Kubifaktorium - Colony Building, Automation & Exploration
A project in Bonn, Germany by Dr. Mirko Seithe000days
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Funding Successful
Build and manage a colony, use automation & transport systems and explore different islands in Kubifaktorium.
Backers: 924
Average Pledge Per Backer: €22
Funded: €20,654 of €12,500
Dates: Aug 7th -> Sep 6th (30 days)
Project By: Dr. Mirko Seithe
Backers: 924
Average Pledge Per Backer: €22
Funded: €20,654 of €12,500
Dates: Aug 7th -> Sep 6th (30 days)
Project By: Dr. Mirko Seithe
€20,654
current pledge level
Last Updated: September 6 @ 05:02 -0400 GMT
165%
of goal
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Latest News
Update #15: New Patch & Final Stretch Upselling :)
September 4th - via: kickstarter.com
Good evening! With about 36 hours left to go we are in the final stretch of this Kickstarter campaign. Maybe we can still reach our stretch goal at 20k and get those fancy extra weather effects! On that note, I think I am legally required to upsell... (Read More)
Update #14 = Progress Report #1
September 2nd - via: kickstarter.com
Hello there! :) In today's update I bring you the first Kubifaktorium progress report. The progress reports, which I make every 4-6 weeks, showcase the new features I've been working on as well as my road map for the near future. Usually they are... (Read More)
Update #13: Sun, Shadows & Stretch Goals
August 29th - via: kickstarter.com
Good evening! I am currently working on an improved lighting system. The sun now rotates around the world and casts semi-realistic shadows at daytime. I've also switched to a new cloud system which should, once I've figured out the bugs, look really... (Read More)
Update #12: Oil, Robots and Mini Surveys
August 27th - via: kickstarter.com
Hello there! In the last few updates I have added transport robots to the game. Robots, which are built in the robot workshop, do not eat or sleep. However, they require oil to function. You get oil from building oil pumps on top of oil wells. Oil... (Read More)
Update #11: We did it! :D
August 25th - via: kickstarter.com
Hello everyone, we did it! The Kickstarter campaign for Kubifaktorium just crossed the 100% line with 12 days left to go. I'm very excited for all the support and feedback I have received from all of you! I'll do my best to make Kubifaktorium a... (Read More)
Update #10: Autofarms and Depots, Technical Memes & Interview
August 24th - via: kickstarter.com
Hello! In the last patch I have added automated farms and depots to the demo! They are expensive to build but once you do, they automate a lot of your colonists' work. Also, they are very fun to watch. :) Unfortunately I had a lot of technical... (Read More)
Update #9: New Version, Modding Competition & Looking for Voxel Artist
August 21st - via: kickstarter.com
Hello there! :) The modding competition has concluded. Even though there was unfortunately not much of a competition, the submissions by our winner Roadfox have been awesome! Fortunately, he generously allowed me to add his models to the game. The... (Read More)
Update #8: It's over 10.000, Bug Fixes & More!
August 18th - via: kickstarter.com
Kubifaktorium has now crossed the 10.000€ line! We are now over 80% funded with 19 days left to go. Thank you for your awesome support! ☺ In the recent patches I have focussed on fixing bugs and resolving the issues you have reported. Especially... (Read More)
Update #7: Logistics System and Zeppelins
August 15th - via: kickstarter.com
Good afternoon! I've uploaded a new patch which adds the long-awaited logistics system. It allows you to link stockpiles and transport systems like trains and zeppelins. When a good is requested, the system will automagically figure out how to get it... (Read More)
Update #6: Update, Modding Competition & King under the Mountain
August 14th - via: kickstarter.com
Hello! There have been a couple of patches to the game, adding the new outpost bonfire system, other smaller features and, of course, fixing many bugs, including the freezing issues on the main screen (unfortunate side-effect of the battle music) and... (Read More)
Update #5: New Patch & Modding Competition
August 12th - via: kickstarter.com
Good morning! In the course of the last days I was able to fix most of the bugs that were in the demo. Colonists getting stuck, items not getting processed or things behaving weirdly should, for the most part, be a thing of the past. In order to make... (Read More)
Update #4: Expanded Demo and Production Tree
August 11th - via: kickstarter.com
Hey there! In today's update I've focussed on adding more things to do to the demo (+bug fixes). The new version features the kiln, bricks, buildings like the brewery as well as donuts. :) In the upcoming weeks I will gradually improve the demo... (Read More)
Update #3: Colonists vs. Spiders, New Patch & Progress
August 10th - via: kickstarter.com
Hey there! Three days are over and Kubifaktorium is almost at 50% of its funding goal. It is also currently the #1 trending video game on Kicktraq, which is great! :) Yesterday I've reworked and fixed the combat system, which allows us to make... (Read More)
Update #2: Project we love, Updated Demo, Discord and Schematics Team Interview
August 9th - via: kickstarter.com
Good morning! A lot has happened yesterday and the campaign is continuing to do great. Kubifaktorium has now been declared a "Project we love" by Kickstarter. ☺ Next, I have uploaded a new version of the demo. The update contains bug fixes and a... (Read More)
Update #1: 20% funding goal, Katherine of Sky & Mac demo
August 8th - via: kickstarter.com
Day one of our Kickstarter campaign is now finished and we have raised over 20% of our funding goal! Thank you all for your awesome support! It means a lot and really helps! ☺ Next up, Katherine of Sky's covered Kubifaktorium in her live stream... (Read More)
If you have additional news that doesn't appear here, shoot us a link!