Xenonauts Kickstarter Project Update #3, $57,000 and Counting

In their third update to the Xenonauts Kickstarter project, the team at Goldhawk Interactive has outlined their plans for development milestones beyond the original $50,000 funding amount, and how they're going to go the distance in helping the team assemble an actual studio. Exciting times for them, I'm sure:
The plan we're looking at is that we'll just have a straightforward vote on the stretch goals, which will be at $75k, $100k, $150k and $200k etc. The feature with the most votes goes in at the $75K stretch goal, and the feature with the second most votes goes in at $100k. This is probably a better idea than us trying to guess what features will excite you the most.

These stretch goals will raise more money than the actual cost of implementing each feature. The reason for this is our primary reason for raising money beyond the $50,000 goal is so we can form a physical studio.

The rewards from this are very real, but are things like a faster delivery of the game and better quality control - it's easier to fix a bug or implement a feature correctly if you're sitting next to the programmer, rather than exchanging emails from across the world.

However, they don't make very exciting stretch goals because they're not quantifiable. "If we reach $75k we'll make the game faster!" isn't as exciting or concrete as "If we reach $75k we'll add a new tileset to the game!"

So will it cost $25k to add any of these features? No. But you'll still enjoy the full rewards of the $25k that was raised. I attempted to explain that in my last update, but didn't do so in a very coherent manner. Hopefully that clears things up a bit more.