Jun 28, 2019
Subverse - [CM] StudioFOW - Fowchan
Hi everyone,

It’s been another busy two weeks at StudioFOW so it’s time to update you all again on the progress on Subverse.

A lot of very talented artists are working together on this project and they are all contributing across multiple fields. It's great to see the passion for the game is strong, although the waifus probably have something to do with that...

Studio 69



The new member of the team, WTX, has joined forces with Portsman and Rocky to create our Studio 69 club level for the VIP Kickstarter backers. Right now the geometry is in place and the props are being finalized, you can see the basic layout below. After we finish some texture touch-ups we will set-dress the build and start an optimization pass inside UE4. Note that set dressing may include the Smenchkin jizzing all over that nice coffee table. The Captain and your waifu of choice will occupy the couch, while the jukebox takes up the left of the screen. The center is for the stripper tube, which is still conceptual at this stage.

Smenchkin



Yes, this disgusting little critter is ready as promised in the roadmap. You can view him in all his unholy glory below. The Smenchkin will be a pet exclusive to certain Kickstarter backers nutty enough to pledge for it - and now he will nut all over your Captains Quarters.


Next Waifu



Our neckbeard blacksmiths are hard at work forging the armor of this next waifu...it's not ready until it can withstand the force of a space dragon's dick


Texture Artistry



We've enlisted the help of additional texture wizards to fill out some of the gaps in the library. We'll be using these across the game in various ground combat and cinematic levels.


Keys

I'm pleased to report that 99.6% of all keys have been successfully delivered thanks to the hard work of Fow-Chan and our server guys. If for some reason you don't have a key, once again, check your spam folder, and then email fowchan@streembit.com or go on our Discord and open a ticket.

Programming

The programming team has put in the hard yards over the past week working on the space combat module and progression systems, including laying the groundwork for future outfits via the Locker Room, and tweaking the enemy wave spawners for some of the more exotic boss fights. The guys have a lot to get through in 2019 so they will be needing some assistance. As such, the job posting for the Senior Unreal 4 Developer is now live. I have to say some of the applicants so far have been pretty poor - if you have the balls to ask for $200,000 a year then at least read the fucking job posting. Wasting our time not knowing what game you're even applying for is a pretty bad first impression to make.

Curious Colonist

If you happen to be in this tier (£250 and above) please note that there is a cutoff point on July 14th for submitting your planet requests. At this point if you have not responded to your survey (check Kickstarter) then you will forfeit this reward, as we have to start implementing these planets into the game.

Epic Games Store

Just kidding. We love you guys.

- Studio FOW
Subverse - [CM] StudioFOW - Fowchan
Hello everyone!

It's been a busy two weeks here at the studio - I'm back to my usual 80-hour a week schedule, 12 hours a day, 7 days a week, no days off - trying to organize everything across the studio and getting the last of the new pre-production duties out of the way. As a director you have to work these kinds of hours and lead by example otherwise you really cannot ask the same of your team when the going gets tough. Burn-out is not really an issue since it's an honor to work on such an amazing project, but I hope to dial it back a bit once production gets into full swing and departments become self-sufficient.

Here's a rundown of what we've been doing since the last update:

SCRIPT

We've expanded the game from a 3-chapter game to a 10+ chapter game, so a lot of the ending and third act is still a work in progress - but we've made amazing progress on the script so far and we're on course to have it ready for recording well ahead of time. We're also in the process of headhunting an additional writer to help with the onboard dialogue sequences. This new writer will take a bit of weight off Kristoff and myself in terms of the writing load. We also hope the new writer will vary it up with a more feminine tone as well, instead of the usual testosterone-fueled fuckery.



MODELING

The Mantic bestiary is expanding by the day, and thanks to the hard work of Dzung and his team alongside our new modeler, we have alien dicks galore! We're also cleaning up some of the existing models and making them more consistent with our art direction. Anything else we don't have time for will be supplemented by buying them off the trusty Unreal Marketplace and corrupting them, in true StudioFOW fashion.



