Scarecrow Studio are now crowdfunding to finish up their very colourful comedy adventure game 3 Minutes to Midnight.
The Kickstarter campaign is now live, with a funding goal of €50,000 they need to reach by November 8. They've already amassed support with over €38,000 so it's likely it will be fully funded.
Taking inspiration from the classics like The Secret of Monkey Island, Day of the Tentacle, and Sam & Max Hit the Road (where have I heard this before?), Scarecrow Studio said 3 Minutes to Midnight will take the point and click gameplay, blend in some humour and high-definition art with an intuitive interface and a "compelling mystery" to solve. They also say it has the "largest script in point-and-click history" and "over 1000 interactable objects" so they're setting the bar for themselves pretty damn high.
You can see their full Kickstarter trailer below, a little of the gameplay start at around 2:15:
Direct Link
They're promising a puzzle system that won't infuriate you too with multiple ways to find solutions and solve them, multiple different endings depending on what you do through the game and how you interact with people along with plenty of easter eggs and hidden special references to find. Overall, they estimate it will give you between 15-20 hours play-time.
However, Linux support might not be released on the same day as the Windows version as it all depends on how much funding they get (stretch goals were mentioned) when the campaign is over. I've messaged them to get a clearer answer on Linux support. Update: The developer replied to make it clear:
Hi Liam!! Thanks for contacting us! It's highly probable that we will release PC, Mac, and Linux at the same time. The stretch goal is to speed it up and make it happen sooner. But to be clear, the Linux version doesn't depend on the success of the campaign. I hope it clarifies!
You can check it out on Kickstarter and follow it on the Steam page.
As for Linux support, it's going to be a platform for release. However, Linux support might not be released on the same day as the Windows version as it all depends on how much funding they get (stretch goals were mentioned) when the campaign is over and they're quite clear on that.
I found this quite unclear, to be honest...:
Our aim is to release the game on Windows and, shortly after, on Switch, Xbox One, and PS4. There are plans for both Mac and Linux, plus mobile support for Android and iOS, but this is dependent on stretch goals and will take more time.
As for Linux support, it's going to be a platform for release. However, Linux support might not be released on the same day as the Windows version as it all depends on how much funding they get (stretch goals were mentioned) when the campaign is over and they're quite clear on that.
I found this quite unclear, to be honest...:
Our aim is to release the game on Windows and, shortly after, on Switch, Xbox One, and PS4. There are plans for both Mac and Linux, plus mobile support for Android and iOS, but this is dependent on stretch goals and will take more time.
This is not what the creator told me on reddit, they confirmed a Linux version with no mention of stretch goals or delays, so I might cancel my support which I backed it at the old boxed edition.
In the campaign comments, they said this:
Mac/Linux is at the very beginning of the stretched goals (but I didn't tell you that *wink wink*).
Last edited by Liam Dawe on 17 October 2019 at 10:58 am UTC
This is not what the creator told me on reddit, they confirmed a Linux version with no mention of stretch goals or delays, so I might cancel my support which I backed it at the old boxed edition.
I hope they want to say "We're making a Linux version, but we'll be making it earlier if we hit a certain stretch goal."
In the campaign comments, they said this:
Mac/Linux is at the very beginning of the stretched goals (but I didn't tell you that *wink wink*).
I think you already wrote about this, but enabling ports by stretch goals seems plain stupid to me:
As long as the campaign is below the stretch goal, I might invest in something I cannot play,
as soon as it reached it, the stretch goal lost its motivation for Linuxers.
I'm in two minds about it and my thoughts on it change over time. Especially as I understand why it's done sometimes. We all know Linux ports of smaller games (not talking Feral's AAA here) don't sell much on Linux and so it can be a way for a developer to ensure the initial Linux version is actually worth it.In the campaign comments, they said this:
Mac/Linux is at the very beginning of the stretched goals (but I didn't tell you that *wink wink*).
I think you already wrote about this, but enabling ports by stretch goals seems plain stupid to me:
As long as the campaign is below the stretch goal, I might invest in something I cannot play,
as soon as it reached it, the stretch goal lost its motivation for Linuxers.
Given how this campaign is trending, I can't imagine it not blasting past a couple of stretch goals.
Either way, I will update when the developer replies. I told them to make it a lot clearer and quoted the confusing parts + what they said on Reddit which did not mention a stretch goal.
I'm in two minds about it and my thoughts on it change over time. Especially as I understand why it's done sometimes. We all know Linux ports of smaller games (not talking Feral's AAA here) don't sell much on Linux and so it can be a way for a developer to ensure the initial Linux version is actually worth it.
What I would pledge for is a separate all-or-nothing Kickstarter campaign just for the port...
Given how this campaign is trending, I can't imagine it not blasting past a couple of stretch goals.
Yeah, I guess we can be optimistic about this one.
Hi Liam!! Thanks for contacting us! It's highly probable that we will release PC, Mac, and Linux at the same time. The stretch goal is to speed it up and make it happen sooner. But to be clear, the Linux version doesn't depend on the success of the campaign. I hope it clarifies!
Last edited by Cyril on 17 October 2019 at 2:32 pm UTC
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