Make Sail, the physics construction adventure game, has a new fig.co campaign to showoff. Players sail their creations through advanced water and wind simulations. Survive, find better parts, and share online.
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“If you wish to build a ship, do not divide the men into teams and send them to the forest to cut wood. Instead, teach them to long for the vast and endless sea.”
– apocryphally attributed to Antoine de Saint-Exupéry
Cambridge MA – Sept. 28, 2016 – Acclaimed developer Popcannibal (Elegy for a Dead World, Girls Like Robots) launches a physics based construction and exploration adventure where players design their own boats, on Fig (at fig.co/sail) with a goal of raising $50,000.
Make Sail challenges players to craft a ship and navigate it through a raging sea of advanced water and wind simulations. Along the way, they’ll have to survive an ocean of storms and angry beasts on a quest for rare parts to build better boats.
Why?
We want to play in the water. That’s why we’re creating Make Sail. We want to build a boat, climb on it, and dare the sea to knock us off.
There’s lots of boats in games, but nothing that gives you this sandbox with wind and fluid physics and boat pieces.
How?
We’ve spent two years writing custom air and water simulations. We simulate buoyancy, drag, drafting, lift. Rudders. Keels. Everything modeled with real world densities for proper floating. You can tack, you can jibe, you can find some jets and do a sweet jump.
What?
The world we’re building around all this is there to give you reasons to construct wildly different ships. You begin with a starter kit of pieces. Good enough to get you to the next island where you’ll find more pieces. Every new island you reach will reward you with a mast, or a lighter floor board, or a brighter lamp. You’ll need it all to make the different ships it takes to travel the map. A fragile catamaran that can outpace a creature. A bulky tank that can take a beating. A barge to haul ten tonnes. A towering double mast-er. An agile dinghy.
Make Sail is the watery playground we’ve been dreaming of and we need you to help us fill it with your boats.
Popcannibal Facts
- Founded in Michigan in 2010.
- Moved to Boston in 2011
- Founding member of Boston’s Indie Game Collective http://www.indiegamecollective.org/about/
- Two core members: Ziba Scott (Code/Design) and Luigi Guatieri (art)
Popcannibal’s game highlights:
“Girls Like Robots”
- Published by Adult Swim on iOS, Unity on Wii U Japan and self-published on PC and Wii U.
- Adult Swim’s all-time best reviewed game (metacritic).
- 13th best reviewed iOS game of 2012 (metacritic).
- Gold review from Famitsu.
- Official Selection PAX East Indie Showcase 2011.
- Unity Awards Finalist 2013.
“Elegy for a Dead World”
- Co-developed with Boston studio Dejobaan.
- IGF 2015 Nuovo nomination, 2014 honorable mention.
- Indiecade 2015 and Indiecade 2015 E3 selection.
- Raised $72k on kickstarter (150% funded).
About Fig
As the only funding and publishing platform created by gamers for gamers that offers rewards and investment based funding, Fig.co empowers developers and passionate fans alike to bring well-known franchises and undiscovered indie titles to market. The Fig.co company was founded by Justin Bailey and Bob Ippolito and was established with help from a coalition of independent game developers including Brian Fargo, Feargus Urquhart, and Tim Schafer. Fig Publishing is an affiliate of the Fig.co company and was founded to give investors a way to support the development of games that Fig Publishing will publish.