WAIFUS

Elaisha is getting finished up rigging-wise (the hair is fucking insane) and she'll be all good to go next week. Dzung and Portsman are working on the outfit for the next waifu so we're well on schedule here. The Smenchkin, whilst not a waifu (thank god) is also going to be ready by the end of June. I can't wait to share some screenshots of this critter with you guys!



CLOUD

We've synced our cloud storage and updated our GitHub repository to make sure its production-ready for the devs. We have a new chain of command established for ferrying assets across as well as complete backup system to prevent any mishaps when Manski's obese, 20kilo monster of a cat chews on our cables.


DOCUMENTATION

Basic documentation is now in place for the new devs coming onboard - this will enable them to get their bearings quicker as well as be a point of reference for the team internally. We hope to expand the documentation in the coming weeks.


ANIMATION

The animators are pleased to be experiencing the full power of DEMI's butthole. Very pleased.


KEYS

Steam keys are now being sent out in waves, over 30,000 of you have already activated your copies which is awesome. If for some reason you don't receive a key - check your spam/junk folder. Then double check it again. Then triple-check it. 99% of the time the key email is in your spam folder, 1% of the time it's an actual error. Keep in mind we send keys to the email address associated with your Kickstarter account. If by chance you do have an actual problem please email fowchan@streembit.com with your issue and she will sort it out for you.


CINEMATICS

I've just returned from a crazy, 3-day storyboarding session in London where we sketched out about 300 shots for the new cinematics that were added as part of the Kickstarter goal. These cinematics are going to be kickass in every sense of the word and will make you all proud to be supporting the game.




We appreciate your support and will see you for the next page of our Dev Diary!

- Studio FOW
Subverse - [CM] StudioFOW - Fowchan
Hello pervs and welcome to our new Dev Diary series, where we'll be detailing some of the behind the scenes stuff during the making of everyone's favorite space RPG fuckfest.

I'll try and keep the techno-babble to a minimum and make this a fun and brief overview of what we've been working on. We'll aim to have a diary on the 14th and 28th of each month so this will be a fortnightly affair! I'm DC the creative director of the project, and I'll be walking you through everything this week.


POST CAMPAIGN


All the souls have been collected inside Fow-Chan's jar, and we're happy to report that most of you made it intact...for those that didn't, never fear - you can still support Subverse when we launch on Steam, so even if you're not interested in playing an Early Access game you can support the devs' pizza addiction that way.

We've sent out the surveys (20£+) and most of you have responded, but some of you have not, so please check your emails that you signed up with as there may something waiting for you in there! I noticed there's a massive number of Curious Colonists - you guys are gonna have to bear with us until we get through it all sometime next month.

Keys are on the way! We've been in touch with Steam support about sending out a large volume of keys and we hope to be pressing the giant red button very soon. Fow-Chan and her team will be handling the key allocation so you're in good hands.


RECRUITMENT DRIVE


Recruitment is underway! We've already begun filling positions for key artist personnel. Keep in mind that the final team size will be around 12 people, half of those being part-timers so it's still a tiny dev team and we're being careful about recruiting the right personnel. The primary thing I'm looking for as a Director when it comes to artists is attitude - I'm already getting price hikers sniffing around, trying to haggle overpriced rates because we've had a successful Kickstarter - these always go straight in the bin in favor of somebody who is showing me they're willing to be a part of this historic project at any cost.

Next month we'll be recruiting for dev positions so if you have extensive UE4 experience (no interns or "this will be my summer job" types please...) then keep an eye out for announcements regarding those. Once again, please be prepared to work and to work diligently - StudioFOW may be a team of degenerate neckbeards but we're also extremely hard workers - classic 90's crunch culture is the norm around here!

Casting calls for some of the roles have been sent out and our casting catgirl Samine is working super hard on getting a great cast together for the rest of the important roles. Hardcore fans will be pleased to know that you'll also be hearing the return of some StudioFOW favorites from our old movies to bring these babes to life!

