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YOU CAN STILL SUPPORT THE PROJECT!They called you MAD in university! They stole your LUNCH MONEY in
grade school! It's time to build your SECRET LABORATORY and PLOT
REVENGE!
Nothing less than COMPLETE WORLD DOMINATION will
satisfy you now. Your magnificent monster is READY TO RUMBLE! It's time
to make the world DANCE TO YOUR TUNE!
Control a giant robot dinosaur! Destroy cities around the world! Rule the Earth in this light
action-strategy PC/Mac/Linux/Mobile videogame!
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"Have you ever wondered what it would be like if someone made a
game where your only concern was to wreak havoc on a nice and peaceful
city with a massive Kaiju? Have you ever wished that you could do that
instead of it being done to you while playing SimCity?" ~Softpedia
"I
can't wait to start smashing down cities while upgrading my monster's
abilities. I do wonder what the puny humans will be able to do against
our kaiju might." ~Gaming on Linux
"If you build it, they will come...to bow down to you because they’re terrified of being murdered by your monster." ~Cliqist
"I broadly support the ideas of this game." ~Rock, Paper, Shotgun
"Sounds like a fun idea to me." ~Kotaku
"Support
Kaiju-a-Gogo if you like strategy games, giant monster movies, Canadian
video game companies, or just want to try something different." ~Gaming Enthusiast
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Kaiju-a-gogo is a strategy-action, PC/mobile video-game featuring GIANT MONSTERS.
The player takes on the role of a fledgling Mad Scientist who has built
the first human-controlled Kaiju in the world. While your rivals race
to catch up with your genius and build their own Kaiju to compete with
you, you have a five-year-window to use your Kaiju to achieve TOTAL WORLD DOMINATION.
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Start the game as a Mad Scientist who has just built an amazing giant monster. You will then begin play at your Secret Lair, an uncharted island, and launch your first attacks upon the unsuspecting world. As you crush city after city with your magnificent creation, the resistance of the people in that region will weaken, until eventually they bow to the inevitable and admit that you're in charge. When you have conquered all of the regions on the globe, you win! You are the world's Supreme Dictator and Number One Monkey. Simple as that.
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Gameplay consists of glorious city-stomping fun, with points and resources gained by smashing every structure still standing and crushing all the armies, navies, police and giant robots that try to stop you. In between attacks, your Kaiju will return to your Secret Lair, and you will allow the monster to rest while you heal and train it with new Abilities.
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As your Kaiju grows in size and power, its new Abilities will make it better, stronger, faster and more terrifying than ever before. Each Kaiju in the game will have dozens of possible Abilities, with players able to explore a different set of abilities in each game.
During the brief windows of rest and reflection between one city attack
and the next, players will also have the chance to build up their Base,
and construct facilities that will speed their victory over the
planet.You might also want to build some defenses, however, in case the
Kaiju Defense Forces figure out where you are, and come gunning for you!
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Just the Game - All Backers at this level and above will be listed in the game's credits, and will be able to download the Base Game, featuring Ginormasaurus, on release. A DRM-free download will be available, for those who desire it.
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Lifetime Kaiju Subscription - Backers at this level will receive the Base Game on release, and will receive free download codes for ALL subsequent DLC's which include a new Kaiju and a Mad Scientist.
Digital Bundle
- The digital bundle will include a selection of wallpapers and
print-ready files of the Kaiju-a-Gogo T-Shirt design and our Limited Edition
Lithographs. Just the thing for International Supporters who want to
avoid shipping charges!
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Gold Skin DLC - A special DLC of a unique Gold Monster Skin for Ginormasaurus, specifically for crowd-funding supporters, in addition to
all previous digital rewards!
Kaiju-a-Gogo Mousepad - Supporters at this level will receive the Base Game, a Lifetime Kaiju Subscription, the Digital Bundle and Gold Skin DLC, and a full-color printed mousepad featuring Ginormasaurus! Please add $10 for shipping outside of Canada.
