eat his own bodyweight in buffet food). Andrew’s job is to act as a kind of translator between me and the factories, literally (as many don’t speak English) and figuratively (to make sure my designs are faithfully translated into reality). Andrew patiently listens to me try to describe the thing I’m making: “Andrew, it’s a giant evil spinny tower with lights and stuff. Yeah I know it sounds ridiculous, but nerds go crazy for this kind of thing”. Andrew makes some calls and tells me that stepper motors are going to be too expensive, which leads to the first of many back-to-the-drawing-board moments. In this line of work these moments are many and frequent, and entirely part of the process.

The Mark 2 tower used two DC motors rather than steppers. These motors had double ends, onto which we attached two little worm gears. Each of those gears meshed with a series of larger gears, which in turn were attached to a set of concentric shaft rising vertically up the centre of the tower. This setup meant that if we told this first motor to turn clockwise, level one would rotate clockwise. If we told the same motor to turn counter-clockwise, level 2 would turn in the same direction. So this way we get four levels of individual rotation, but only using two motors. Neat, right? Yes and no. In mass manufacture, efficiency rules. You need to get the most function out of the smallest amount of parts and materials. This is to keep costs down, as more parts = more materials, more moulds and more assembly costs. So although the Mark 2 only used two motors, it used a lot of plastic in the four concentric vertical shafts. It worked, but not in a particularly elegant way. Definite room for improvement.

For Mark 3 and 4 we parked the rotation challenge and focused on the doors and skull ejection system. As Rob wrote in his last update, projects like this always start out with a lot more stuff than makes it into the final box, and the tower is no different. We decided early on that it would be super cool if the tower could open its doors automatically, so Marks 3 and 4 were all about that. Firstly we tried building little spring catches into each door, that would be activated by the drum rotation. But that meant we’d need a lot of very fiddly assembly, and each drum would need to rotate in both directions (clockwise to reveal the openings, counter clockwise to detach the doors), which would have meant needing more than two motors. Incidentally we ended up coming back to dual rotation, but that came much later.

For Mark 4 we decided to look into using electromagnets, which are pretty much the same as normal magnets bar the fact that they lose their magnetism if you feed them power (or vice-versa, depending on which ones you use). This meant that we could fix a tiny magnet to each door and then send a small electrical pulse to tell the magnet to spring off.

Now often when you’re prototyping you want to try something out without spending too much time or money on it. Wanting to try out the electromagnet idea, we could have found a factory in China to make us some bespoke components, but that would have been overkill. So instead we looked around to see what we could cannibalise to use as a stand in. I’m happy to share that, if you’re ever in need of a bunch of tiny electromagnets, your salvation comes in the form of old CD drives (google it kids). A whole heap of them. So several eBay purchases later we had enough drives to prototype an entire tower’s worth of automatically opening doors.

At the same time we also started to look at the third problem: the cube tower. Not only did the tower’s layers need to rotate and its doors open, but skulls (or cubes as they were at the time), needed to find their way down through the tower’s core and out of said doors. And more than that, they had to distribute evenly. So around this point I built an entirely separate tower just to test probability and distribution. There were a lot of variables to tune here - the aperture size at each level, the length and pitch of the funnel at the top, the shape of the central core. We tried a giant central spiral for the skulls to tumble down. We punctured the core with sticks like a game of Kerplunk. We made shelves and protrusions and slopes and flaps. Things got very complicated very quickly. And usually when this happens, the best thing to do is strip everything out, go back to basics, and generally you’ll find something neat and elegant. In our case, all it took was to build a horizontal “collar” into each level (shaped like a polo mint), shaped in such a way as to deflect the course of a skull that hits it. Each level has a different sized collar to ensure that we get an even distribution. And how did we figure the distribution out? Through hours and hours spent manually dropping skulls into the tower. Friends you do not know suffering until you’ve been tasked with dropping small bits of plastic into a tower for hours on end. The mere thought of that spreadsheet gives me chills. But it was a task that had to be done so that your Kingdom gets exactly its fair share of corruption.

For the Mark 5 tower we went into some more detail on the way that the rotating levels interfaced with the doors. This is where seemingly small gameplay changes started to have much bigger knock-on effects onto our design process. For instance - if there’s a skull sat behind a door that is yet to open, and the tower rotates, should the skull stay behind that door, or should it rotate too? Both are possible, but both have quite a large impact on how the game plays. How do you decide? You kiss goodbye to your wife and family for a week, chain yourself to your desk and make them both. Sometimes you can only be sure by making a thing real and seeing how it plays, and the bigger the decision, the more important that process becomes. 

The skulls rotate, by the way, the other version sucked.