For the rest of the positions, we'll be doing our usual headhunting which has worked extremely well for the studio in the past, so hopefully it does so again. We'll be introducing all the new members just before Early Access drops!

The Mangaka lineup has also turned into somewhat of an All-Star team, more on that next time!


CAMPAIGN SCOPE


Now that Kickstarter has closed, we'll be posting over on Steam as well (if you haven't seen us, be sure you've enabled Adult Content in your Steam preferences) and trying to keep a more active presence over there. That's not to mean you can't follow dev diaries on Kickstarter, we're just trying to keep it posted on multiple fronts for visibility. We've also had a lot of requests for curator copies and such but please request these closer to the early access date, we're not giving out curator keys at this stage or press copies to anybody whilst we still have backer keys to handle. Supporters are the priority, not curators.

The byproduct of all the milestones being smashed also means the scope of the game has slightly increased, which means we were hard at work this month expanding the script, animation pool, and doing general code cleanups to facilitate a couple of new modules. We've greatly enjoyed this process because we get to make the game we intend to, so getting Subverse into full gear is going to be really fun! The budget will also allow us to put an extra shine on certain things, which you perverts will no doubt enjoy... and also enable me to partake in some good old fashioned directorial wankery, like giant dick-laser space battles and a turtle with three ballsacks strapped to its chin.

Concerning the Boin Boin/Whale tiers, a lot of you haven't replied to these yet so please check your Kickstarter messages! I don't want you to miss out on these and we do have a time limit so get those requests in!

Due to the expanded scope, we'll also be a little more conservative with our media/video strategy. We don't want to blow our load too early by showing stuff that's not ready - and the game is changing rapidly each week so we'll probably settle a bit before drip feeding some hype stuff out on Youtube. I have some ideas on how to give the waifus a bit more limelight and it's gonna be awesome.


ELAISHA


Oh yeah, have a slutty space-elf!




- DC & Fowchan
Subverse

The following discussion and images are NSFW. 

Update: As of May 7th, GOG has come back to me with a statement in response to DC's comment in the below article that the retailer "wouldn't even return our emails". I've edited the article below to contain the statement, but for ease of reading, I'll put it here too. "Unfortunately, we haven’t found a single email coming from FOW Interactive, be it on our publicly shared inboxes or Bizdev people personal ones. We’re going to check with whom the devs were trying to contact, to understand what happened."

Edited story: FOW Interactive's Subverse, a pornographic genre hybrid game that will probably remind you superficially of Mass Effect, ended its Kickstarter campaign with over £1.6 million this week. How do I put this? It's not my sort of thing—but it's made so much money and generated a strong response from a certain type of player (15,000+ comments on the Kickstarter page and counting). Reaching 58,730 backers shows some obvious demand for what Subverse offers. 

It's described as "a tactical RPG/SHMUP hybrid that takes place in a fully explorable galaxy where you get to be the Captain of your very own ship... which is crewed by the sexiest and deadliest waifus you can recruit." There will be 10 'waifus' total in the game, and as well as earning their loyalty and having sex with them, the shoot-'em-up part is set in space, as you control a ship called the Mary Celeste. The tactical element, meanwhile, with its isometric-style camera, made me think of XCOM. Collectively, the game should take at least 30 hours to finish, according to the Kickstarter FAQ, and the first episode is aiming for a summer release.

"I've heard many people say this is an extremely ambitious project but it's not really," creative director DC tells me via email. "It's a simple and stylish little tactical game with sex elements thrown in as the reward so we are trying set ourselves up for a smoother development cycle."

From movies to games

StudioFOW's background is in CG pornographic movies, many of which are parodies involving game characters. For example—and for the love of god, do not search for these at work—there's BioShag: Trinity and Lara in Trouble, which feature familiar female game characters in scenarios I won't describe here (here's a great Kotaku piece that touches upon both videos). I can't say I was comfortable sitting through snippets of them to write this piece. 

