Project Resurgence: A New Oldschool cRPG

Created by Nectar Game Studios

Project Resurgence: A New Oldschool cRPG
Photo original
3,258 backers pledged $184,735.25 on Kickstarter

In a mysterious world reborn from disaster, your choices are all that matter. Master magic and tech. Fight. Sneak. Persuade. Survive.

Raised in Kickstarter
$184,735.25 / 3,258 backers
Raised in BackerKit
$10,798.00 / 3,153 backers

Latest Updates from Our Project:

NGS Dissolved & Future of Resurgence
8 months ago – Thu, Aug 03, 2017 at 10:20:43 PM

Hello again my fellow Nectarines,

Rob here, with a heavy heart and somber news. In this update you’ll find:

  • Why Nectar has been dissolved 
  • What’s next for the team 
  • Future of Resurgence 
  • Why no refunds 
  • Core demo links

It has been extremely difficult for me to write this update. I’ve tried, and I just couldn’t get the words to come out. Emotionally, I’ve fallen into one of the darkest places in my life, and I’m just now digging myself out and starting to feel ok again. As the title states, we’ve run out of money and been forced to dissolve Nectar and put Resurgence on indefinite hiatus.

I apologize if this comes as a shock to you. It certainly was a shock to us. But I will try to explain the situation as best I can, and what that means for all of you and our beloved game.

What the Hell Happened?!

When you gave us your money and your faith a year and a half ago, we were convinced we had a solid plan and team to get the job done. But as development progressed, and the schedule started to slip, we found out how far off the mark we truly were. I’m not going to call it “indie-itis” because I find that to be a flippant and condescending term for small plucky teams taking a shot, and falling short of the mark. If you’ve never developed a game, it’s easy to discount the thousands of man-hours, physical and mental energy, personal sacrifice, and plain luck it takes to succeed. And always remember Murphy’s Law. Things go wrong, bugs happen, features need to be redesigned or cut, and teammates’ life circumstances change. I’m going to go more in-depth with a full postmortem in a later update, covering what exactly went right and wrong, but in a nutshell, we discovered that we were easily making a half-million dollar game on less than half of that budget.

When the Kickstarter closed, we knew that money was only going to be enough to keep the core team going for a year of full-time paid development. That meant scaling down our 50 some volunteers to just 15 people, all getting paid a meager $9.50 per hour (the highest minimum wage in America at the time) to cover our basic living expenses and let us focus on development. We still managed to stretch the funds an extra six months, but as our original release date of January 2017 was looming we knew we had to make some tough decisions. If you’re familiar with the Project Management Triangle, we chose to stick with Quality and Low Cost, which also meant abandoning Speed. So our path became clear. To continue development we didn’t need to raise an insane amount of money, but we still needed more. And the best option there was to find a publisher.

We began the search for a publisher back in January. Any startup will tell you fundraising generally takes about 3-6 months with the CEO totally focused on that. I tried my best, but unfortunately, I wasn’t able to dedicate all my time to that effort. As a small team, I still had to juggle my Creative Director responsibilities to keep the rest of the team moving forward. I’m not an experienced business guy, I’m a designer and producer, so I’ve had to learn to be an entrepreneur as I went. I needed help, and I asked Cohh to step up as my co-founder, but he just couldn’t find the time with his streaming schedule. In March, I brought on an entrepreneur friend and game developer, Branden Middendorf, to help with the fundraising effort. Together, we contacted over 50 publishers, knowing they were our best shot for a “lead investor.” In order to deliver on the vision of Resurgence we promised, we set out to raise a $500K seed round from a combination of publishers, angel investors, incubators, and venture capitalists. While a huge number (more than double our Kickstarter goal), that’s pretty much the minimum to be taken seriously in the startup investment world. That amount would let us expand the team (finally hiring more programmers and artists), and fund another year of development. Getting a publisher deal was the first step that would have allowed all the other pieces to start falling into place, and we were so close.

Of the publishers we contacted, we had the best luck with the small indie ones. We had several rounds of interviews with Devolver Digital, Raw Fury, Versus Evil, Humble, and Team 17, but ultimately they all passed. Those interviews seemed to go so well, and we were so hopeful that we’d get an offer from at least one of them. Just $100K from a respected publisher would have given us our “lead investor” (the hardest part of fundraising), plus all the benefits a good publisher offers to developers and started the snowball of other investment deals. It’s a lot like Kickstarter actually, no one wants to be attached to a project with no momentum, but people come out of the woodwork for one that looks like a sure thing.

