Double Fine's Double Fine Adventure is doing ... OK on the funding front. In the first 24 hours, it shattered all sorts of fun records, including the most funding raised in that period. As of this morning, the studio has gathered 1.7 million dollars in pledges, which is a lot more than the 400,000 bucks it is asking for.

We covered the project because an iOS version seemed like a good possibility. In the original Q&A, Double Fine said Mac and iOS ports are something that it would "love to do" and they were both at "the top of the list for things" if it raised more funds than it asked for. Mission accomplished.

A recent update to that response in the Q&A, however, is decidedly more cautious about the possibility of a Mac or iOS port. "We would love to do both of those things," it says now. "They are at the top of the list for things to do and we're working to determine whether we will be able to offer them."

This is a subtle change, but an important one. An iOS port sure doesn't seem as likely as it once did -- which you know, was probably the point in fiddling with the wording in the first place. A rep told TouchArcade that an announcement should be coming shortly, and the change was just a new way of telling people that Double Fine is looking into iOS and Mac and pricing a port out.

  • Anonymous

    Whatever Double Fine does - it's sure to be gold. But the problem with this change is that people were expecting, or may have been funding them, in part because of the iOS possibility. All we can do is wait and see, but I admit I'm going to be a bit upset if there's nothing coming from them in the iOS department.

    • Anonymous

      I'm not sure it'll even be worth the hype. Their last great game was in 2005, since then they've released a couple of "okay" games and a couple of duds. Some of these news stories seem to be treating this like it's the second coming.

  • Will Buckingham

    Personally I think they're just being cautious about making sure not to promise something that won't be deliverable in the time frame or budget they have available.  Even with such an amazing show of support, $1.7 million is small as far as a game budget for modern development.  That's not to say they can't make a great game with that much, but as far as I've seen from tweets and interviews, the original plan was to make the game with a three man team.  That's probably expanded now, but every extra platform to be coded for requires more bodies on the payroll, and that can spiral off budget quickly if they're not careful.  I'm just looking forward to a new adventure game from the Monkey Island guys, whether it ends up on an alternate platform or not.

    • MattRix

      Sure they're being cautious, but still, they've already almost raised 2 million dollars. The time to be cautious was when they weren't sure if they'd get 400k, not when they'd raised 5 times that amount. 

      • Will Buckingham

        The problem is that the internet treats any vague lines as gospel promises.  You have to cover all bases on the chance that something happens and your ideal plans no longer become feasible. 

        You've also got to keep in mind that they are going to be paying Steam some amount for every person who donated $15 or more for a download key.  Essentially 50,000 copies have already been bought, and there are scaling costs associated with that, and there's bandwidth costs for the documentary as well.  The amount available to dump into paying additional programmers isn't as clear cut as it may initially seem.  Also, they wanted to add a better sound track and voices to improve the game as well.  It all adds up, and if I were them I wouldn't be promising anything more than what was in the original deal until I was 100% certain I could pull it off.

      • MattRix

        Yeah but that's the whole issue. They *did* promise that they'd do those things if they got extra funding, and now that it's overfunded, they're backpedaling. Probably not a huge deal, but definitely worth pointing out. 

      • Will Buckingham

        And this is what I'm saying.  They gave an informal list of things they'd like to do if the game had more pledged than initially budgeted; they said they'd love to do Mac and iOS ports, and that they're at the top of the list of things they'd like to do.  Nowhere in there is there anything saying an iOS/Mac port is confirmed.  There were no promises made beyond the Steam release.  People reading between the lines is exactly why they have to be so careful in wording.

      • MattRix

        Also wanted to point out (because I just learned this), that devs don't pay Steam anything for those 50,000 keys. Valve allows devs to give out keys for free with  because they lead to more people getting Steam accounts. What that means is that the scaling costs are basically negligible. 

