Deathfire: Ruins of Nethermore Kickstarter Campaign Launched

Guido Henkel and G3 Studios have launched the Kickstarter crowdfunding campaign for Deathfire: Ruins of Nethermore, a first-person party-based turn-based RPG in the vein of classics like Wizardry and Realms of Arkania, with a funding goal of $390,000.

Reward tiers go as low as $5, though to get at least a copy of the game you'll have to snatch one of the early bird copies for $20, or go for the digital base edition at $25. Physical rewards start from $90 (a printed copy of the strategy guide), with the cheapest boxed copy of the title coming at $175.

As for why you might want to back the game, I'm just going to quote from the Kickstarter page:
(Deathfire: Ruins of Nethermore) is a party-based computer role-playing game with turn-based combat that hearkens back to the Golden Era of fantasy cRPGs. Built upon the power of the Unity 3D engine, (Deathfire) utilizes a first person view that gives the player the feeling of being there. A solid role-playing engine that utilizes over forty visible character attributes, along with countless invisible ones to track behavior. They make up the heartbeat of the game, and allow us to analyze and adjust gameplay on the fly, and react to the player's actions, shaping the story around these actions and decisions.

Character interaction is another key ingredient in (Deathfire: Ruins of Nethermore,) as the player will encounter many denizens of the game world and will be able to recruit numerous ones to follow along as non-player characters in the party. Ripe with personality, opinions, phobias and their own little peccadillos, these characters will enrich the game and create unique gameplay twists as well as many memorable moments, for sure. (Don't forget to share them with us, when they occur.)

With a variety of large outdoor and indoor environments, the game will offer a rich game setting with party-based gameplay and turn-based combat that allows for tactically infused battles.

Doesn't that sound like the game you've always want to play? Well, it sure is the game we want to play, and that's why we started building it, and have been working on it for the past eight months.