Anyway, by June we had just enough money left in the bank for that month of payroll, and remaining bills. We had just released the new Explore demo and were hopeful that would convince the last couple publishers he hadn’t heard from yet that we were worth a shot. But soon enough, they too said no. When the final rejection email came in, that was a crushing blow. I spiraled, as I saw the finality of my dream crumbling around me. We were out of time, money, and options. There was no other choice but to close up shop.

That’s when I had an emergency meeting with Cohh, and he made an announcement on Twitch a few days later.

Future of Nectar

With no more runway, we came to the harsh realization that, like many other startups, our first venture had failed. I am deeply sorry it took so long to write this update (since many of you only follow us through these backer updates), but it was just too fresh of a wound. It felt like a death in the family, and I had to process my grief first. Then came the task of finalizing the paperwork, paying off our debts, and any other lingering issues. And since Nectar was the main source of income for most of us, we had to immediately set to finding new jobs. Many of us have had to take temporary work to keep the bills paid, but we are still looking for work in games. If you hear about any opportunities for passionate and dedicated cRPG enthusiasts (especially remote), we’d be most appreciative.

Despite the dissolving of Nectar Game Studios as a legal entity, the team itself still wants to keep working together in some way. We’ve all bonded a lot over the last 5 years working on this project, so there’s a good chance we’ll keep working together on something in our spare time once again. As soon as we figure out what that is, we’ll start looking for volunteers again to join the team. This new phoenix team, rising from the ashes, will no longer be Nectar but we’re going to keep the branding we’ve established for the short term. So anything new going on with the team will still go out on our existing social media platforms and website.

Refunds - One of the big questions we’ve seen so far is regarding refunds. As much as we’d love to refund all the backer pledges, that’s simply just not possible. All that money has been spent on development, to get us this far. It’s all gone. The only thing we can do is cancel all the pending add-ons and pre-orders in BackerKit. No one has been charged in BackerKit yet (unless you opted for Paypal), so we will still cancel those payments. Perhaps you’ve received a refund from a failed project in the past, but there’s really no way to do that without someone else footing the bill. The only way I can see that happening is if another studio wanted to purchase the IP, assets, and codebase (a long shot to say the least). And to avoid any confusion, Kickstarter is not a store and pledges are not pre-orders (Kickstarter FAQ: Accountability). Pledges are legally considered donations or gifts so backing a project is essentially taking a gamble on something you’d like to see happen, but there are no guarantees. I’m just sorry we couldn’t be one of those projects that are able to deliver.

Future of Resurgence

Nectar may be dead, but that doesn’t mean Resurgence is canceled and gone for good. We had to dissolve the company for legal reasons, but the whole team is still passionate about this game and wants to see it completed someday. After five years though, we all feel like we need a brief change of pace. We all still love the idea, but we clearly made some mistakes and could have done some things better. Right now the team wants to work on a much smaller project just to show we can finish something. We haven’t decided what that next project will be, but there’s a good chance it will be related to Resurgence and the world of Lumen in some way. When we dissolved the company, we decided that it would be best for me personally to continue being the steward of the Resurgence intellectual property (IP). Which means the team and I are still free to continue development of Resurgence as a volunteer hobby project once again and complete it someday.

One of the biggest problems we faced though was I took on too much responsibility myself. I continuously felt torn between working on the design of the game (which I love) and working on the business side (which I find really stressful and taxing). So I forced myself into a position I didn’t even like out of necessity, and it made the work more and more draining over time. I think one of the best ways for Resurgence to move forward is for me to really dig back into the design of Resurgence and finalize a super detailed game design doc (GDD). Once we got into real production, we realized how disjointed and vague some of our design docs were, and we never recovered from that. By starting off with a concrete plan, our ability to estimate and plan would be much more reliable and accurate.

Core System Demo links

I know there’s little consolation we can offer now, other than our desire to still finish what we started. We made a promise that we would do our best to deliver the game you all want, and despite everything that’s happened, we still want to honor that. If we can finish Resurgence in some form, someday, you will receive that game. No additional charge, no strings attached.

In the meantime, we would like to make the two Core demos we completed publically available. We would still love to hear what you like and how we can make them better. Our forums will remain up and are still a great place to continue that conversation.

