http://www.kickstarter.com/projects/lar ... iginal-sin
There's tons of new media/info on the KS page...but the long and short of it is they are almost done, but they need help pushing through the final stages of development and to add more features.
For those unfamilar with the game:
Why the are doing a Kickstarter:Summary wrote:
"Picture a modern version of a world not unlike that of Ultima VII, that can be explored either alone or with a friend, that sees you engage adversaries in tactical turn-based combat reminiscent of the great turn-based RPGs of the past. A world that is filled to the brim with choice and consequence situations, reactive NPCs, and a considerable amount of surprises. A world that captures the feeling of playing pen and paper RPGs with our friends. Then add the new stuff..." - Vision statement for Divinity: Original Sin
When making large-scale epic RPGs it often helps to summarise what you are trying to make in a couple of lines, just to ensure you don't lose focus during development. You can spend a lot of time trying to come up with these vision statements, but when we started making Divinity: Original Sin, it didn't take us long to come up with the one above. It's simply what we've always wanted to do. The only reason we haven't made this game before was that the following list never made it past the marketing departments of many a known publisher.
Divinity:Original Sin is an Isometric cRPG.
You can play in single player mode but also in cooperative multiplayer mode
It's a real epic CRPG so even in multiplayer, you're engaging in much more than just combat and item fever. A nifty cooperative dialog system, a highly reactive world, a deep character development system and plenty of choice and consequence situations see to that.
You can create your own RPG adventures with our powerful RPG editor and share or play them with friends
Combat is very tactical. It is turn-based and features things like skill and spell combos, attacks of opportunity, action points and much more.
Exploration is greatly rewarded.
You can develop your character(s) to fit your playstyle using our classless skill and stats system.
There are countless item interactions and item combinations waiting to be discovered.
No Divinity game is complete without music composed by the brilliant Kirill Pokrovsky.
And some pretty picturesWhy fund the game wrote: We want to put together a secondary design team, backed by extra programmers, artists, animators and testers. We want to make this team as large as we can.
The designers' mission will be to increase the amount of interesting things you can do in the world, as much as possible. The artists, animators, programmers and testers are needed to ensure that all the necessary assets and features to do this are present.
Now is a good time time for expanding our team because we have a very mature RPG editor and the more people we put on it, the more of our game engine's potential will be unleashed.
Our main interest is to increase the depth and diversity of the game. For instance, we want to guarantee that each quest has a meaningful choice/consequence mechanic. We want to ensure that where it makes sense, there are multiple ways to solve a quest. And when you move off the beaten path, no matter where, something interesting awaits you.
In practice this means that we will add
more choices and consequences
more quests and puzzles
more areas to explore and discover
more npcs and creatures
in places where we feel the interactions with the game world aren't interesting enough yet. Our ambition is to create a memorable experience for you, and we know that that's only possible if we offer you a very diverse, surprising and consistent game world. That takes a lot of time and effort, but it's what we love doing.
Should we exceed our target budget we can start thinking on implementing systems that affect the entire game and not just the game world. Features such as perks, more character customisation, more party members with extensive backgrounds,more playable races,more game editor features, more levels of interactivity, more skill classes etc.