The Indie Game Magazine November 2014 | Issue 43 | Page 15

IGM: You had a rather risky strategy of “working for royalties” which resulted in a seemingly reasonable funding goal of just £10,000 to finish the bare minimum version of Solarix. Is this something you would do differently going forward? Pulsetense: We simply have had no money to offer payment to developers to work on the game. The guys in the team have done this for the passion and belief in Solarix. What small amount of money (Baris [Tarimcioglu, project lead]’ savings) we did have at the start was spent on building environments and a base line for the programming. As we mentioned before, the game was in a complete state upon launching the Kickstarter, the money we asked for was for polish. IGM: What’s next for the team? Are there plans to find alternative funding for Solarix? the basics, but for the time being these will be enough tasks for our small team to cope with. IGM: In light of everything the team has come up against, where do you find the motivation for continuing on with development? Pulsetense: Simply for the love of the game; we know what we have and we‘re supremely confident in the world and experience we have spent nearly four years of our lives building. It’s really that simple. IGM: Where can folks interested in the project go to find more information? Will you be bringing a prototype of Solarix to any conventions or events anytime soon? Pulsetense: For those of you interested in Solarix, you can head to www.pulsetense.com and check out all of our screenshots, blogs, videos, and community forums detailing the game. Personally, I would love to be able to bring the game to conventions next year, so we will be working hard with our distribution label KISS to make that happen. Pulsetense: The plan for the team is to playtest the game, as upon reading this we will officially be in Alpha. This is due in no small part to our amazing VO cast working with us, and to the dedication of Iman [Sahabni, programmer] and Baris to get the game out. Now that we’re in Alpha, we can focus on completing the PC version of the game, working on optimization, implementing features, regional language support, and bug fixing. Obviously these are just As a reporter, there’s only so much you can do for a development team. Our job is to provide coverage, and with so many games and stories to choose from, it really comes down to which ones will appeal the most to our audience, or otherwise offer an incredibly unique or interesting perspective that brings the audience something new. With any luck, even if Solarix can’t find the crowdfunding it needs, I’ll sleep a little easier knowing that their story has partly been told. It goes without saying that I’d be disappointed if the game didn’t see the light of day due to a lack of funding or support. Everything from the setting to the gameplay mechanics blend well into a project that could definitely offer the indie space something refreshing. I wish them good luck going forward, and admire their perseverance.