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Luna Orion studio is in the process of developing Wild Mage - Phantom Twilight, an open-world action RPG featuring airships, floating islands, dungeons, and next-gen combat. Monsters can be dynamically sliced into pieces. Terrain and structures can be altered or destroyed. Abilities and spells can be acquired from monsters and lore books. We aim to make this a game that re-imagines the genre! Sign up for our newsletter for development updates and a chance to win closed alpha key: https://mailchi.mp/9f89f7256707/newsletter
We're launching our Kickstarter campaign on May 1st, and need your help in spreading the word!
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Choose above how you wish to support the campaign (Twitter, Facebook, or Tumblr) and click your selection.
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Airships for transportation, combat, housing, and crafting
No "levels" - Spells and abilities are acquired by taking them from monsters
Hi everyone. I am Lucas McCann, owner of Luna Orion studio and lead developer of Wild Mage - Phantom Twilight. Video game development has been my passion and dream since I was 11, when I first started making games using the Quake engine while working at the US Air Force teen center in Panama. With Quake and Unreal, I have been developing AR/VR technologies for the past 20 years and implementing them in restaurant/nightclub industries for the past 5. But what I truly wanted to do is to make my own video games, which is no easy feat and requires lots of risk taking and sacrifice. But if I don't follow my dreams now, when would I? I have been developing Wild Mage on the side and trying to fund it myself. However, it has been clear to me that with the amount of effort needed to make this game the quality it deserves and a newborn daughter, I need to be able to work on it full time. I am fortunate to have my brother, Rick McCann to assist in art design. Rick has 11 years of experience working at Dreamworks Animations and also worked on Riddle of Steel prior to that. We're also excited to have the talented Fabio Amurri in music composition. The team is small but looking great. But we do need external funding to bring this game to life.
When we launched our first Kickstarter campaign we had no idea about crowdfunding. We did get great reception, feedback, and encouragement on our game from the community. Among the many lessons we learnt from our first campaign is the importance of prelaunch campaign and early momentum generation. That's why we're here using Thunderclap as a tool to manage our relaunch and asking you to please support us by donating your social media influence. Thanks!
New Launch Date
March 9, 2018
Hi everyone! Thanks a lot for your support! We're pushing our Kickstarter launch date out by 1.5 months to allow more time for preparations, because we'd like to do it right this time! Please stay tuned for updates, and help us spread the word any way you can! Thanks!