Skip to main content

Obsidian Kickstarter reaches $1.1 million target in 24 hours

Project Eternity adds "stretch goals," Avellone admits he prefers working for the player to working for a publisher

Obisidian Entertainment's Project Eternity Kickstarter project has passed its $1.1 million target in a single day.

Obsidian pitched the game as an RPG fan's ideal game, bringing together the talent behind classic titles like Baldur's Gate, Planescape: Torment and Icewind Dale to create an original IP that the commercial industry wouldn't support.

The idea has proved popular, with just over $1.4 million pledged to date. Obsidian has now issued a list of "stretch goals" should the game receive support up to $2.2 million: new storylines, regions, races and classes, customisable in-game houses, and Mac and Linux versions of the game.

"It's not like we've had any lack of ideas, only a lack of opportunity or anyone who wanted to finance it," Obsidian co-founder Chris Avellone said in an interview with Kotaku.

"I'd much rather have the players be my boss and hear their thoughts for what would be fun than people who might be more distant from the process and the genre and frankly, any long-term attachment to the title."

Project Eternity will be limited to PC, Mac and Linux, with Avellone admitting his fatigue with, "designing content and interactions that caters to consoles and console controllers." In an interview with Game Banshee, Obsidian co-founder Feargus Urquhart suggested that the game will not compromise in terms of its story, either.

"In Project Eternity, we want to tell a story that treats players like adults," he said. "Does that mean sensationalistic topics? Potentially. It means more that if a story is going in a direction our designers don't need to shy away from how it concludes."

Read this next

Matthew Handrahan avatar
Matthew Handrahan joined GamesIndustry in 2011, bringing long-form feature-writing experience to the team as well as a deep understanding of the video game development business. He previously spent more than five years at award-winning magazine gamesTM.
Related topics