The Larry Elmore Kickstarter.

To say that Larry Elmore’s art didn’t help inspire not only Neverending Nights, but helped define fantasy itself – would be like saying that the sun isn’t a hot place at night! (Think about that one for a moment…) Now Larry Elmore has an amazing (and I think a VERY gracious) Kickstarter fund that gives everyone great access to some of Larry Elmore’s art! The Kickstarter was funded probably before he hit “Publish” on the Kickstarter page – so he’s added an AMAZING amount of Stretch Goals (to surpass that original limit)! You should check out the Larry Elmore Kickstarter! It’s an amazing chance to own some very unique art (along with the book he’s already offering!) from Larry Elmore himself.

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I want to bring to you a quality 300+ page full color hardback book containing most of my painted and drawn art over the last 40 years.

  • Launched: Nov 16, 2012
  • Funding ends: Dec 31, 2012

Your Fantasy Begins here!

I want to make available, through this project, the largest, most comprehensive collection of the very best of my art spanning my full 40 year career.  Many of the images I will include in this tome are being re-mastered using the latest digital technology from original film, for unprecedented quality, and several pieces have never before been published or rarely seen.  Interspersed among the images I will also offer you glimpses into my studio and creative process, including sketches and preliminaries, as well as share with you my autobiography, my artistic journey, and my stories.  I will start from my earliest childhood drawings, and together we will journey through my challenges breaking into the industry and frustrations with commercial art, through my years working in games and on novel covers and ultimately to my latest personal works.

This hardback book will be 9″ x 12″ and encompass 300+ pages.  Depending on your pledge amount you can own this book as a standard coffee-table hardback edition, or a deluxe leather-bound cover edition, as well as other bonuses, such as special prints, original hand-drawn sketches, or even the original painting used for the cover itself!  Most importantly, you are helping me realize my dream of bringing this volume to you, my fans.  Thank you in advance for your pledge!

This kickstarter project is going unbelievably well and I am overwhelmed. I want to do more stretch goals, and believe me we have been wracking our brains. But I had an idea; I have a lot of paintings and many of them have never left my studio, the originals have never been seen, and hardly anyone has had an opportunity to purchase one. I feel that they are too much trouble to take to conventions and also more likely get damaged. In the old days every painting made a trip to the publisher in New York and after it was published they would send the painting back. When it returned I would usually put the painting on a shelf in my studio or in a flat file. Now days I drive my paintings to Nashville for a professional scan and when I get back put them either on a shelf or in a flat file. So why not put some of these paintings up for sale because so many fans of my art are following this project and everyone would have an equal chance at purchasing an original painting. I have selected 12 paintings to sell; we will keep three available for purchase at all times until they are all sold or this kickstarter project is over. We are still trying to come up with new stretch goals and want to sincerely thank everyone for the fantastic support of this project!!!

WANT TO SEE LARGER VERSIONS….
Raistlin & Christina 1994: http://larryelmore.com/raistlinc
Might & Magic 8:  http://larryelmore.com/mightmagic
Star Frontiers Module: http://larryelmore.com/starfro

The more we raise with this campaign, the better we can make this art book. We are still negotiating with our printers to get the best price on additional pages and extras, but your support will make them all possible. Once the Kickstarter program is over, the Hardback book will sale for $80.

NOTE TO MY NON-US FANS: My good friend BROM just got done with his Kickstarter and raised 230k on his book. I knew I was going to have to keep adding stretch goals. I started out with a break even cost for my NON-US FANS, because I quickly realized that I would be giving away 5 or 6 other products with it. So, in reality, whatever product one gets in stretch goals is the EXTRA vale for my NON-US FANS!

Here is the curent retail value of our current stretch goals…

Stretch Goal 1: 48 Additional Pages If there is enough interest in this project, I would like to expand the book to 304 pages. This will give me more room to add more obscure paintings, more preliminary works and other black and white artwork. If pledges exceed thirty thousand, all contributors will receive a 304 page book rather than only 256 pages. COMPLETED

Stretch Goal 2: 8″x10″ D&D Original Box Set Covers  As a special thank you to my fans, should funding exceed fifty thousand dollars, I will include three 8″ x 10″ print of one of my most remembered painting series–the Basic Dungeons & Dragons Red Dragon box cover, the Expert Dungeons & Dragons Blue box cover, and the Companions Dungeon & Dragons Green box– in every contributor’s package.

