Saturday, December 7, 2013

Help Promote Paper Sorcerer

Paper Sorcerer needs your help!

How?

11 Things that you can do…
Why eleven? Because Ultra Runaway Games goes one step beyond.

1. Buy the game, it’s only $5, every sale counts! 

2. Buy the soundtrack, add a tip to your purchase, or buy the game as a gift.
     Paper Sorcerer is a great stocking stuffer!
     You can buy a gift copy with the Humble widget on the Ultra Runaway store,
      or you can buy gift copies on Desura, GamersGate, IndieGameStand, and Mac Game Store!

3. Like our Facebook Page and share it with your friends

4. Follow Jesse on Twitter

5. Send out a tweet on Twitter, spread #PaperSorcerer
     Retweeting @UltraRunaway tweets are good too!
     Click here to automatically tweet about Paper Sorcerer

6. Use a Paper Sorcerer avatar on forums/social sites

7. Give a shout out to Paper Sorcerer on forums that you frequent (mention the free demo)      
       Example Below:
Check out Paper Sorcerer, a stylish first-person turn-based RPG with adventure game elements, only $5 at ultrarunaway.com There's also a free demo here: ultrarunaway.com/web-demo.html

8. Do a Let’s Play or mention Paper Sorcerer on your Youtube channel
     Youtube/Vimeo/etc. Legal details here

9. Sign up for our Newsletter

10. Mention Paper Sorcerer to a gaming news site (email them and let them know how awesome Paper Sorcerer is!)

11. Tell/E-mail your real-life friends about Paper Sorcerer – tell them to grab the demo and play it for themselves.

Tuesday, November 26, 2013

Paper Sorcerer Avatars

Hey guys, I thought you guys might like Paper Sorcerer avatars! 


Each album contains all the square images at the size listed. 
Right click the image, "Save As" somewhere on your computer, and set your Avatar on forums and the like to spread the Paper Sorcerer love! 

You can also download the whole avatar set as a zip file if you like, from the Ultra Runaway website. 

If you haven't already tried the demo, you can download it or play it in your browser! 
Try the demo now 

Hope you enjoy, here are the links! 


256x256 220x220 150x150 120x120 100x100 75x75 65x65 64x64 60x60




Tuesday, November 5, 2013

Release notes

This post is to record release notes as I update the game.

v2.5 5/11/2015

- Added Arms and Armory section to menu, displays all weapons and equipment in possession,
     as compared to Equip menu that only shows what each character can equip
- Edited switches to get out of hidden doors/doors that use keys on 9-2 and elsewhere to make
     them easier to notice and understand what they do at first glance
- Edited training descriptions to remove typos, including Defense training description
- Blind II feedback fixed for levels 2-5
- King Demon fight not always triggering fixed
- Skeleton's absolute defense fixed
- Basic and Master Tower Runes fixed, stats now match description
- Added minor event to 1-1, hint for later puzzles

v2.4b 9/13/2014

- Update for non-Steam same as 2.4a except Steam integration

v2.4a 7/28/2014

Minor update (Steam)
- Training Ice Resistance fixed to decrease damage
- Defense training description fixed to 5 per level

v2.4 7/2/2014


Minor update
- Fixed invisible wall on door in 9-2

v2.3 5/23/2014
Changes


- Added battle non-consumable item for if you want to give up and reload during battle
     "Handcuffs -  Give up battle"
- Edit difficulty Steam achievements so that if you beat higher difficulty you get lower
     difficulty achievements
- Status effect in info menu - list how to heal each status.
- Alternate dialogue on Brothers events for if you don't meet the requirements to start the event
- Add that hit chance is percentage in info menu
- The intermediate tower rune description edited, it raises Agi and Mag
- Imp equipment edited for consistency
- 9-1 Fix for doors/event bug
- Ghost's Dirge of Frailty Level 2 cost corrected
- Add highlight current option to these menus:
     New summon selection
     Interactable objects
     The skill trainer in the Sanctuary
     Catacombs menu in town
- Arch Magus equipment corrected

Related to Riddle Quest with themed keys:
- Corrected loot 'King's Key' to 'Rook's Key'
- Added battle to secret area
- Added event consequences if you answer incorrectly
- Added flavor Search event
- Revised related Steam achievements

Known issues:

- No sound volume options
- Graphic options not saving (windowed/fullscreen and resolution)
- Sometimes enemies aren't woken up from sleep how they're supposed to
- When fighting large groups of enemies, some of them are situated at the edges of the screen.
     When you hit those enemies, damage numbers appear in the wrong place -ameliorated,
     but still on non-16:9 resolutions
- Sometimes status effects expire unexpectedly

v2.2 1/29/2014
Changes

- Issues for random encounters and doors on Catacombs and Block 5 fixed
- Additional information added to tutorial
- Item menu sorted into categories
- New Phantom Grasp ability for Witch
- Battle starting immediately in Catacombs 9 fixed
- Congratulations for ninth soul fixed
- Counter attack message fixed
- Issue with reward for 3 Brother sidequest fixed
- Fixed gap in wall on Block 10
- Fixed issue with falling through the floor on backtracking in Block 10
- Fixed music during end credits
- Arch Magus can now properly equip all staffs
- Ghost's Incorporeal skill fixed
- Ghost's Physical Resistance rebalanced
- Fixed clipping through the walls of the pit on 4-1
- Fixed being able to walk through door at end of 1-1
- Fixed being able to re-obtain Fire Jewel and Coral
- Fixed sleep transition interfering with menu
- Vampire's Dark Sacrifice fixed to prevent exploit loop
- Rebalanced Guillotine Arms
- Blood Rage now adds Energy

Known issues:

- No sound volume options
- Graphic options not saving (windowed/fullscreen and resolution)
- Sometimes enemies aren't woken up from sleep how they're supposed to
- When fighting large groups of enemies, some of them are situated at the edges of the screen.
   When you hit those enemies, damage numbers appear in the wrong place -ameliorated,
   but still on non-16:9 resolutions
- Sometimes status effects expire unexpectedly

v2.1 1/02/2013
Changes

- Final boss rebalanced
- Equip menu occasionally not displaying character info fixed
- Puppet and Giant trainable
- Mass Heal usable out of combat and has proper refresh time
- Chance for status effects to hit rebalanced
- Bleed, Maul, and Shadowblade Execution use STR to hit
- Heart Seeking Claw energy cost rebalanced
- Fixed door on 9-2 failing to open after saving
- Fixed Giant not leveling up on joining party
- Necromancer rebalanced
- Bull Rush rebalanced
- Bleed visual effect tweaked
- Fixed Reaper Soul sprites reappearing after loading a save
- Fixed bottle on 5-1, is now clickable
- Frozen door on 4-1 now opens normally after doing event
- Fixed events on 4-2, 6-2, 7-2, 10-5 reappearing
- Werewolf natural DEF progression rebalanced
- Werewolf Physical Resistance rebalanced
- Ice Storm now properly adds the Slow effect
- Soul Steal restores more energy
- Bone Plate Armor gives proper Divine Resist
- Thick Skin description added
- Mending Potions remove Blindness

Known issues:

- No sound volume options
- Graphic options not saving (windowed/fullscreen and resolution)
- Sometimes enemies aren't woken up from sleep how they're supposed to
- When fighting large groups of enemies, some of them are situated at the edges of the screen.
   When you hit those enemies, damage numbers appear in the wrong place -ameliorated,
    but still on non-16:9 resolutions
- Sometimes status effects expire unexpectedly
- Challenge and Bait don't draw 100% attacks to target

v2.0 12/02/2013
Changes

- First Boss Knight battle rebalanced
- New icons for Light and Medium armor and Quest items
- Defender now refills DEF as intended
- Skills with 1 round cooldown fixed to recharge at correct rate
- Encounter on 1-2 rebalanced so that by Knight boss you level up to level 4
- Difficulty Modes rebalanced
-- Enemy resistances on higher difficulties rebalanced
-- EXP on higher difficulties rebalanced
-- Enemy stats rebalanced
- Low level enemies no longer spawn in Catacombs 9
- Break calculates DEF damage properly
- Deep Impact calculates DEF damage properly
- Collect Energy changed to self target
- Dark Sacrifice rebalanced
- Shadow Backlash cooldown changed
- Sturdy Boots and Plate Boots rebalanced
- Mage Armor now adds to your DEF
- Spawn point on 5-1 edited
- Bell event on 5-2 no longer repeats
- Howling Thunder rebalanced
- Power of Magus only expires when you cancel it
- Early levels of STR Up and MAG Up rebalanced
- Dwarven Fighter rebalanced
- Reminder to equip new ally removed from first summon event, as you have no equipment yet.
- First summon event text updated
- Werewolf early DEF rebalanced
- XP needed to reach next level added to Status screen
- Early Runes rebalanced