CST1 - Dialogue (700MB, Windows only)
Dropbox Link -
Password - Silvertongue

CST2 - Exploration (1GB, Windows only)
Dropbox Link -
Password - Dungeoncrawl

Well, that’s it for today. Working on Resurgence has been the hardest and most rewarding endeavor of my life, so I hope I’ve offered you all some hope despite all the suck. Nectar may be dead, but Resurgence will live on. You have my word on that.

Now we’d like to hear from you. As a backer, how would you like to see Resurgence live on? Books, comics, or other media? Board game or pen and paper RPG? Should we regroup and try crowdfunding again? Go totally open source? Sell the IP to the highest bidder?

I can’t fully express the regret and guilt I feel for letting you all down. But I thank you all from the bottom of my heart for believing in this team and this game and helping us get this far. I will never forget it.


Rob Buchheit
Project Lead, Creative Director

Playable Backer Demo Download - CST2 Exploration
8 months ago – Sat, Jul 29, 2017 at 10:57:55 PM

This post is for backers only. Please visit and log in to read.

Core (Exploration) Continues! Release Date & GDC
about 1 year ago – Wed, Mar 01, 2017 at 07:45:12 PM

Greetings from GDC, Nectarines!

Rob here. Sorry it’s been a bit since our last written update, but we wanted to fire off a quick update as I gear up for convention time. 

In this update you’ll find:

  • Cohh Carnage - PR Dialogue Demo livestream
  • Cohh Carnage - PR Update #8
  • Release Date update
  • GDC talk
  • Shout Out - Pillars of Eternity 2: Deadfire

Cohh Carnage - PR Updates

First up, if you missed our first Core System Test (CST) demo of the dialogue system, you’ll find a download link here (backers only). If you prefer to watch, check out the video above for a full playthrough from Cohh (~30 min). There’s plenty of other ways the demo can play out, too! One course of action can even cause a companion to permanently leave your group!

Here’s the latest Twitch update from Cohh and a link to the art, screenshots, and video shown there. 

Release Date

If you caught our last few Twitch video updates, you already know development is taking longer than expected.  We have slipped past the original release date of late January, but we knew that was an ambitious goal from the start. Game development is hard, and we have a small team. Bugs happen, things go wrong, and everything is always in a constant state of experimenting, testing, and iterating. The bottom line is: we are committed to quality and that takes time. 

So when is Episode One actually going to be done? We’ve been working hard to answer that question, and based on our current speed we think the end of this year is now the most realistic goal. The good news is that we’ve been getting great feedback on the Dialog Demo CST, and people seem to really like the writing, mechanics, and level of choice! That’s super encouraging for us—knowing that we’re making good decisions and working towards that high quality benchmark we want. 

We know it’s always a bummer when your most anticipated games are delayed, but those games also typically come out much better in the end from that extra time and attention. And with that in mind, we just want to say thank you so much for your continued patience and support. 


As I mentioned briefly, I’m at the Game Developer's Conference this week! I wasn’t actually planning to go because of the cost and time commitment, but a mentor convinced me that I would be missing an amazing opportunity. So I found a way to make it work, and I’m here through Thursday! If you see the bearded face below, definitely say hi! I’d love to meet you!

Also, as a repeat volunteer at GDC, I want to give a special shout out to the guys that help the event run so smoothly. They’re called CAs (Conference Associates), they’re in purple (?) shirts, and their whole job is to help you have the best experience possible. They are all amazing, so show them some love and they’ll take great care of you. 

Shout Out - Pillars of Eternity 2: Deadfire

In case you missed it, Obsidian just wrapped up their Fig campaign for the sequel to Pillars of Eternity, raising over $4.4 million available to it from over 33,000 backers. That makes it the highest crowdfunded videogame in years (since Shenmue 3 and Bloodstained in 2015), and certainly the highest RPG. The sequel boasts new features including: new and old companions, a living world, enhanced reactivity, dynamic weather, and more! We’re not shy about our love for these guys, so if you enjoyed the first Pillars and Tyranny you owe yourself to check this out. They are continuing to take pledges through their website. Honestly, they had as at more Eder. :D


Playable Backer Demo Download - CST1 Dialogue
about 1 year ago – Thu, Jan 19, 2017 at 04:11:00 PM

This post is for backers only. Please visit and log in to read.

Core Continues! Slacker Backer & GDEX
over 1 year ago – Fri, Oct 28, 2016 at 11:29:47 PM

Welcome back, Nectarines!