Stretch Goal 3: B&W Sketch Book  As an added bonus for achieving the one Seventy-five thousand dollar mark, I am going to bind together a soft cover black & white sketchbook that will include copies of all the original drawings I will be doing as inserts for this project and a few extra no one has ever seen. Everyone who has contributed from the Fan Package on up will receive a copy of this book in their package. I am so very grateful to you all for making my 40 year compendium a reality!

Stretch Goal 4: 8″x10″ Original Dragonlance Covers  Once we hit one hundred thousand, I will include three limited edition 8″ x 10″ prints of the three original Dragonlance Book covers — Dragons of Autumn Twilight, Dragons of Winter Night, Dragons of Spring Dawning — in every contributor’s package.

Stretch Goal 5: Motorcycle Ride & Studio Tour As an added bonus for achieving the one hundred twenty-five thousand dollar mark, I plan to have a studio tour and motorcycle ride in my hometown of Leitchfield Kentucky. I will send each you a ticket to bring one guest sometime during the summer of 2013. You will have a chance to walk through my studio and time to talk with me. Later in the afternoon everyone with a motorcycle is welcome to take a long ride with me through the foothills of Kentucky. If you do not have a motorcycle, you are still welcome to come and enjoy the studio tour. (Contributors would be responsible for their own travel arrangements, overnight stay, gas, etc.)

Keep Checking Back… MORE Stretch Goals to come!

As this campaign develops, keep checking back for previews of art, new and interesting promotions, stretch goals, and news about the art book. And thanks again for supporting The Complete Elmore Art Book!

Risks and challenges Learn about accountability on Kickstarter

Challenges:
The greatest challenge I am facing with this project is the re-mastering and color-correcting of all my older works from the film the images are preserved on. Don’t get me wrong, the quality of color will be phenominal and as close to the originals as I can get, but there is a LOT of work to do “cleaning up” the fuzzies, speckles and other gremlins that creep in during the scanning process. Still, I am excited to have the technology to reproduce these old favorites in a clearer, crisper way than ever before.

Schedule:
This book will ship to Kickstarter supporters in August 2013.

Shipping:
All pledge amounts include USPS Media Mail shipping within the U.S. Shipping for international orders will receive an additional $48.00 fee. International orders ship by USPS Priority Mail. Taxes and fees vary by country. Please be aware international orders may be required to pay a duty tax by your local postal station.

For more artwork by Larry Elmore log on to http://larryelmore.com/

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Thankfulness for 11/20.

In my previous day of thankfulness, I had mentioned Al Lowe, who worked at Sierra Online and developed and wrote games like Leisure Suit Larry, Torin’s Passage, Freddy Pharkas, among others! Well, today I am going to hand out another note of thankfulness to a game designer who helped shape (or perhaps funkafy) my strange sense of humor. Today I am thankful for Greg Johnson. Off hand, most people would probably not immediately recognize his name – because he never put his name out there really as someone who worked on one of the greatest, funnest games, ever.

Though the game did not get nearly as much attention as I think it should have, Toejam and Earl on the original SEGA was incredibly fun! Ages ago, back when Geocities was still around (who remembers them?) I had made a tiny fan website for the series. When Geocities went away, I moved it to my personal site, where it still sits. I even made a Toejam and Earl Facebook page. (Me? Obsessed? Whatever gave you that idea?)

Anyway – the game, Toejam and Earl was introduced to me by my Chuck and Tammy Stevens (who I have literally known since like the beginning of time). I remember countless hours of playing Toejam and Earl on the SEGA with them. I would actually spend an entire night over there, over and over again, laughing so hard – whether it was hilarious sound bytes found in the game (“Boogey! Boogey! Boogey!”), or just the general game play – Toejam and Earl provided endless amounts of entertainment. While, I felt the second one had less of an impact (the side scrolling took away from the splitting up and exploring, and also took away from falling off the world type situation with rocket skates!) – it was still an entertaining game. And when they announced Toejam and Earl III exclusively for the XBOX – it became the sole reason I originally purchased the XBOX.

