Megapulse
Megapulse is a fast-paced, adrenaline-filled, tight futuristic racing game inspired by F-Zero, Wipeout and Mariokart. Plan your actions by playing action cards that allows you to drift, charge nitro, shoot your opponents, leave bombs, and more. Upgrade your vehicle with unique upgrade cards that change the course of the game. Choose a persona among 4 pilots, and storm through the finish line!
38,000 USD 목표 중
Backers
Unfortunate Megapulse Update
2025-08-25 06:07:54The following update is not one we were prepared to make, but here we are. It's not as bad as it could be but there have been some developments and we wanted to share them with you sooner rather than later...
Nicolas has walked away from assisting with the project.
What we are going to share is Tangerine Games' perspective regarding how the "partnership" has gone so far. While our original announcement last summer was more of a PR statement, not much was revealed concerning how TG took over fulfillment. How we phrased the acquisition can be read here.
We were cautious when talking about why Nicolas could not complete the Megapulse project. We don't know how much was shared before we came on board, but it's important more context is revealed.
Nicolas mismanaged funds entrusted to him from backers. While it's very difficult to know exactly how much money to raise to print and fulfill, we feel it's important the publisher uses all funds for the campaign and not take liberties using it for anything else.
When Tangerine Games acquired the Megapulse IP, we received no funds, files that were incomplete, designed in software not suitable for print, lower quality/resolution than we, or the manufacturer could accept, and not prepared in a way that could be easily updated by us, or a future localization partner. There was no money for samples, the insert design, molds for the hovercrafts, etc.
Nicolas agreed to assist in getting files ready and answer any questions we may have had. Unfortunately, he attempted to accomplish many of these things but on his own terms. Quite frankly, it was very difficult working with him.
We had to constantly chase him down for responses and answers; when we asked him (at his volition) to update files by certain deadlines, he disregarded them; most corrections and instructions were met with hostility and unilateral decisions; and each bit of feedback or constructive criticism given by Brandon was either questioned or combated.
I recently shared my feelings (very strongly, I might add) with Nicolas that he was not in a position to "call the shots" by "going off script" and working on things that were not top priority. He often took shortcuts and made excuses for why he did things his way. There was a level of attempted micromanaging that severely slowed down the progress.
Brandon and I are not tyrants but when we are ignored, especially when we are trying to provide his backers with a game he could not deliver, the foot needs to come down. Nicolas did not like this one bit. I don't think many enjoy being confronted. I certainly don't care for it. However, it's necessary at particular times. What I said was truthful and I didn't mince words. Brandon and I both stand by what was said.
Eventually, Nicolas left the Discord chat and said he was no longer assisting with the files. Because of this, Brandon is left to finish the work between his full time job and all the other projects on our plate that we took on since Nicolas was handling the Megapulse files. Helping in this way was what Nicolas wanted... but we could no longer tolerate his disregard for how we were doing things.
There's a lot more that could be said, but it won't progress the project. Of course, any of you are free to reach out to Nicolas to hear his perspective. I'm sure it will be different, but that's the nature of the beast. Just as he willingly signed Megapulse over to us and assisted with the files, he willingly left the project.
So what does this mean for Megapulse?
It's indefinitely delayed. Currently, the insert we have designed requires aluminum rather than copper molds, which has added an additional $4K to the project, bringing the mold cost almost equal to the production cost.
As we let the dust settle, we are actively looking for partners who will order and print retail copies alongside us to offset these costs. Remember (and I don't share this for sympathy or clout for any type of hero complex), we agreed to print Megapulse from our pockets. Rather than pay ourselves (which we really have not been able to do with any of our projects), we are taking that money and trying to make Megapulse happen. Due to such a small MOQ of 1,000, the price per game is at the highest rate.
This news sucks and it does not feel good to be at odds with another human being. It never does, but it's where we are.
We are still here and it's still our goal to get Megapulse into your hands, but progress has drastically slowed down. You deserve to know this much, despite how bad the news is.
Please do not hesitate to ask questions but do keep it civil. Also, we are merely collaborator's on this project so there's a chance this update could be deleted without our consent. We'll have a copy that can be referenced outside KS for those interested.
The checkered flag is still in sight! We'll be in touch.
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