Backer Questions

Our Slacker Backer program has officially come to an end. Thanks so much to our over 10,000 backers!

The good news is we’ve released to Steam Early Access and GOG Games in Development! Head over there if you want to be the proud owner of a copy of Kynseed.

Thank you for your interest in purchasing our game! You can head over to Steam Early Access or GOG Games in Development and get your very own copy of Kynseed!

Now that Kynseed has been released to Early Access, anyone who hasn’t received a key will be able to do so through Humble Bundle. If your Humble Bundle has no key options, you were probably emailed your key for the Closed Beta over the last few months. So check your old emails for a message from PixelCount Studios – your key may be hiding there!

If your Humble Bundle and Email searches yield no results, shoot us a message on our Contact Us page. We’ll get to the bottom of the case of the missing key!

If you’re redeeming your keys through Humble Bundle, you’ll be given the choice between Steam or GOG. Feel free to choose whichever you prefer! If you’re Renowned Traveller or higher and getting 2 keys, you get the option for both keys! So you’ll be able to get one of each or 2 of a kind.

If you already have a Steam Key from the Closed Beta, we’ll be happy to make the swap for you. Just reach out on our Contact Us page and we’ll revoke your Steam Key and send you a GOG key.

Now that all crowdfunding has finished, we’ve sent everyone a link to their tier page. Keep this link handy! This is where we’ll upload backer rewards as they become available in the future. Currently the only reward available is the game keys for those who haven’t received them.

Many of our backer rewards won’t be terribly interesting until the game gets closer to being finished. For example, we can’t send out the soundtrack until the entire soundtrack is done! Or take the art book for example, which would be very incomplete and unexciting until we’ve had a chance to make all the game’s art.

So backer rewards will be getting sent out around the time of Early Access and, in some cases, around the time of the final release. As always, we’ll be sure to keep you updated on our progress on the game and the rewards as development continues along.

Once it comes time for us to put all our backers into the credits (closer to final release of the game), we’ll send out an email to everyone asking them to confirm or change the name that we have on file. If you want to use someone else’s name or a different name entirely, you’ll get the chance to do that at that time.

Yup! For every backer that we have, we’re donating one tree in their honour. Feel free to read our full tree donation announcement if you like, but below is a quick summary of how it all works.

We’re not big fans of business babble and we try to avoid it at all costs. So rather than be secretive about what this is costing us, we figured we’d just straight up tell you. We’re working with a reforestation project who’s been doing this a long time and their organization has some of the most passionate experts in the field. By working with these fine folks, it’s going to cost us 10 cents per tree.

Flippin’ crazy, right?

When we first had this idea, the main reason we never really pursued it was because of how expensive we imagined it might be. The fact is, all you backers made your pledges to support a game’s development, not the humanitarian aspirations of its developers. So the cost of this sort of thing was often the reason we kept nixing the idea. But at 10 cents a tree, we were more than willing to lose such a small sliver of revenue from each pledge. That 10 cents covers the transportation of seedlings (real seedlings, not you fine folk), planting them, and then weeding them later in the season.

Here’s some of the specifics:

  • Each tree only costs us 10 cents.
  • All Kickstarter backers will get a tree donated.
  • All Humble Bundle backers will get a tree donated.
  • That means over 10,000 trees are getting planted!

Thanks to the overwhelming support of all of you wonderful people, we’ve helped plant  over 10,000 trees.  For a moment, try to imagine what that many trees looks like. Think about how crazy that is.

For each of you that plants the kynseed acorn when playing for the first time, there will exist in the real world an actual tree that you’ve also helped plant.

Kynseed Questions

You silly goose, It’s out already! Head over to Steam Early Access or GOG Games in Development and get your very own copy of Kynseed!

We’d absolutely love to do a Switch version of Kynseed if the stars aligned. There’s no official plans yet though, cause getting onto other platforms can be a complicated process and right now we’re just focusing on building the core foundations of the game first. But if those stars do ever align, we’ll be sure to let you all know!

We hope so! But there’s no official plans just yet. It’s important to us that we build and refine the core foundation of the game before trying to juggle other platforms. We’re definitely open to doing other platforms, but for now there’s nothing to report just yet.

Absolutely! We’re big fans of streaming and are happy to let anyone stream the game whenever and however they want. And if you need absolutely anything from us for your stream, please do not hesitate to ask. Also, if you need any screenshots, logos, or even high quality exports of our official videos, feel free to make use of the Kynseed media kit.

The only favour that we ask of you is that you let your audience know that you’re playing a very rough and incomplete version of the game. First impressions are incredibly important, so if some of your viewers are seeing Kynseed for the very first time we want to make sure they don’t accidentally think that the game is nearly finished.

Also, we have a short little message at the very start of the build that we think would serve as a fine introduction to give your audience when starting the game. Though if that’s not your style as a streamer then no stress. The main thing is to just mention to your audience a handful of times that there’s so much more left to add into the game.

Also, feel free to alert us on Discord or on Twitter (or wherever) if you’re streaming Kynseed! We love popping into streams to see how people are getting on with the game. Not only is it incredibly helpful for us to see other people’s play styles, but we also just love hanging out and talking with people. We’re a fairly chatty bunch, if you couldn’t already tell.

The easiest way to follow development is to join us on our Discord or check in regularly on our forums. We also post official news updates very often, such as The PixelCount Post – our development update that we post every week. We’re also on numerous social media platforms, many of which you can find by hitting that handy ‘Social’ button on the top right of the screen.

We love hearing about your feedback or hearing what ideas you have about the game. To share them, just hop on our Discord and give us a shout or visit our forums and make a thread. (Or contact us anywhere else you see us, as we travel many of the roads on the internet.)

The easiest way to do that is by sending us a bug report at Support@PixelCountStudios.com or by making a thread in our bug report forum.

Kynseed uses the MonoGame engine, a versatile engine using C#. MonoGame is also the same engine used by Stardew Valley, Bastion, Fez, Axiom Verge, TowerFall, and many others!

Kynseed requires a graphics card that supports DirectX 11 due to using a version of MonoGame (our engine) which requires it to run. If you’re not sure if your computer is capable, you could try downloading our old prototype to see if you can run it. This is an old version of the game and is a little less demanding than the current version of Kynseed (which has much more content), but if you can load the prototype then chances are the current build will work too!

(One known issue is PC’s with integrated graphics and dedicated graphics cards can suffer a white screen. Specifying your system to use the integrated graphics should fix the issue for now until a better solution is found!)

PixelCount Questions

Indeed! Many of us here on the PixelCount team had a hand in Fable’s development ranging from designing the world of Albion to programming many of the tools that helped create it. To read more about what parts of Fable we worked on, just hop on over to our Meet the Team page.

We are absolutely independent in every way. We don’t have any publisher and we’ve never had any investors or venture capitalists provide finances. We’re 100% player supported and any money that the company makes goes straight back into the game (as well as making sure the team can eat from time to time, of course).

In all our hearts.

Oh, you mean geographically?

Since we’re a small independent company, PixelCount doesn’t have a proper studio office of any kind. This keeps costs down and gives us the freedom to work in the nude if we want. Many team members reside in the United Kingdom but there’s also a few us in the Netherlands and even sunny Los Angeles.

SAQ

(Seldomly Asked Questions)

Good, thanks!

We don’t understand the question.

We have a strong anti-sandwich stance when it comes to hot dogs, in accordance with the National Hot Dog and Sausage Council’s official policy.