
In an FAQ at the bottom of the Fig page, Gearbox explained the reason it's only asking for $1 is "because we want it to be clear that the game is on a solid foundation, funding-wise." It is being developed by Blackbird Interactive, a studio founded by the original game's art director Rob Cunningham, with the support of the Gearbox Publishing team that helped bring Homeworld Remastered Collection to market.

Homeworld 3 and its campaign were announced during PAX West this weekend. At the time of writing, the game's Fig total stands at $434,500 from 2,413 - and there are still 27 days to go. Unsurprisingly, backers have already pledged considerably more than that.
HOMEWORLD 3 CONCEPT ART SOFTWARE
If Blackbird Interactive and Gearbox Software are able to create a game with even half the functionality suggested by their concept art, then the next Homeworld 3 will really live up to the franchise’s narrative theme of “ exploration, redemption and exodus“among the vastness of the stars.A crowdfunding campaign has begun for Homeworld 3, with a funding goal of just $1.

Too often, ambitious features and innovative game ideas are delivered to the dustbin, so that developers can release a refined game with some new ideas instead of a broken game with many new ideas. There is a long distance between the initial concept art of a production and its final version (the development art of Star Wars it’s a great example).
HOMEWORLD 3 CONCEPT ART CODE
By making this RTS more traditional and linked to the planet, they built the game code and experience they would need to unify space and real-time strategy on Earth. Blackbird Interactive may be Homeworld: Deserts of Kharak, a prequel game that showed how the Kushan people had fled their dying world in the desert, was a proof of concept. These artistic concepts, if they are implemented in the final version of Homeworld 3, would expand the players’ tactical options, allowing them to destroy larger fleets by exploiting their natural strengths and moving them into environmental traps.Ī painting of spaceships floating on a cloud-covered city also suggests another new mechanic, wildly ambitious but revolutionary if it can be implemented: the ability to invade the planets, passing from the void of space to the atmosphere of the world. Fighters and frigates intertwine between truly immense spaceships, giants too large to be manufactured and too thick to be destroyed using standard weapons. Battle fleets collide on the surface of the sun, an environmental hazard that can damage fleets with coronal mass ejections. Look through Homeworld 3In concept art, users can see the suggestions of new cartographic features that will have tangible effects on Homeworld’s classic gameplay: ancient broken megastructures in which spaceships can enter, collect and hide. Homeworld 1 is 2 compensated for the “empty space map” problem by including phenomena such as gas clouds, asteroid fields, fragments of space stations and floating minefields, but truly large phenomena such as planets, moons or Dyson Sphere fragments were beyond the limit of the graphics technology of early 2000s. The released concept art suggests that Blackbird Interactive is looking to expand tactical options into Homeworld 3 adding large objects to their open space environments. Likewise, however, these large spaces had few obstacles or critical points that players could use to perform interesting maneuvers. Related: 10 of the best space travel movies of all time, ranked As the player clicked on the ships and ordered them on the game map, the size of the map and the smallness of their fleet brought home the wonderful vastness of the space. These visual game elements, established in Homeworld 1 and refined in Homeworld: Cataclysm is Homeworld 2, added a sense of melancholy and grandeur to the RTS cycle of “gathering resources, building units and sending them on the attack”. Battle lines of sturdy frigates exchange bursts of ionic cannons with the distant enemy, the light of the galactic core burning in the background. Attack fighters dance in combat like crowded sparrows, their engines leave behind them ethereal trails of light.