At this point we also made the jump from two larger motors at the base of the tower to smaller ones distributed at each level, as it turned out that this would make the assembly easier and therefore more cost efficient. Manufacturing can be weird like that - sometimes adding more can make things cost less. The video below shows the prototype gearbox we designed, which was made from 3D printed parts combined with some special brass gears (made by a lovely man called David who makes gears for model trains). It’ll be completely redesigned for manufacture, to ensure its as efficient, reliable and robust as possible, as will a lot of the other parts.

Mark 6 became the culmination of our findings to date. The drums all rotated independently. The doors automatically ejected. Skull distribution was good. We added lights above each door and runes to the rotating parts, and finally connected everything up to the custom PCBs that Charlie had been slaving over. We integrated it into the prototype app that Porcelain Fortress had made. And suddenly, the tower came to life. 

If you happened to catch the game at Gen Con last year, this is the tower you saw. We got some good playtest feedback from the show, people seemed to like the direction, and nobody lost a finger (which is surprising seeing as it was held together by superglue, tape and tears).

Mark 7 was all about acting on the feedback from Gen Con, as well as working with Andrew in China to try to get the design under budget. The biggest change was the decision to remove the electromagnetically controlled doors. As cool as they were, having your board state wiped out by a falling piece of plastic quickly lost its charm. There’s an important design lesson here - as a creator, no matter how much you may love something, if your audience doesn’t agree then you should really listen to them. We were also quite horribly over budget at this stage, so the decision was taken to change the doors to simple slide-to-open parts. In hindsight I actually prefer this, as seeing the sinking feeling on a player’s face when they start to open a door, only to see the glint of white skulls behind it, is delicious.

We also made the decision to chop an entire level from the tower, which we learned was superfluous to the game design (and also helped with cost). Once upon a time the tower was even bigger than it is now.

And that brings us to the Mark 8, which is the tower you’ll see on the main campaign page. There are actually three of these towers in existence, all 3D printed and hand assembled in my studio in London. In terms of functionality, the Mk 8 included an IR transmitter and receiver at the top of the tower, which react to skulls being dropped in. It also includes a 56mm speaker at the base, mounted in such a way that it projects sound up into the tower core, using it as a natural amplifier. It has more powerful LEDs, and quite a few more of them, allowing us more scope to create lighting sequences that can be called on in game to help convey exactly how angry the tower is at any given time.

Alongside this, the Mark 8 was designed looking towards manufacture. Although the design isn’t ready to go to the factory just yet (that’s a whole other process to save for another post), everything inside the Mk8 is close enough to being feasible that we can use for more involved playtesting.

And lastly, the Mark 8 finally included an initial pass at an outer shell to hold all the guts in nice and safely. But this post is already rather long, so I’ll save the details on how this part came about for my next post. 

And with that we’re pretty much all up to date. The Mark 8 certainly isn’t the end of this story, and I hope you’re as excited as we are to see it through to the end. Any questions or comments? Leave a message below or find me at @tburrellsaward and I’ll do my best to answer!

FROM JUSTIN: I also want to point you all towards a charity auction Tim is running for just a few more hours, to benefit folks affected by the Australian brushfires. It includes the original Dark Tower along with a signed prototype part from Return to Dark Tower. More info in this tweet. Please check it out. 

Behind the Scenes at Restoration HQ
over 4 years ago – Tue, Jan 21, 2020 at 12:01:19 AM

As we've mentioned, a lot of care and planning went into the design of the Tower. What we have not revealed, until today, is that the very earliest planning of the Tower was performed by the Murph Brothers, Mike and Nick, out in our massive LA headquarters. Today, we're happy to reveal some footage from those early tests:

Shortly after those tests, we brought Tim on board, and it's been smooth sailing ever since. In fact, Tim's done a lengthy design diary on the physical Tower design we'll be sharing with you tomorrow.

(FYI, we sponsor the Brothers Murph because they do great boardgame content that's not merely reviews of hot games, but lots of fun stuff. Please check out their YouTube and Twitch channels.)

What a weekend! The campaign keeps rolling along, so it's time once again for Stretch Goal Round-Up.

First up, are the dreaded oreks. Not the typical shambling, mindless zombies you see so often. These foes are freshly risen, well equipped, and still possess a good bit of strength and cunning. They're often paired up with the Lingering Rot, who we should be unlocking soon. Together, they spread spore tokens to the heroes, which can cause corruption directly if they're not kept in check.

Next, we have an upgrade to the haggle die. Instead of standard screen printing, it will be engraved, to give it depth and durability.

We've unlocked a new add-on: 8x10 foil art prints of the 4 heroes from the base game. These prints will showcase Qistina's art with no logo to detract, and they will come in a separate envelope with a cardboard backing board. You'll note that an upcoming stretch goal will add the two heroes from the Alliances expansion at no additional charge. To avoid confusion: As an add-on, these are not automatically included in any pledge level. If you are interested in adding them, you can manually add the $20 to your pledge in Kickstarter or add them later in BackerKit after the campaign is over. Either way, there is no additional shipping for these prints.