To this day, I still own a functioning SEGA with Toejam Earl 1 and 2, as well as purchasing both games on the Wii’s store, through the emulator. I have yet to purchase them on Steam (you can get Toejam and Earl 1 here and Toejam and Earl 2 here).

I got in contact with Greg, through the Toejam and Earl website and told him about the little fan page I had done; as well as the Facebook page I had created (which he joined). I bounced emails with Greg, every so often – and when it came time to wrap up Neverending Nights in Season 3 – I thought, “How awesome would it be to have Greg lend a voice?”

So when I asked Greg, he agreed to do it – but said he could get me in touch with “real” voice actors – and I had explained that this wasn’t trying to find amazing voice talent for Neverending Nights – it was me, wanting to include people who made a difference in my life – in the series, as a way of saying thank you. He had asked me how he wanted to do the voice – and I told him to do what he wanted. To have fun with it. Give the character any kind of spin he wanted.

What he delivered only cemented his awesomeness. He did the voice as Lamont, from Toejam and Earl III. It was such an amazing addition.

Greg appeared in Episode 56: Funkafied.



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Someone Kick Me! (Adding to the 11/17)

So I have no idea how I forgot – on the 11/17 thanks to Sara, that I failed to mention she was the actual creator of our infamous saying of, “That Kicks Rocks.” Me, her and Paul were going somewhere, and talking about something, when Sara exclaimed, “That Kicks Rocks!” She had, in her apparent excitement of whatever it was we were talking about, meant to say “That Rocks” and “That Kicks Ass” – and came out with, “That Kicks Rocks.” That became a saying between the three of us for quite some time, as we kept laughing about it.

So naturally, when I had the chance, I wrote it into the series.

The entire series has all kinds of references to people in my life, as well as movies, video games, books. Even our company name of FNBH comes from my former boss (and still good friend, Suzi Carr). One night, she had asked Paul and I if we wanted to go drinking with her (we all worked together at one time), and we declined, and she said, “Oh, that’s right. It’s Friday. Isn’t this one of your Friday Night Blood Hunt things?” (She meant, “Is this the night you play Dungeons & Dragons?”) So when it came time to name the company, we named it FNBH (Short for Friday Night Blood Hunt).

For me, Neverending Nights, wasn’t just about me wanting to write a story. It was very much a way for me to include people and various references (whether books, games, or movies) that have impacted my life in various ways. It was a way for me to write a story, and pour my heart and love into it – and include all these things from people, movies, and games that changed me, shaped me, and helped me become who I am. Neverending Nights was my way of saying thank you for all you have done.

So if I have not said it – thank YOU, all of you – whether you’ve changed my life, watched the series, or accidentally stumbled across this site and now wondering what you’ve gotten yourself into.

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Asking for Prayers.

I don’t want to go into detail and reveal something about someone’s life; but someone who has been a part of Neverending Nights has really lost their way. Many have reached out to them to try and help them; and they have accepted it, but fallen again. They’re at a very, very, very low point in their lives; and I pray that they can turn it around and come back to us. I know I am being ambiguous with this; but I would rather not reveal the person’s name or situation. Only that they were a part of NeN, and I am wishing the best for them – and asking all of you to pray for them and keep them in your thoughts.

Thanks for you time, thoughts and love.

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Thorvalla Kickstarter.

REALMS OF ARKANIA has long been a strong influence in my life. The games are some of my favorite CRPG games, ever. (There’s even several references to Realms of Arkania in Neverending Nights – such as the Blade of Destiny, the mention of the Star Trail, etc etc).

Well, one of the makers of Realms of Arkania is kicking off a Kickstarter campaign for a game that sounds amazing! Enter Thorvalla!

 

Legendary computer game designer Guido Henkel is ready to bring you a re-imagined approach to fantasy computer RPGs

  • Launched: Nov 19, 2012
  • Funding ends: Dec 19, 2012

If you are unable to make your pledge through Kickstarter, you can also back us through Paypal by visiting the official Thorvalla website

Thorvalla is a new fantasy computer RPG that pays homage to the classics, but also takes role-playing into new gameplay territory. Getting away from the veneer of bombastic linear storytelling that modern games have to offer, Thorvalla brings back many of the traits that made classic computer RPGs such memorable experiences. At the same time, it expands the experience and reinvents the way certain game mechanics are being handled.