I ask DC why he thinks the Kickstarter campaign has made so much money. "I'm not sure I can pinpoint a single factor to be honest. I think we had a really positive and confident pitch that grabbed a lot of people by the balls and then our existing fanbase (which is pretty massive) came out in force to help snowball the Kickstarter. The surprise factor in all this was that Subverse became a kind of symbolic pledge for many first-time Kickstarter supporters who are unhappy with the current state of the gaming industry... but that's totally not what we set out to do, we just wanted to make dick lasers and big bouncy anime titties."

In the Kickstarter pitch video for Subverse, the voiceover begins with "From the studio that was banned from Patreon...", before describing the reason why, which is a werewolf performing a sexual act on a woman. I ask about the background behind the Patreon ban, which was communicated to backers in late 2018. "Patreon's ironically named 'Trust and Safety Team' seems to have a problem with werewolves," says DC. "Apparently 3D pornography featuring werewolves is totally against Patreon's newly updated terms of service, so our comedy movie 'Mila Red Riding Hood' landed us in hot water with them." Patreon's policy on nudity has a separate paragraph on pornography, which is not allowed on the platform. 

I reached out to Patreon to ask for a response to DC's claim above, and it provided this statement. "StudioFOW was removed for violating our Community Guidelines as we don't allow glorification of sexual violence, including bestiality."

With StudioFOW's film background, I'm curious about its team's collective experience making games. "We've been making 3D movies since 2014 and have been quite successful with those. We've also made a few small interactive titles within our core team that have been big hits on Newgrounds. 'Queen of the Jungle' for example has over 7 million views. But we were lacking serious programming know-how in the team so we added some developers with Unreal 4 experience, and started working on Subverse late last year. The developers would prefer to remain anonymous for now so I can't cite their prior portfolios at this time." The profiles of the team on the Kickstarter page, rife with pseudonyms, make for interesting reading. As do the FAQs, for that matter ("Can I get my desired waifu pregnant?"). 

I'm keen to know more about the tactical element of Subverse, since that's the kind of system I've seen imitated a lot, but rarely done that well. "It's not really similar to X-Com, it's a much more simplistic combat system," DC says. "For example, we have no cover or overwatch mechanics. It's much more fast paced, despite being turn-based. A typical mission in Subverse takes around 3-5 minutes tops to complete, and in X-Com for example it can take upwards of 30+ minutes. It's still challenging to build however, because we're learning as we go. It's only our first game so we're trying to not overcomplicate things too much when it comes to combat."

I ask how the different components of the game are connected. "Your waifus can be used in both Shmup and tactical portions of the game. Their overall level determines their combat effectiveness in both portions, and it also determines how loyal they are to your cause. It's all tied together rather nicely, and the great thing about our game is that when you level up you not only get some standard RPG stat increases but also a talent point to spend on a love scene of your choice. The stats also don't get too complex, there's just enough under the hood to keep things ticking along nicely without bogging the player down."

The tone of the Kickstarter page says a lot about who the game is aimed at

The Kickstarter campaign shied away from expensive physical rewards—instead focusing on adding elements like an extra 'waifu', animations, and a digital manga. "We were extremely conservative with our stretch goals, only adding features that we were 100% sure were scalable. We even stopped adding stretch goals after a certain point altogether, but the pledges kept rolling in despite there being no more rewards. I think people appreciated our conservative approach to the campaign."

The tone of the Kickstarter page says a lot about who the game is aimed at, and I won't pretend I didn't raise an eyebrow a few times while reading it. Even knowing it's deliberately outlining itself as a comedy sex game, I ask how much the developers think about taste, tone or how they portray sexuality, which doesn't get a particularly satisfying response. "For me it's all about just having fun. Life is short, so you might as well bang some alien babes before you get put six feet under."

Selling on Steam

I'm interested to know what kind of content restrictions developers of games like this have to be aware of, since the game is planned for a Steam release. "We want to avoid the super extreme fetishes and darker themes, as they don't mesh with our creative vision for Subverse. It's a very satirical and lighthearted game so we have to maintain that tone with the sex as well." DC is pretty confident the game's audience is "around 90% men and 10% women, based on prior statistics from our website, analytics and surveys." That's pretty self-evident from the Kickstarter page. 

