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Gamasutra article: “Kickstarter For The Average Indie”

Since we ran two Kickstarters for our game, AURO – one of which failed, and one of which succeeded with flying colors – we feel like we have a few lessons to share with people on how to run a...

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AURO Update for Jan. 2013

Hey everyone!  So the game has been coming along really smoothly recently, but I wanted to fill you all in on how things are going. About a month ago, we sort of “finished working on gameplay” and...

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Auro Update for June 2014 – Art upgrades, a new name… and a delay!

Hi everyone! I am sad to have to report that our previous estimate was a little bit on the too-ambitious side, and we’re not going to be able to make our previously announced launch date of July 1....

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Auro Update for July 2014 – Post-Release Priorities

Getting right to the point, wasting no time! At the time of this writing, we’ve got just around 12 days to get all implementation finished; namely, that’s everything except for bug-fixing. Here are the...

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So… what exactly is going on with iOS, anyway?

Roughly mid-September, we finally finished Auro: A Monster-Bumping Adventure. We launched on Android right away, saying that we’d have it out on iOS soon. It’s now been over a month – just what the...

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The Auro Quest Expansion Kickstarter is LIVE!

The Auro Quest Expansion is LIVE as of right now! This expansion dramatically improves on the base game, adding a whole new RPG-ish campaign mode, new monsters, new spells, new features, and much, much...

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Speaking the Common Language – Why Auro Needs Quest Mode

At this time, Auro is the Metacritic’s 6th most highly-rated iOS game of 2015. Critics, as well as some of our hard-core fans, really seem to love the game. Of course, we’re really happy about that. On...

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Auro: The PC Game!

You can now vote-up Auro on Steam Greenlight! In addition to our Kickstarter campaign, we’ve also been working hard on the new PC version of Auro. Right now, we already have a beta version, which at...

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Indie Artist Struggles With Branding So You Don’t Have To

For those of you new to Dinofarm, we are a very small development team responsible for developing the quirky iOS Rogue-like100 Rogues back in 2010, and most recently our first self-published title, the...

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Gearing Up for the PC Version (And 2.0)!

Hello all, and Happy New Year from Dinofarm Games. It’s been awhile since we’ve done a general “state of the team” update, so I thought I’d let you know where we are right now. Obviously, we’re still...

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