Kerberos Indie Bundle - Download codes for all self-published Kerberos titles. Includes
Sword of the Stars: The Pit and all its DLC (Mind Games, Gold Edition,
and Pilgrim expansions) and
Ground Pounders in addition to all previous rewards. This is a Digital-Only Reward level, and includes no physical Perks.
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Kaiju-a-Gogo Tshirt - Supporters at this level will receive the Base Game, a Lifetime Kaiju Subscription, the Digital Bundle and Gold Skin DLC, and an awesome screen-printed Kaiju-a-Gogo T-shirt, featuring Kaiju from upcoming DLC's battling in Vancouver! Our Tshirt is designed by artist Megan Merz of
Reagency Designs. This Reward does not include other Physical Rewards. Please add $10 for shipping outside of Canada.
Kaiju-a-Gogo Mini-Posters - Supporters at this level will receive the Base Game, a Lifetime Kaiju-Subscription, the Digital Bundle and Gold Skin DLC, the Kerberos Indie Bundle, and a set of three full-color mini-posters featuring Ginormasaurus, Shrubby and Armagordon, the first three playable Kaiju of the Kaiju-a-Gogo franchise. Includes no other physical rewards. Please add $15 for shipping outside of Canada.
ADD A BUILDING TO THE GAME!
- You can add a favorite structural landmark or building to one of the
cities in the game! Want to add your favorite tourist trap, restaurant, school or courthouse? Artist Chris Gerspacher will create it for you,
so that it can be CRUSHED AND DESTROYED by Kaiju! This Reward includes
all digital rewards of the campaign.
ALL THE GOODIES! Supporters at this level will receive a Lifetime Kaiju Subscription, Digital Bundle, Gold Skin Bundle, and Kerberos Indie Bundle, and all physical rewards of this campaign. Please add $30 to cover shipping outside of Canada.
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DESIGN A SKIN! - Supporters at this level will be able to work with artist John Yakimow to create a unique Skin to change the appearance of Ginormaurus, Shrubby or Armagordon, the game's first three playable Kaiju. This Reward includes the Kerberos Indie Bundle and all earlier Digital Rewards, plus a Kaiju-a-Gogo Tshirt. Please add $10 for shipping outside of Canada.
PICK A CITY FOR DESTRUCTION! - Supporters at this level will be able to target any city on Earth for destruction! Have a city you love, or love to hate? We will add the city of your choice to the game and include two important tourist landmarks to be demolished by players and their giant monsters! Show your civic pride by putting your home town on the map. Includes Indie Bundle and a Kaiju-a-Gogo T-shirt. Please add $10 for shipping outside Canada.
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TRUE BELIEVER! - Supporters at this level will receive the
PICK A CITY Reward, an
All the Goodies Bundle with
an extra Kaiju a Gogo T-shirt, and
a special VIP card, personalized with your name. Holders of the Kerberos VIP card have insider-only access to all games in development, download codes for all games on release, and free entry to any Kerberos-sponsored event. They also cast a vote when choosing the company's next project. Please add $30 for shipping outside of Canada.
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DESIGN YOUR OWN MONSTER AND MAD SCIENTIST! - Working with veteran artist John Yakimow, you can contribute YOUR OWN KAIJU (and its Mad Scientist owner) to the game! Future players will be able to choose your Monster and the Mad Scientist character you've designed in their mad quests for world domination. This reward includes all physical rewards for the campaign. Please add $30 for shipping outside of Canada.
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"Sounds great, but who are you guys?"
We're
Kerberos Productions, a small game development
studio in Vancouver, BC. We were founded in 2004, and spent our first
eight years as a third-party studio working in collaboration with small
publishers, until we finally realized our dream
of full independence in 2012.
We've successfully developed and
self-published two computer games since then with the help of
crowdfunding support. The first game, Sword of the Stars: The Pit, has
become a cult hit and recently released its third expansion DLC. Our
second,Sword of the Stars: Ground Pounders, is on
the verge of gold release.