I ask DC if he thinks it's important games like Subverse are sold on Steam—it's listed as 'adult only' when you visit the game's page. "I think Steam and Valve need to be commended more for their open approach to their storefront. In contrast, GOG love to champion themselves on social media as gamer-friendly and paragons of free speech, but they wouldn't even return our emails." GOG responded to that with this statement. "Unfortunately, we haven’t found a single email coming from FOW Interactive, be it on our publicly shared inboxes or Bizdev people personal ones. We’re going to check with whom the devs were trying to contact, to understand what happened."

"Meanwhile we've had zero problems with Valve even when we used their Source Engine for some of our previous movies. Sure there is a lot of shovelware on Steam as a result of the 'anything-goes' policy but there are filters and tools in place for consumers to make informed decisions on what they are buying." 

Compared to the range of other porn games that are out there, I ask DC what he thinks sets Subverse apart. "We have a space station shaped like a giant butt. And also, an alien with six testicles." Now that I think about it, I've never played a game with those things on PC. 

Subverse

Images in this article are NSFW.

Subverse, a videogame created by a developer you've probably never heard of, passed $1,900,000 raised on Kickstarter on Tuesday, with 24 hours left to go. Unlike the names behind some of Kickstarter's biggest gaming successes—Double Fine, Obsidian, Yu Suzuki—Subverse creator FOW Interactive is only famous in the circle of people who watch CG porn of game characters on Newgrounds. But compare Subverse's haul to the $1.43 million that veteran Myst creators Cyan Worlds were just able to raise for their new game, and it's clear there's a very real, very hungry audience for Mass Effect meets Mass Erect.

Out of the 12,868 videogame Kickstarters since 2012's Double Fine Adventure, only 18 have pulled in more money than Subverse.

The Kickstarter page describes Subverse as "a tactical RPG/SHMUP hybrid that takes place in a fully explorable galaxy where you get to be the Captain of your very own ship...which is crewed by the sexiest and deadliest waifus you can recruit." It promises a story, grid-based combat reminiscent of a simplified Shadowrun, and women designed by "world-renowned art director and squidgirl-titty enthusiast Dzung Phung Dinh."

FOW Interactive clearly has ambitions to make a full game here, but the focus is most definitely going to be on having sex with your crewmates. Where Mass Effect's relationships were mostly about the talking, capped off with a brief PG-13 sex scene, Subverse is taking the porn parody approach. All the talking and the sci-fi trappings are there to set the tone for the hardcore sex scenes that follow. It's basically the Pirates of porn games.

Out of the 12,868 videogame Kickstarters since 2012's Double Fine Adventure, only 18 have pulled in more money than Subverse. In its last day, it has a good chance of surpassing Divinity: Original Sin 2 and Star Citizen. Subverse likely isn't going to raise another $200 million post-Kickstarter like Star Citizen has, but it's also a narrower pitch. Star Citizen promised the most immersive space game ever, from the creator of Wing Commander. Subverse says: You can have sex with a bunch of women, and also play some SHMUP and RPG combat segments. But mostly it's about the sex.

Maybe the combat will actually be fun? Click to animate

The thing that makes Subverse's success even more impressive, when you look at the history of gaming Kickstarters, is that most of the biggest earners date back to a time before crowdfunding fatigue had settled in.

All-time champ Shenmue 3, with $6.6 million, started in 2015. So did runner-up Bloodstained: Ritual of the Night (both will supposedly be out this year). Many of the other big earners are even older: 2012 for Wasteland 2 and Elite Dangerous, 2013 for Mighty Number Nine and every game that followed that initial wave. By 2016, almost no videogame was pulling in $2 million+ on Kickstarter anymore.

Subverse has proven to be a powerful exception. It's wild that the internet has made porn an infinite and free commodity, and yet in 2019, more than 50,000 people have paid about $2 million to support a sci-fi sex game.