And, finally, a new treasure: the White Cauldron. This item lets you cycle through the potion deck quickly, hunting for that particular quaff you so desperately need. It's especially potent in the hands of the Relic Hunter whose banner ability lets him draw a potion at the start of every turn.

Keep the chat on the comments page hopping. You all are throwing out lots of ideas for us to consider, and we love it. Understand, of course, that most of them can't be done for the base game but could show up down the road in a future expansion or update, and there are some that just aren't feasible. We also know that there are so many comments it's not possible to read them all. So if someone makes a comment or asks a question that's been dealt with, let's be mindful that they probably didn't realize. I want to give a special shout-out to some of our incredibly helpful backers, who always seem to be around to provide answers in our absence. You all are amazing.

Beware! The Lingering Rot, a new adversary approaches! Until tomorrow, let's keep charging the Tower!

A Closer Look at Quests, Events, the App, and Replayability
over 4 years ago – Fri, Jan 17, 2020 at 10:52:06 PM

We've blown through a few more stretch goals, and I'll go over those in a bit. But I wanted to take some time to go over some key features of the game that are hard to describe in the limited space of a campaign page. So this update might be a little bit longer. Feel free to skip to the end if you just want to see the new goodies.

When you set up, some of it is static from game to game. Buildings and heroes in the same spaces, the item markets, etc. However, there are a number of factors that impact how the game will play out.

At the beginning of the game, you will select an ally and an adversary (or have the game select them randomly for you). Each ally has their own plan to access the Tower; each adversary has their own plan to destroy the world. The ally's plan provides the overarching goal the players need to accomplish. The adversary's plan generates the obstacles that will make that goal more challenging. So, at its most basic level, the number of allies to choose from multiplied by the number of adversaries to choose from, yields the total number of "major" scenarios possible for any given game.

But that's just the foundation. There are a dozen or so regular foes, a few at each level from 2 to 4. They have different "tags" and different combat decks with different effects, forcing the players to prepare for and resolve the combats differently to succeed. They also have different game effects, so that brigands might raid the bazaars and destroy your warriors, where shadow wolves hunt the heroes and drain spirit. Some foes even put effect tokens out onto the board, impacting movement. The combination of foes used in a particular game can dramatically alter the way the game plays. So a game with the Bane of Omens and Gleb the Outlaw king will still play differently and require different strategies if the foe suite is brigands, shadow wolves, mormo, and a dragon vs. oreks, ogres, the Tribe of Neuri, and striga.

Let's talk a little bit more about how events work. Each of these parts -- ally, adversary, and foes -- also seed the events in the app for that game. The combination of these events drive when the seals on the Tower break, when the drums rotate, when the foes move and act, along with specific events that relate to the various quests and main objective, and finally, when the month will end. The app "collates" all of these events and generates an event schedule for that specific game, including many blessedly quiet turns when no event will trigger. Then, each time a skull is dropped in the Tower, the IR sensor relays that information to the app, and it looks at the next slot in the schedule, calling for an event when triggered.

But it's even cooler than that, because of those quests. In addition to the main objective provided by the ally, the ally and adversary have a slate of monthly quests. Each month you get a new quest from each of their slates. These quests might not be the same from game to game. The ally quest will generally give you a nice benefit if you complete it, something to help you succeed. The adversary quest is usually about preventing a bad thing from happening, though you will occasionally get a benefit there too. In addition to any immediate benefit or penalty, completing or failing these monthly quests also impacts the event schedule, adding in new events, removing or changing others. Saved the town? When some future event occurs, they'll come to your aid. Failed to save the town? The fallen villagers have risen, spawning more oreks to fight. We can even do more intricate things like impact a foe's combat deck, making them easier or harder to battle in the future. You'll almost never be able to complete all of them (especially if you're keeping your eye on the main objective). So figuring out which ones to complete and which to let slide is a fun and challenging part of the game.

Part of the reason why that can be so challenging is a little bit of devilry that's worked into the game. When you drop that skull in and that IR sensor tells the app you've taken a turn, it also runs a little game clock on the side. Each month has approximately 8 turns. But what's really happening is that the app randomly shaves a little off or tacks a little on to each turn within a very narrow band. The upshot of this is that some months you might only get 7 turns, some you might get lucky and squeeze in a 9th turn, and every so often, once in a blue moon, you might even find yourself with 6 turns or 10 (thank Azkol!). This gives players some information about how to plan the month, but not perfect information. Sometimes, you'll just have to decide to risk waiting one more turn to get something done, and those decisions can be agonizing.

I hope that gives you a little better insight into how things work. You can see that with all of the allies, adversaries, and foes, the way the events line up, the side quests, and even the way time passes. Or, as a practical matter, never the same game twice (unless you want to do that cause you lost so horribly the first time).