Now we'd like to do something
completely new and different! Our team has always loved giant monster
movies, and we want to share that love with a fun, light-hearted and
smart little game that can appeal to players of all ages.
The Kaiju-a-Gogo team consists
of eight professional game devs, who between them have over 100 years of
cumulative experience in the gaming industry and have contributed to
over a dozen shipped titles, most recently Sword of the Stars: The Pit and Ground Pounders.
Chris “Degrassi” Gerspacher is the Lead Artist of Kaiju-a-Gogo
and one of the founding partners of Kerberos Productions. He has worked
in the gaming industry since 2001, and since the founding of the studio
he has served as the Art Director and contributed 2D and 3D art assets
for all Kerberos titles, in particular the original Sword of the Stars and Sword of the Stars 2, and Sword of the Stars: The Pit.
Ken Lee
has been working in the gaming industry since 1999 and has been a 2D
artist for Kerberos Productions since the founding of the studio in
2004. In addition to his work on Kaiju-a-Gogo, he has
contributed the majority of 2D art assets for all Kerberos titles since
the founding of the studio, including the original Sword of the Stars and all expansions, Fort Zombie, and Sword of the Stars 2: Lords of Winter, Sword of the Stars: The Pit and Ground Pounders.
John Yakimow
has been working in the gaming industry since 2005 and joined Kerberos
Productions as an artist in 2007. In addition to his work on Kaiju-a-Gogo, he has contributed 2D concept art and 3D assets to the Sword of the Stars series since Born of Blood and later expansions, Sword of the Stars 2: Lords of Winter, and Fort Zombie, and Sword of the Stars: The Pit.
James Goldthorpe
is a code wizard who helped give birth to the Sword of the Stars II: End of Flesh expansion and Sword of the Stars: Ground Pounders. In his spare time, James enjoys lifting heavy iron things and placing them back down.
Martin E. Cirulis is the Lead Designer of Kaiju-a-Gogo
and the CEO of Kerberos Productions. His career in the computer gaming
industry spans twenty years, beginning as a professional reviewer for Computer Gaming World magazine in 1994. He worked as Narrative Designer on Homeworld and Ground Control and has since served as Lead Designer on several shipped titles, including Homeworld: Cataclysm, Treasure Planet: Battle at Procyon, the original Sword of the Stars and all of its expansions, Fort Zombie, and Sword of the Stars 2: Lords of Winter, Sword of the Stars: The Pit, and Ground Pounders.
Rowen Epp is the Associate Designer for Kaiju-a-Gogo. He joined the Kerberos team in early 2014 to work on Sword of the Stars: Ground Pounders, which is currently nearing release, and is already hard at work on Kaiju-a-Gogo as well.
Chris Stewart is the Executive Producer of Kaiju-a-Gogo
and the COO of Kerberos Productions. He has been working actively in
the computer gaming industry since 1997 and served as a Designer on Homeworld: Cataclysm, Treasure Planet: Battle at Procyon and Bully
before becoming a founding partner of Kerberos Productions. He has been
the Producer of all Kerberos games since the founding of the studio in
2004.
Arinn Dembo is the Producer of Kaiju-a-Gogo and the Lead Writer of Kerberos Productions. She has been working as a writer in the computer gaming industry since 1994, first as a reviewer for
Computer Gaming World and
Cnet and then as a Narrative Designer on
Homeworld,
Homeworld: Cataclysm,
Ground Control, and
Arcanum: of Steamworks and Magick Obscura. She has contributed Narrative Design and Design to every Kerberos title since the founding of the studio, and is moving into the Producer role for the first time with
Kaiju-a-Gogo.
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Do we have Stretch Goals for this campaign? Yes we do! In addition
to our goal of a multi-platform release, we have plans for additional
content and features that we would like to offer our players.
