We are an indie game development studio, passionate about history and making games that will take you on journeys inside mythical worlds, challenge you and tell you stories you might be familiar with, but from a new perspective, through unique aesthetics and design.
📅 November 2018
🏆 2 Founders
💵 Kickstarter in progress, Hoping to raise $30k
My name is Bogdan Radu and I am the founder of an indie game development company called Lowpoly Interactive. I have more than 6 years in the gaming industry, I have co-founded mobile game companies in the past as well as various online communities related to Game Modding, 3D Modeling and Game Development.
I have founded Lowpoly Interactive to be a PC and Consoles Game Developer with retro vibes, unique aesthetics and a mix of features never before seen in RPG games. We are all fans of the older Blizzard games like Warcraft3, Diablo2 which were always our source of inspiration. We are also passionate about history and making games that will take you on journeys inside mythical worlds, challenge you and tell you stories you might be familiar with, but from a new perspective.
Our team is composed of people from 4 continents: America, Europe, Asia and Australia.
Our first standalone project as a team is Viking Vengeance. Viking Vengeance is a Narrative-Driven Rogue-Lite Dungeon Crawler in which you use the power of the Gods to stop the Templar Oppression. Inspired by Norse Mythology the game takes place in an Alternate History with many twists and new mechanics within a Lowpoly Cartoonish World.
Our products are unique through the gameplay mechanics we introduce as well as the artistic style we use to create our heroes and our worlds. Some of these features are the fact that you have to devote your life to a Norse God, bring offerings to them and use their aid in battle, as well as face the Afterlife challenges in Valhalla after death.
If you want to find out more about our game and see trailers or screenshots, check out our steam page: https://www.vikingvengeancegame.com/steam Don’t forget to wishlist and follow our game.
I personally have more than 6 years in the gaming industry and I helped deliver hundreds of small mobile games as well as a few PC/VR games.
The development lasted 13 months so far and we still have a long road ahead of us. Our design process is based on documentation, experimentation, discussions with our community. Our main Game Designer, Story Writer and 3D Modeler is Lucian Ionescu and our Lead Animator that brought our characters to life is Darrel Magpali.
As a team we have known each other since 2011 when we founded an online community together for Warcraft 3 Game Modders.
We launched on 21st of November 2019. We had made marketing efforts for more than 6 months in trying to promote our Steam page, via Facebook, Twitter, Reddit or Imgur.
In our niche we also had to prepare a Demo of our game to show people a vertical slice of our product.
We shared our campaign with friends and family, our existing userbase and followers. We have started telling people of our future launch 7 days before on Discord, Steam, Twitter and Facebook.
We ran and will continue to run Facebook campaigns of UA.
We also posted on Reddit and Imgur and our post became viral on IMGUR having more than 60k views.
We were featured on a few publications for free after we released the press kit as well as some twitchers and youtubers played our game and posted their reactions which made us extremely proud.
The most effective way of receiving pledges I would say is have an active community and make sure your users know about your crowdfunding campaign.
I would advise other entrepreneurs to take their time with the Kickstarter campaign, plan ahead, don’t rush it, make sure you build enough momentum and excitement and that your community knows what you are planning. Try to reach out to other campaigns and try to get cross-promotions going between you. Contact press, influencers, youtubers even before you launch the campaign. Make sure you select a good period for Kickstarter (We found out the hard way that late November and December are more difficult)
We intend to continue working on Viking Vengeance adding new content, free and paid DLC every 2 months. We intend to keep growing the userbase and keep people engaged with new content, new game modes, multiplayer features.
At the moment we thrilled about the reactions we have been receiving and with more than 14,000 people wishlisting us on Steam we are hopeful about our future launch and we are confident we will be able to deliver a game that people will love.