Now for the stretch goal round-up. We unlocked those 4 guild allies. We've still got more to show off about how the guilds work, but let's start with the guilds themselves.  Represented by the four icons on the cover, we've got: the thieves' guild, the order of paladins, the druid circle, and the arcane scout society. In addition to their game effects, each guild has a number of allies you can recruit directly. We had originally specced out two per guild, but with this unlock, we've added a new ally to each of them for a total of 12. We're still putting the finishing touches on these allies, but I'm pretty excited to reveal that one of them is the always reliable Maxim the Beast. Not as fearsome as he sounds, Maxim can give you advantage in battle against other beasts, but mostly he can carry a bunch of treasure for you. Qistina's still working on that piece, and we'll show it off as soon as it comes in. 

 We've also unlocked that juicy gold. Foil stamping on the box that is. Pretty much everywhere you see that golden color will now have a nice metallic sheen including those details on the foe images. We'll put foil stamping on all of the boxes for the other packs as well. Qistina's art makes such nice use of these metallic tones, we're excited to bring a little literal bling to it. 

 And finally, a new corruption, Insular. If you gain this corruption, you'll pay dearly to travel to other kingdoms, often essential to advance quests or deal with threats. 

 As we head into this weekend, I want to again thank all of you for making this campaign such a huge success. We've got a lot more to show you. We probably won't post an update over the weekend unless something dramatic happens, but feel free to keep the chat going in the comments and we'll of course be there to answer questions.

One of the things I wanted to do with this campaign is to make it fun. Well, we've got a little treat lined up for you for Monday morning, so make sure stop back and check it out. Until then, keep charging that Tower!

2 Quick Things to Talk About
over 4 years ago – Thu, Jan 16, 2020 at 11:23:26 PM

First, there's one million ... and then there's another million. **head explodes** Did you all really do that?

Sure, we blasted through a huge batch of stretch goals -- get to that in a minute -- but I'd be remiss if we didn't take a moment to just reflect on what's happening here. When you launch a campaign, you hope it's going to go well. In your more fanciful moments, you might even allow yourself to dream that the campaign is going to go wild. But then you snap back to reality, get back to work, and press on.

There's no way around it. You all are making the dream the reality. This campaign has broken through our expectations, and now we're dreaming about just how far this can go. And it's because of you all. Yes, we put in the hard work to prepare, but the community that's been built here is something far more than the cool game mechanics and great art. It's a shared vision of this great thing. We've got old hands helping out new folks to navigate their way. We've got amazing stories of the game's personal meaning. We've got cool ideas that I have to run and relay to the design team. And we've got folks just having fun on the Internet. In today's day and age, that's an amazing thing all by itself. And that's you! So, thanks!

**snap**

OK, let's talk stretch goals! First up: Everyone gets a bath! We'll be applying a wash to all of the plastic miniatures in all of the different packs: the hero minis, buildings, and skulls in the base game; all of the foe minis in the Dark Horde pack; and the hero minis and -REDACTED- from the Alliances expansion. The wash is a dark ink that's painted over the mini and settles into the recesses to really make the details pop. (If you're planning on painting them, no worries; the wash can actually help as part of a base coat for highlighting the details, or you can strip it fairly easily with a thinner.) Below is an image to compare how unwashed renders compare to physical washed minis. (These are from another game of ours, Unmatched: Battle of Legends, Vol. 1.)

We've also unlocked the haggle die. This was something we were excited to make happen as it's a lovely nod to the 1981 game. It adds a bit of randomness when you go to reinforce. If you want to sweeten the deal, you can roll the die. But you run the risk of offending the merchant and having him close up his shop.

We've got two new treasures. The Lamp of Hope makes cleansing more potent and offers a late-game "bomb" if you can power up your hero enough. The Circlet of Conviction can give you a whole new turn, free from the Tower's meddling. You'll notice these potent items have effects you can trigger by discarding. They show off some interesting design space we have to play with the potency of different items and how they get used in the game.

And finally, a new foe to face: the Tribe of Neuri. These are an itinerant band of outcasts, cursed to change form from man to creature. Their combat deck reflects their dual nature. Most foe decks focus on a single type of threat, e.g., warrior loss, spirit loss, etc. The Tribe of Neuri often have mixed effects, which can make them challenging to prepare for. Go in against some brigands? Better have some warriors. Facing some shadow wolves? Keep some spirit on hand. Battling the Tribe of Neuri? Best to have a bit of both.

We have some more stretch goals coming up, but as we move to the middle of the campaign, we'll also be putting a lot of focus on showing you more detailed looks on some of the finer points of the game. We know many of you are interested in the quest/event system and how the adversary and ally impact it using the app. I'm working on a longer update tomorrow to delve into just that.

Until then.... $2 million. Really?!