Our first two Stretch Goals are simple: MORE KAIJU. If this campaign reaches a funding goal of $35,000, we will add a second playable Kaiju and Mad Scientist to the game on release, complete with its full ability tree and additional content. If the campaign reaches $50,000, we will release with two additional Kaiju!
We'll talk about other goals as the campaign gets closer to the full funding goal. Please wish us luck!
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The challenges of game development are many, and each project is different. With this project, we have the following concerns.
1. The Cost of Production - All Kerberos games are made at significant cost to the company and the team, in terms of man-hours and budget. As an example, the total costs associated with the production of this title for our team will be over four times what we have asked from our crowd-funding supporters in this campaign. Unless these costs are fully paid in advance through our crowd-funding efforts, we will always have significant company risk in our ventures.
We cope with these difficulties not by ceasing production, giving up on our projects or cutting features that are important to gameplay, but by slowing the pace of production and by releasing content to the marketplace in smaller packages. Our first game, Sword of the Stars: The Pit, has released three juicy DLC packages in its first year on the market, and now has ten unique playable characters. Our second game, Ground Pounders, launches with two playable Factions and campaigns, but will offer additional Factions with their associated scenarios and campaigns over time.
In short: our games always get made, and the planned content will always be made available to players. The greater support we receive in advance, the more quickly, efficiently and cheaply we can produce the games and their content. That is the difference your support makes, and it is a big one.
2. Number of Abilities Per Monster - Each monster in the game is
designed to have 90-100 unique Abilities, and no one player will be able
to explore all the possible Abilities for each monster in any given
game. This is fantastic for increasing the value of the game by giving
it "legs" (replayability), and it will make each additional Kaiju DLC a very juicy package in terms of added gameplay, But it makes it a challenge for testing.
Fortunately, at Kerberos we have a great deal of experience with the
challenges of executing and testing a complex Tech Tree in a strategy
game. The Supporters of our crowd-funding campaigns and players of our
games have always been vocal partners in the development of our games,
and we will definitely put Kaiju-a-Gogo in their hands as early as
possible to get their input.
3. Multiple Platforms - Another challenge is the difficulty of
releasing a game for multiple platforms. Kaiju-a-Gogo is planned for
release on PC, Mac, Linux, iOS and Android compatible devices--many
teams would be unable to generate a game which was playable on so many
platforms.
Our team has been working on this problem and developing our skill
base in multiple-platform release for the past two years. Our first
game, The Pit, was planned and released for PC only, and the process of
adapting it for any other platform has been relatively slow. We chose
to build our second game, Ground Pounders, to be multi-platform from the
start: it is already playable on PC, Android,
Linux and Mac, with iOS completing its final release in the next few
weeks.
Given the experience and confidence we've gained while working with
Ground Pounders, we're fairly certain that the multi-platform
development of Kaiju-a-Gogo will go smoothly, and that players will be
happily conquering the planet on the device of their choice on release
day without a problem.
If we seem confident that we have what it takes to deliver this
game--we are. Because we do. We have already produced two successful
crowd-funded game projects and overcome significant challenges to make
them happen. Our team is made up of committed industry veterans and we
have all proven our commitment to our company and our work for many
years.
We have a long-standing and well-earned reputation for pride in our
work, accountability, and for supporting our products for as long as
humanly possible. We listen to our players and we put the game first,
every time.
When we have secured enough funding to proceed, we
should be able to go from pre-Alpha to Beta and Final Release of the
game by late November (American Thanksgiving) 2014. Our major focus from the beginning of Beta
until release will be to collect feedback, suggestions and performance
data from our Backers, to refine the game and make it the best product
possible.
Naturally we have high hopes for this campaign, and we've come up
with some Stretch Goals in case things go well.
Just as a final word, we want to thank all the fans who have spread
the word about our crowd-funding campaigns and and spent so many
hundreds of hours live-streaming our independent games.
We hope that you'll enjoy this one as much as you've enjoyed the others. Thank you for your interest and support!
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