      • Will Buckingham

        That's interesting, and seems highly unlikely given past publishers' reluctance to distribute Steam keys to buyers who supported the game before it was released on Steam.  That implies that there is some cost for every key created, and considering this particular project is going to be using Steam's bandwidth and update system for both its beta and (currently) 53,000 pre-paid sales of the game, consider me skeptical.  I did a quick Google search but came up blank on confirmation, but if you have a source you could share I'd be interested in reading up on it.

        That said, even if every single Steam key was completely free, the average programmer makes in the area of $80k/yr, so the issue of scaling costs associated with adding additional features and platforms stands.  As of the update today, they've added in programmers for the Mac, mobile devices, and Linux to the budget, as well as one or more translators for the four foreign text translations.  If they don't do an internal audition for character voices, several people join the payroll there as well. 

        I never doubted that most of this was coming, and I'm happy basically all of it has been promised now, but that doesn't negate my point that game creation is not the simple, cheap process that people are expecting it to be.  The people making an iOS game for $10,000 aren't paying their own salary while making that game.  They're likely doing it in their spare time, funded by another job, in the hopes that they make it all back and then some once it's finally finished.  So yes, you can certainly do something bare bones with a few people and stay within a tiny budget, but it can very quickly spiral out of control as more people and features become involved.

    • Rene Polisonico Ramos Avendaño

      They asked for $400k, unless they were pullling numbers out of their asses, they got a ton more and will probaby raise even more. Are they making Waterworld The Game!?!? 

      How much does making a completely new iOS game costs??

  • David Miles

    I would have jumped on board if they had offered a monetary scale of some sort showing where they needed to be in order to do the other ports... ie. $400,000 is a PC port, 1,000,000 means a mac port is added, then 2,000,000 means an iOS port is going to happen.  I LOVE double fine but have neither a PC nor an XBox 360 so I'd be looking for a mac and iOS version... at any rate, here's hoping we see Pyschonauts 2!!!  Also, can't wait to see the artwork they develop for this thing...

    • Rene Polisonico Ramos Avendaño

      1,000,000 for an iOS port? I rather give money to smaller developers and make 100 new games.

  • colettebennett

    Since I don't own a PC and I did donate, I really hope either a Mac or iOS port is possible. Considering the amount of money raised, I admit I would be disappointed if at least one of those two options was not made available.

  • Rene Polisonico Ramos Avendaño

    WE BEEN PLAYED. OH MY GOD... Hopefully the don't go and make another bad game for Xbox360 with the millions they got instead of what they promised. They aren't making Skyrim so any port is possible. 

  • Keith Jones

    Wait, what? When I donated my understanding was that the game would be for PC, and that additional funding over the $400k mark would possibly amount to the game being available for other platforms.

    • J.Shamblin

       That hasn't changed.

  • Anonymous

    Give Doublefine a chance to figure out what best to do with all that money, and how to react appropriately to the high expectations for a new Gilbert/Schafer adventure. Not even one week has passed since the fundraising started and Tim Schafer was not even in the office the last days. Sure if youplan to develop a small 300k 2D game with three people, its most likely easier to make an iOS port afterwards, because it wont be a big production from the very beginning. And it seems that they were not even sure if they could raise 300k. But with spectacular $ 1,8 million raised after such a short time you have to at least think about what the market really wants (and I wonder if the majority of the market even knows what kickstarter is). Another Telltale-Style methadone production or a up to date new follower of a cult classic? (Which can be way harder to port to iOS systems) I think they just have to sort things out and carefully make new decisions...specially as the whole gamesworld seems to watch every single step they do at the moment.

  • Derek Traver

    They should just make it with Unity, problem solved.

  • Anonymous

    Meh, I don't care. I know the net had a nerdgasm over this Kickstarter but I had no idea who these guys are or what they have been responsible in the past for, and their kick-starter was just not exciting to me. Pota-Toss it was NOT! 😉

    Kinda sad though when you see devs asking for 5k with interesting concepts for a game and just not getting it because they don't have a 'name' backing them up.