Pathfinder: Kingmaker hits its initial Kickstarter goal, gets new screenshots

Owlcat Games has announced that its crowdfunding campaign for Pathfinder: Kingmaker has raised $500K, meeting its initial goal. Through this success, the veteran team at Owlcat Games, strengthened by Chris Avellone for narrative game design, is assured to take players on an unforgettable tour through the infamous Stolen Lands.

Not only are familiar characters and well-known locations revisited, but kingdom founding will now go beyond simple stronghold-building. According to the press release, the campaign made it possible for each kingdom to become a true reflection of player chosen paths which includes option for tyrannical rule, subtle diplomacy or trickery and deceit. Adventurers can carve their own realm from the wilderness when Pathfinder: Kingmaker will be available in the summer of 2018.

Oleg Shpilchevsky, Head of Studio at Owlcat Games, said:

“It’s a dream come true for us at Owlcat and we are very thankful to see we are not alone in our excitement. We are humbled by the support we have received from all of our backers this early in the campaign and we hope to barrel on through our stretch goals. We hope to include options for setting up camp in cRPG’s more adventurous than hitting a ‘rest button’ and we want to welcome the Magus. An extra class choice and unrivaled master of magical melee. We have so many more ideas to make this a game that demonstrates the richness of the Pathfinder universe. With Kickstarter, our only limit is your support and your faith in us.”

Future stretch goals will add archetypes (for all the classes), additional race choices, storyline expansions beyond the initial Adventure Path and more companions, (including a companion that’s dear to hearts of Pathfinder fans). Owlcat Games also wants to include more locations to visit, including an epic dungeon.

Enjoy!

19 thoughts on “Pathfinder: Kingmaker hits its initial Kickstarter goal, gets new screenshots”

      1. Pillars featured a live action combat system, but it was also designed around being able to pause combat t manage multiple party members. I feel the whole pause feature and not being able to manage 6 members at once shows that adding said feature into the game basically makes the game turn based.

        I mean take a gander at ARPG’s like Diablo, hardly any of them ever needed to put a pause or turn type function into theirs and they all managed real time combat fine and dandy.

        If this one features a pause and turn/order giving system then I’ll likely pass up on it. I’m just not a fan of pausing mechanics.

        1. Diablo’s combat is not as complex as games like Path Of Exile. It’s a lot more button-mashy, so to say.

          1. Complexity is a given when you have to manage more than 1-2 members at once, as well as a game that puts a focus on spells and poisons that can dampen your general combat performance.

            I don’t really count ARPG’s mere “button mashers”, they still feature situations where slamming the keyboard won’t always win the day. You still need the right equipment, the right spells, the right build etc, especially the timing. Believe me, i’ve been there years ago with many an ARPG where I tried to just go all out and still be reduced to ash in a matter of seconds, thus forcing me to consider different strategies.

        2. Hmm I understand although I liked Divinity original sin. I don’t care for isometric camera be it turned based or action oriented but original sin was just that good it was an exception for me.

          1. I don’t mind any angle, just as long as it’s not designed around pausing the action and issuing orders.

        3. Considering turn based players are furious that pillars wasn’t turn based it’s funny you consider it that type of game. Not only that you compare Diablo style games where you’re not controlling 4-6 characters at once it seems like you don’t have a tight grasp on game mechanics.

          1. They were because it wasn’t a *full* turn based system, but the game was still designed primarily around issuing orders and pausing to give them out. I’ve watched people trying to control multiple members in live combat, it’s clunky at best.

            I have a grasp on the mechanics, I was using Diablo as a game that doesn’t *have* to revolve around the pausing mechanic in order to *manage* *multiple* party members.

            You want an iso game where you have to manage 4-6 party members?, sorry not in hectic live combat you won’t.

    1. Now you’re making imaginary friends to support your trash comments? It’s been a while since I saw something this LOW.

  1. Looks great. If it has a really strong story to keep me engaged and it’s just a mindless loothunt then I might pick this up.

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