Rob here. I know, it’s been too long guys! In this update you’ll find:

  • Kickstarter Update new plans 
  • Cohh Carnage - PR Update #4-5 
  • New artwork and in-game screens 
  • BackerKit - Slacker Backer campaign (with Paypal) 
  • Shout Out - Wasteland 3

First off, I just want to apologize for the lack of communication the last couple months. We’ve been super busy just developing the game, and these updates unfortunately got pushed to the back burner. I’m sorry, that’s my fault and I aim to do better. We all know that none of this would be possible without the support of all our awesome backers, and we owe it to you to keep you in the loop with our progress. You put your faith in us, and we absolutely don’t want to jeopardize that.

There’s good news though! We recently hired another Producer to take charge of task tracking, the master schedule, documentation, and general problem solving. Since I’ve been acting as the sole producer up to now (plus all my duties as CEO and Creative Director), this will take a ton of work off my plate and let me focus on big picture things (including backer communication). Look forward to an introduction to our newest team member in our next update.

I’ve also spent a lot of time thinking about how to make these updates more regular, interesting, and efficient to produce. Some of you have even mentioned only putting out an update every two months, now that we’re in full production mode. We appreciate the understanding, but I’m not ready to make that concession yet. I think the main problem stems from having to dedicate so much of my own time towards writing and publishing these updates (often at least a solid 8 hours for each one). As Creative Director, with everyone needing feedback and direction from me, I’m sure you can see how carving out that much time every month could be problematic.

So, the best plan we could come up with is to start dividing most of that content creation among the rest of the team. Previously, we’ve always tried to have one “meaty” subject in each update, where we dig deeper into a particular aspect of the game design, lore, etc. I think that model is no longer practical for us though, and so we’re going to start using our blog again as more of a Dev Diary. So the plan is that we get individual members of the team (not just me) writing shorter articles about what they’re working on at the moment: interesting topics, problems overcome, cool techniques, tools used, etc. We’re shooting to put 1-2 of those Dev Diaries out a month on the blog, then we can compile them in these updates too. So we’re going to give that plan a shot, and as always let us know what you think!

Cohh Carnage - PR Updates


Above you’ll find the most recent Twitch updates from Cohh on our progress. And here are links to the artwork, screenshots, GIFs, and animations mentioned in those videos.

Slacker Backer Campaign

Do you have friends who missed the Kickstarter, but still want to help support this project? Well our Slacker Backer campaign is officially live through BackerKit! We’re keeping all the reward tiers and add-ons available up to $500. So that does mean all the limited design-tier rewards are now locked.

You’ll find a handy link on our homepage as well as the Kickstarter campaign. BackerKit calls them “hosted pre-orders” but it’s exactly the same as the rewards we offered during the Kickstarter. Any pledges through BackerKit just won’t be charged until we choose to “lock down” closer to release.

If you have any questions at all, BackerKit support is standing by to help.

Also, I’m happy to announce you can now back with Paypal too! We received many requests for Paypal support during the Kickstarter, and BackerKit has allowed us to finally make that possible. It is still a BackerKit beta feature though, so if you prefer to use Paypal you will have to contact BackerKit support directly. You will also be charged immediately by Paypal when you check out (not when we “lock down” the BackerKit pledges down the road).

GDEX Convention

For those of you in the Columbus, Ohio area, we’ve been attending the GDEX convention (formerly OGDE, the Ohio Game Dev Expo) for the past two years. We’re happy to be returning once again, to show our in-progress build of the Dialog CST Demo (Core System Test) made in UE4. This is a first look at that demo which we’ll be releasing to all of you lovely people in the near future, when it’s a little more polished.

The event is taking place at COSI, the interactive science museum, Saturday and Sunday. Tickets are still on sale, and if you already have COSI passes you can get in free! We’ll be set up as part of the IGDA Cincinnati (International Game Developer’s Association) booth, so come say hi!

Shout Out - Wasteland 3

It’s no secret that we love the guys at inXile, our brothers-in-arms at keeping the cRPG genre alive and well. Wasteland 2 has been described as, “The Fallout 3 we always deserved to have and never got,” (Ragequit) and Brian Fargo (series creator) is once again at the helm of this ambitious project. This sequel is set in Colorado, and promises to improve on everything that made Wasteland 2 great: improved strategic combat, branching reactive dialog (courtesy of the Torment: ToN writing team), vehicles, and even multiplayer!

They’re crowdfunding on Fig this time, and there’s just under a week left to back or invest in the game. Check it out, and tell them we sent you. This is one you don’t want to miss! :D