Known issues:

- No sound volume options
- Graphic options not saving (windowed/fullscreen and resolution)
- Sometimes enemies aren't woken up from sleep how they're supposed to
- When fighting large groups of enemies, some of them are situated at the edges of the screen.
   When you hit those enemies, damage numbers appear in the wrong place -ameliorated, but still on non-16:9 resolutions
- Sometimes status effects expire unexpectedly
- Challenge and Bait don't draw 100% attacks to target

v1.9 11/26/2013
Changes

- Monks on 5-2 rebalanced
- Dark Gift rebalanced
- Ice effect added to Abyssal Frost
- Excape switches added to 7-1 and 7-2
- Fixed scrolls using up two on use
- Life Drinking Greatsword equippable by correct summons
- Effect addes to Bleed status effect
- Divine damage effect made smaller
- Silver key doors on 8-2 now open without the key after activating the event
- Shop interface tweaked
- Items menu maneuverable by keyboard
- HP and Energy bars added to item menu
- Item menu now remembers last selected item
- Selecting an item in the Shop now displays the proper stats and correct number in inventory
- In Equip menu and Shop you can preview the effect equipment will have on you character
- Info concerning status effects added
- HP and DEF damage text adjusted
- Minor grammar and spelling fixes

Known issues:

- No sound volume options
- Graphic options not saving (windowed/fullscreen and resolution)
- Sometimes enemies aren't woken up from sleep how they're supposed to
- When fighting large groups of enemies, some of them are situated at the edges of the screen. When you hit those enemies, damage numbers appear in the wrong place
- Sometimes status effects expire unexpectedly

v1.8 11/23/2013
Changes

- Edited HUD to resize better, works better at non-16x9 resolutions
- Save and Load and Info menu can be navigated with keyboard
- Enchant Fire/Ice rebalanced
- Tweaked enemy battle positions
- Fixed errors with Werewolf's skill display
- Fixed Scorch status effect not displaying flame effect
- Doors on 7-3 open after being unlocked on loading a save
- Pillar fixed in 6-3
- Bug with losing control after class change fix
- Fixed Puppet not showing up in end credits
- Random battles on 6-2 fixed and rebalanced
- Armored group event on 3-2 no longer repeats on loading a game

Known issues:

- No sound volume options
- Graphic options not saving (windowed/fullscreen and resolution)
- Sometimes enemies aren't woken up from sleep how they're supposed to
- When fighting large groups of enemies, some of them are situated at the edges of the screen.
   When you hit those enemies, damage numbers appear in the wrong place
- Sometimes status effects expire unexpectedly

v1.7 11/20/2013
Changes

- Buggy pass option removed
- Bed rest only revives dead on Easy and Normal difficulty modes
- Restoration crystal price increase
- 1980's difficulty adjusted
- Armor price and names tweaked

Known issues:

- No sound volume options
- Graphic options not saving (windowed/fullscreen and resolution)
- Sometimes enemies aren't woken up from sleep how they're supposed to
- When fighting large groups of enemies, some of them are situated at the edges of the screen. When you hit those enemies, damage numbers appear in the wrong place
- Sometimes status effects expire unexpectedly

Release notes:
v1.6 11/18/2013

Changes
- Added invert mouse option
- Fixed AI bug where enemies only attack one character
- Restoration crystals added to shop item list
- Resting in bed now revives characters
- Pass option added to battle menu
- Skills that prevent character actions now prevent defend
- Sleep chance to hit increased
- Defend rebalanced, now higher, increased with agility
- Anistropic filtering levels adjusted for less texture blurring
- Info updated
- Level up window no longer cuts off text
- Backtracking through boss levels goes to the proper level
- Dryad can use Arcanite Staff
- Summon level up to Sorcerer level bugs fixed
- Fixed truncated goblin stealing messages
- Fixed chest event on 2-3
- Fixed town menu not highlighting
- Grammar fixes
- Fixed battle item menu not scrolling

Known issues:

- No sound volume options
- Graphic options not saving (windowed/fullscreen and resolution)
- Sometimes enemies aren't woken up from sleep how they're supposed to
- When fighting large groups of enemies, some of them are situated at the edges of the screen. When you hit those enemies, damage numbers appear in the wrong place
- Sometimes status effects expire unexpectedly

v1.5 11/17/2013
Changes

- New series of events/puzzles
- Added controls option to title menu
- Title menu adjusted
- Title menu graphics increased resolution
- New song for Catacombs battles
- New boss song
-Icons indicating what stat a skill uses
- Second encounter with guards moved to after you aquire equipment, changed to two guards
- Items have combat animations
- Alternate reward for freeing Giant
- Goblin's Steal skill changed to Cheap Shot, now does damage in addition to stealing
- Fixed funky door
- Removed confirmation when taking items
- Scrolls start events/more feedback on what they do
- Fixed Magus trainers
- Fixed invisible switch
- Summon menu tweaked, hotkey bug fixed
- Added description to all skills
- Issue with Catacombs/Reaper dungeon doors addressed
- Updated info text
- Fixed items that start events skipping first screen of text
- Fixed story items being consumed
- Rebalanced Werewolf damage
- Rebalanced Catacombs encounters
- Fixed parts merchant "tilting"
- Fixed cabinet on 5-1
- Fixed columns on 5-2
- Flying beast rebalanced
- Rebalanced seal and cripple
- Added menu highlighting for shop screen
- Feedback on unequip for class changing
- Fixed respawning chest on 7-3
- Edited items descriptions so they don't overlap the price
- Sorcerer now permanent battle party member
- Fixed errors in the battles in the Reaper dungeon
- Removed mouse highlighting in menus, only keyboard highlights


Known issues:

- No invert mouse option
- No sound volume options
- Graphic options not saving (windowed/fullscreen and resolution)
- Sometimes enemies aren't woken up from sleep how they're supposed to
- When fighting large groups of enemies, some of them are
   situated at the edges of the screen. When you hit those
   enemies, damage numbers appear in the wrong place
- Sometimes status effects expire unexpectedly

v1.4 11/7/2013
Changes

- Fixed the bug where summons don't level up to the Sorcerer's level when you first get them
- Fixed if a player saves, beats an enemy, and then reloads the save from before the fight, the enemy is still gone
- Added in new, more feminine sprites for Female Sorcerer hands
- Updated tutorial and info menu text
- Added Parts Merchant to Reaper Dungeon/Catacombs to increase availability of Puppet equipment
- Added in rune system, new icon for runes
- New icons for accessories
- New paper texture on blocks 5+6
- Adjusted paper texture on block 9
- Fixed floating chest on Catacombs 3
- Werewolf base damage increased
- Arcanite Staff poison skill fixed
- Imp gains Focus lvl1 at proper level
- Sleep expiration bug fixed and rebalanced (shorter duration, chance to hit longer cooldown)
- Changed location of soul on block 3
- Fixed flying beast encounter so event triggers properly
- Fixed search event on 5-2
- Cut down Monks in 5-2 by half
- Fixed examine Altar event 6-3
- Fixed Altar rewards on 6-3
- Adjusted events with early beds, added search event in goblin janitor's room
- Fixed cabinet on 10-1
- Tweaked random encounters on 6-2
- Tweaked Dispel enemies and Dispel party
- Corrected Dispel enemies description
- Tweaked damage calculations for Arcane Backlash
- Fixed summon circle from respawning on load game
- Rebalanced random encounters in 9-1
- Rebalanced Boss immunities
- Fixed Ice Orb text
- Tweaked chance of Reaper chest spawning
- Rebalanced axes
- Rebalanced fire bombs
- Fixed events on final level not showing up
- Fixed unopenable chests in Block 10
- Rebalanced Cleric's Smite ability
- Fixed DOT on sleeping enemies
- Adjust skill trainer dialog window
- Changed % to percent in item names
- Changed Resurrection Charm to Water of Life (heals whole party for ~120HP)
- Rebalanced Challenge
- Fixed buttons on 2-2
- Fixed shadow error on 3-2
- Fixed exit to lvl 7 of the Catacombs
- Fixed chest in lvl 7,8,9 of Catacombs
- Fixed so giant's cell opens properly

Known issues:

- No invert mouse option
- No sound volume options
- Menus not highlighting correctly in resolutions higher than 1280x720
- Graphic options not saving (windowed/fullscreen and resolution)
- Reportedly errors in the battles in the Reaper dungeon, not yet reproduced
- Sometimes enemies aren't woken up from sleep how they're supposed to
- When fighting large groups of enemies, some of them are situated at the edges of the screen. When you hit those enemies, damage numbers apeear in the wrong place
- Sometimes status effects expire unexpectedly
- If Sorcerer isn't in battle party, enemies only defend
- Some items have such long descriptions that they overlap the price
- Need to add flavor text for skull key

v1.3 11/5/2013
Changes

- Fixed walls collision in Reaper dungeon/catacombs
- Fixed exit doors in Reaper dungeon/catacombs
- Fixed souls not disappearing in main dungeon levels
- Changed Reaper event to allow unlocking dungeon levels out of order
- Fixed enemy map indicators when loading after enemy was killed
- Adjusted sound fx volume
- Fixed a couple weapons that take extra slots
- Made sure the skull key in block 8 spawns
- Made slight changes to several in-level events
- Made it so that the town image isn't displaced when returning from visit to Reaper
- Added additional shop zombie flavor text
- Fixed level 28 dwarf
- Removed invisible barriers around switches that open secret doors on levels 8-1 and 8-2
- Added flavor text to first spirit orb
- Fixed the Chant of UnMaking not activating on block 8
- Fixed so that Reaper's soul graphics on 8-2 disappear after being sucked into stone.
- Search event on 8-1 disappears after being triggered.
- Mending skill cures all physical and stat-down effects as intended
- Rewrote sleeping text to tell the player sleeping doesn't revive the dead
- Hotkeys no longer display menus weird
- Temporary fix to skill display

Known issues:

- No invert mouse option
- No sound volume options
- Menus not highlighting correctly in resolutions higher than 1280x720
- Graphic options not saving (windowed/fullscreen and resolution)
- Occasionally on reloading saves, defeated enemies reappear but can't be engaged in battle.
- Reportedly errors in the battles in the Reaper dungeon, not yet reproduced
- Spelling error when breaking the bindings in Block 2
- Skeleton's challenge ability doesn't work consistently
- Skills display wrong level


v1.2 11/3/2013
Changes

- Enabled icons in equipment screen
- Added info topic that lists what equipment each summon uses
- Removed erroneous crafting label
- Added additional info to usable items
- Added additional info and portrait to summon description when selecting new summon
- Added all status effects and descriptions to info section
- New save system, saves to a file instead of PlayerPrefs
- Fixed errors in some enemy attack animations
- Fixed event that was respawning when it wasn't supposed to
- Fixed minor shadow error on block 3 level 3
- Adjusted enemy frequency in Reaper Dungeon
- Fixed map list scrolling
- Fixed secret door in block 6
- Fixed invisible enemies block 6 level 1
- Fixed not being able to trigger battles in block 6
- Fixed resting restores HP, but doesn't bring characters back to life

Known issues:

- No invert mouse option
- No sound volume options
- Hotkeys display menus weird reported
- Menus not highlighting correctly in resolutions higher than 1280x720
- Graphic options not saving (windowed/fullscreen and resolution)
- Occasionally on reloading saves, defeated enemies reappear but can't be engaged in battle.
- Reportedly errors in the battles in the Reaper dungeon, not yet reproduced
- Spelling error when breaking the bindings in Block 2

v1.1 11/3/2013
Changes:

-Fixed restoration crystals
-Fixed issue with saving and getting trapped in first room
- Rebalanced guards in first level to not be soul-crushingly difficult in Normal mode
- Rebalanced random encounters in areas with random encounters
- Buggy load option removed
- Minor grammar corrections
- Fixed 1st room search event
- Opening movie skip button fixed

Known issues:

- More info menu documentation needed
- No invert mouse option
- No sound volume options
- Hotkeys display menus weird
- Menus not highlighting correctly in resolutions higher than 1280x720
- Graphic options not saving (windowed/fullscreen and resolution)
- Occasionally on reloading saves, defeated enemies reappear but can't be engaged in battle.

Tuesday, October 15, 2013

Paper Sorcerer giveaway!