Its only close contemporaries are Firmament, that new Cyan game, and another Cyan project from 2018, a Myst anniversary collection. And compared to most crowdfunding campaigns, those projects are sure bets. Before Firmament, Cyan Kickstarted another Myst spiritual successor, Obduction, which turned out well. And even if the Myst anniversary collection's promised tchotchkes ended up disappointing, well, the games themselves already exist—there's only so badly that one can screw up.

For videogame crowdfunding, years of late, MIA, and disappointing games have dampened the enthusiasm that Kickstarter once ignited. Some of the all-time biggest Kickstarters, meanwhile, have happened fairly recently. Critical Role pulled in $11.3 million this year for an animated series. Board games continue to do well, and one earned more than $5 million at the end of 2018. In fact, between 2015 and 2018 board game funding on Kickstarter has grown from $84.6 million to $165 million annually, while videogame funding has fallen off a cliff, from $41.5 million in 2015 to only $15.8 million in 2018.

The comments on Subverse are mostly unabashedly horny, but then you get the occasional question that would fit right in on any gaming Kickstarter, where fans are hopeful the game will include some particular feature.

"Divinity: Original Sin 2 used a similar system where enemies had physical and/or magical armor on top of their hit points… My question to you is: how exactly does your armor system work in order to avoid problems similar to those in D:OS 2?"

"Do you have characters like futa?" (If you don't know what it means, maybe don't look it up)

"An idea for ending mechanism, bear with my [sic], usually there are two flawed ways to end an game…"

"Tbh i don't give a damn about the game play. I just wanna see tits."

And of course, sometimes those two passions combine: 

"From a purely academic perspective, will any of the mantics be egg laying hand holders?"

Apparently "hand holding" is the project's codeword for sex, and you'll see it brought up again and again in the campaign's 13,000 comments. It's a lot of comments. For comparison, the last mega successful gaming Kickstarter, the MMO Ashes of Creation, has accrued fewer than 5,000 comments since its campaign in mid-2017. Maybe those fans are simply talking elsewhere, but it's clear there's enthusiasm for Subverse that no gaming Kickstarter has matched in years.

Maybe because, much like the Double Fine Adventure, it's the first of its kind—not the first gaming Kickstarter, but the first porn game to promise a big budget combination of actual game design and CG sex scenes. It's also launching on Steam, which is possible thanks to Valve's decision to let almost anything on the platform, and will surely be the highest production value porn game on the platform. The developers appear to be careful about not going too far, though. "All content in the game will adhere to Steam's Community Guidelines, so no dark content like [rape]," a developer answered in the comments, after a fan asked if you'd have "options to take a more assertive approach."

Subverse's Kickstarter asks backers to "Support the Revolution!" which seems a bit grandiose for a game about having sex with comically-designed fantasy women. It's no more revolutionary than a porn movie having a story, but it does, at least, have a sense of humor.

What is now one of the most successful Kickstarter game campaigns of all time leads with this pitch: "Turning our curious eyes toward the glittering stars speckled around our little blue planet, we have often asked ourselves the eternal question: Are we alone in this universe? What is out there? More importantly… can we bone it?"

The audience's answer appears to be a loud, emphatic yes.

Subverse

Studio FOW, who have attracted controversy for producing CG porn starring videogame characters, have turned to Kickstarter to fund a game of their own. Called Subverse, they describe it as "a tactical RPG/SHMUP hybrid" where you're the captain of a spaceship called the Mary Celeste and have to assemble a crew. It sounds kind of like Mass Effect 2, only with more explicit sex.

At the time of writing it has raised the equivalent of over $1,200,000 in US dollars, and still has nine days left in its Kickstarter campaign.

Subverse will apparently be "at least a 20 hour game" with two different combat systems, one arcade-style for ship combat and the other a grid-based tactical system for squad vs. squad fights. It will also have "nine waifus" for you to romance. The fact that they use the word "waifu" about 15 times on the Kickstarter page probably tells you everything you need to know about Subverse's tone.

...