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Skullgirls Devs Turn To Crowdsourcing For New Character

The downloadable fighting game Skullgirls launched back in April 2012, but the developers aren't quite done with it. The indie studio behind the game is on a crowdsourcing mission to raise money for an additional character.

Lab Zero Games (formed by the team who created the game) are trying to raise $150,000 on Indiegogo to add Squigly to the character roster. Lab Zero says she's about 1/3 of the way complete, and that additional money (up to a projected $625,000) could help pay for new story modes, stages, and even possibly more characters. If Squigly is funded, she'll initially be available at no charge on all platforms (PC, PS3, Xbox 360), and then three months afterward will cost $5.

The team acknowledges in its Indiegogo page that $150,000 sounds like a lot of money, and they've provided a breakdown of how all the cash will be spent. 

[Source: Skullheart, via Shoryuken]

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Comments
  • Cool.
    Edit: She looks familiar.
  • This is a cool idea for the game, but it's going to be a tough sell, I think. Only people who bought your game and maybe a few who are planning on buying it are going to donate any money. After all, who is going to donate to a project that they don't own and have no intention of using? Obviously not EVERYONE who bought your game is going to donate, either. I'm not sure how much this game sold, but DLGs generally don't do amazing numbers, so it seems that they're asking a pretty hefty sum from a potentially very small group of people.

    Not to mention, the deal seems to be that if it gets funded, than EVERYONE gets it free for 3 months. If that's the case, I could see most people just not donating because they could still possibly get it for free without spending any money. Why bother paying into yourself when, either way if it gets funded, you'll get the same benefits as people who do? It seems to me that only big fans will want to pay into this. It has some decent funding already though, so maybe I'm wrong. Maybe this game is much more popular than I realize, but we'll see.
  • The thing is: I've been waiting to play this on my PC since it was first announced, I mean, about 2 years ago. What if the PC version never comes out?
  • donate to buy a game your gonna still probably have to buy dlc after u buy more people for it lol

  • This game is amazing DONATE PEOPLE! I wish I wasn't poor.

  • Still waiting for that PC version. O_O
  • It says the game is going to release on Steam at some point, offering a code for steam for donating 30$ or higher.

  • It's too bad when I play fighting games I play like a 10 thumbed cripple, because this game has always looked brilliant and I would love to successfully play it.

  • This is a cool idea...

  • What but I paid 14.99 for it. What did you blow that on?

  • That's a shitload of money for a character. I've seen entire games being built on a budget like this
  • You know the game industry is completely screwed up when it costs $150,000 to add one character to a fighting game. Thats not to say the cost is the Skullgirls dev team's fault, I am sure this is really how much it costs... doesn't mean the system hasn't completely failed owner it's own bloat though.

    This basically outlines why the entire industry is in trouble.
  • Cool look.

  • I REALLY want to get skullgirls I need to get my 360 set up for xbox live so I can get this game already.

  • Squigly has been a character that was announced a long time ago. I hope she comes out soon :)

  • $4000 for voice acting................why.

  • If this is successful, I hope it's a sign that crowd-funding can truly play as a second option to the publisher-platform as viable means of funding for game development.

    On top of that, this campaign nicely puts just how much it REALLY costs to put a game (a fighting game at that!) on a home console. They aren't cheap!

    Heck, what they are asking for is pretty cheap by industry standards. $48k split between 8 full-time people for 10 weeks? Not enough for working 40 hours a week I'd think!
  • You REALLY need to be more thorough here, Jeff. I'm sure there are tons of people who are not going to read that little blurb at the end there, that sends them to ANOTHER page that breaks down the pricing. Why not go into it here, dude? Don't be lazy - it's an interesting story and a great look at how expensive game development can be.

    Let's just get down to the big one though; the entire team was let go from Reverge Labs. A lot of this money is because they're starting from scratch with Lab Zero Games. They have NOTHING that they had when they wrapped development for Skullgirls. It's a dang shame. They need to reform everything they had in place, AND THEN get new content out for this? That's a brutal position to be in. And Skullgirls is such high quality that they really can't skimp. It's not just a new character, it's thousands of frames of buttery smooth animation, having to pay people to clean up and color those thousands of frames, it's tons of programming and balance fixes, it's new art and music for story sequences, it's recording new voice work... Jeez Louise! I feel super bad for them. F*** Reverge Labs. Seriously.

    I've been wanting to see new characters (and the PC version) of Skullgirls for awhile now. I'm totally going to contribute to this. That game is the best fighter that's come down the pipe in a loooooong time.

  • These guys have gone a long way since they started, I pledged 30$!

  • I hope they hit their goal, was a great game I'd like to see enthusiasm for.

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