Hi there! It's been a while since the last post, got a bit behind on writing blog updates, mostly because of a few things:
  • Collating and updating the mailing list data and learning how to operate and build newsletters
  • Making a Facebook page and telling people about it
  • Figuring out how to use promotions and the like to generate interest in the game
  • Finishing the game
So as a result, I've decided to run a small giveaway to find a cool name for the newsletter! All you have to do to enter is write in a suggestion for the newsletter name and 'like' Paper Sorcerer on Facebook.
If you haven't already pre-ordered Paper Sorcerer, you're going to want to enter our contest, 10 lucky people will win free copies of the game! And even if you have, enter and you can give the copy you win to a friend!

The Grand Prize winner will be determined by a poll on the newsletter name suggestions, and will get bragging rights in addition to a free copy of the game. The name they suggest will be used for the newsletter.

I've set this to run until the end of the month, so hurry and tell all your friends about it!
If you'd like to embed the entry widget on another site, here's a link to the embed code: here

a Rafflecopter giveaway

If you're not sure how to enter, here's an infographic going over the entry process:


Wednesday, August 28, 2013

Skill animations, short trailer

Today I'm talking about skill animations, last post I talked about the final summon roster.

I was working a long time on special effects for all the skills. The game has 327 unique skills right now and about 300 of those have unique animations. There's also quite a few other incidental effects, like different types of slashes and hit effects, as well as a death animation and enemy swings. For a better idea of what 300 looks like, here's part of my skill checklist I've been using to keep track of which effects I have implemented:
http://i.imgur.com/WK0x2.jpg
And without further ado, here are some special effects in Unity:

http://i.imgur.com/viJ1C.jpg
http://i.imgur.com/nR6UH.jpg
http://i.imgur.com/yeiS2.jpg

http://i.imgur.com/Fl2Ef.jpg
http://i.imgur.com/7b9t1.jpg
I also did animations to indicate whose turn it was, and who was being affected by buffs and heals. Before making the game, I didn't realize that the player needed so much feedback. I had to do research when I started getting playtest feedback that the battles weren't clear enough to know everything that was going on.

I also just finished working on the short version of the trailer, so you can see some of the effects in action there.


Wednesday, August 21, 2013

Final summon roster

So this time I'm going to talk about the summon roster.

For the kickstarter backers, the $9000 stretch goal was that the backers would get to vote what the kickstarter exclusive two bonus summons would be. There were quite a bit of objections when I introduced the bonus summons as a stretch goal, especially from backers that only backed at the digital game tier, that it was perhaps unfair to give exclusive content to backers that were backing at the physical game tier. I understood the sentiment, so I added another tier at $15 to get the bonus summons on a digital only level.
The idea with the kickstarter exclusive summons is that backers will get a couple of different looking characters from the beginning of the game, not that they're getting a dramatically different gameplay experience.

TLDR; the bonus summons are mostly eye candy.

Vote Result!
1.) Succubus: 93 - demon woman, focus on charm attacks and debuffs
2.) Dryad: 76 - corrupted tree spirit, focus on healing
3.) Lamia: 60 - snake woman, focus on life draining skills
4.) Rakshasa: 52 - fierce tiger man, focus on illusions and status attacks
5.) Black Cat: 51 - ghostly demon cat
6.) Hellhound: 46 - 3 headed demon dog, focus on physical and fire attacks
7.) Iron Golem: 44 - giant magical construct, focus on physical attacks
8.) Basilisk: 32 - gargantuan snake, focus on physical damage and stone status attacks
9.) Ice Queen: 26 - haughty ice spirit, focus on ice elemental attacks
10.) Gargoyle: 21 - demon made of stone, focus on physical damage

So the final result for the identity of the two bonus summons is the Succubus and the Dryad. Looks like everybody really likes the girls. Though, it makes me glad that all the summons were interesting enough to get a considerable margin of support.

Monday, August 19, 2013

Kickstarter campaign results

To start off with, I thought I'd do a post summing up how the kickstarter campaign concluded.
At the kickstarter's completion, Paper Sorcerer hit a total of eight stretch goals:

$5500, An extra summon,the Living Doll, with bonus levels

$8,000, Unity Pro, and another desktop wallpaper

$8500 Every box copy signed

$9000 Vote on the two bonus summons

$9500 A new skin for the main character

$10,000 A new summon, the Giant and bonus levels and enemies.

$12,000 Every backer gets a beta to playtest

$13,000 every backer's name will appear in-game, in The Tome of Heroes


And at conclusion, the kickstarter reached a total of $13,151 in funding! Thanks so much to all the backers on kickstarter, I'm still amazed by how much funding Paper Sorcerer received.