The result is a game that will feel fresh and reinvigorated, as you tackle the mainstay of good role-playing games: adventure and exploration, character development, critical decision making, and… yes… combat!

There is nothing that frightens the sea-faring men of Thorvalla, not even the dragons, fearsome, fire-breathing beasts they harness like the horses they feed them.

Enter a world steeped in Norse mythology, tribal mysticism and sword-and-sorcery fantasy. Meet a people as rugged and fearless as the elements they weather, fueled by an indomitable spirit of adventure. Come face to face with monsters, beasts and denizens of the Underworld in a heroic tale of conquest. Come, enter Thorvalla!

Featuring single-player party-based play, Thorvalla allows you to take advantage of the traits and abilities of a variety of NPCs that you can add to your party as the story unfolds. Along with meaningful character interaction and a wealth of dialogue, these kinds of decisions influence not only how the story evolves but also the strategies you will have to apply in order to succeed and progress through the game. Unlike modern RPGs, in Thorvalla, there won’t be any babysitting the player, funneling you down a virtually linear path of no-defeat. This is going to be an RPG where you will have to save your game… often.

Oh, and did we tell you about the dragons? Yes, they will be there. Some friendly, others not so much. Mostly not so much. Nasty problem, that… but it’s all good. Some dragons are your friend. In fact, some will serve and fight for you. Harness a dragon and he is yours to command.

This is fantasy with a real air force, but don’t expect a first person dragon flight simulator. We are still talking about a hard core role-playing game that throws you into a world of adventure, filled with twisting plots and missions.

Thorvalla is a single-player, top-down role-playing game. We are currently evaluating technologies to determine exactly which approach we will take with the game. While we are set on using a top-down view, there are still many questions that will have to be answered, such as whether to use an isometric view, or a perspectively correct top-down view, or to forgo that kind of presentation for a mix consisting of pre-rendered 2D backgrounds that interact with 3D objects and characters, or a fully 3D environment with a fixed third-person viewpoint. Nothing has been decided yet on this, and the project’s pre-production phase will serve to allow us to evaluate, prototype and test different approaches to see which works best for our needs.

One thing we can tell you, however, is that the game will in part be inspired by trading card games. Don’t misunderstand, however. Thorwalla is not a card game! Instead, it functions much more like a traditional RPG with turn-based combat. The difference will be in that the cards represent, supplement and enhance the characters’ abilities, much in the way traditional character attributes do.

In addition, instead of providing a huge one-piece game world—which typically end up being mostly barren landscapes—the game hearkens back to more traditional computer role-playing games, by implementing a system that focuses on specific areas and connects them through a map.
As in the Realms of Arkania games, the travel map will be one of the most exciting features, actually, as countless events, missions and encounters are hidden in the map that will be unlocked as the story unfolds. Occasionally, you will find a hidden path, based on information you may have obtained elsewhere. At other times you may find yourself ambushed, while on other occasions yet, you may just have managed to avoid a trap as the result of one of your characters’ many skills. Camping, hunting, gathering, discovering, and healing are just a few of the exciting possibilities the map has to offer the daring adventurer.

But first things, first. Like all serious role playing games, Thorvalla begins with Character Creation. The game will allow you to personalize the look of your character along with certain traits and skills. Choose from eight different classes, each with their own strengths and weaknesses, then go ahead and balance out your skills. With a wealth of skills, ranging from the use of certain weapons to things such as sneaking and tracking, you will be able to customize your character to your needs.

Thorvalla is a world rich with magic, and so, naturally, magic is also a pivotal part of the game. If your character class is a spellcaster, you will find valuable attributes and skills to fine-tune your caster’s abilities. But even if your own character does not have magic abilities, you can acquire these by adding a spellcaster NPC to your party as you progress through the game.

Cities, dungeons, strongholds and other places of interest will be playable in the game using a detailed top-down view. As you walk through these large areas, you will be able to interact with the structures, the people, the objects and more, using a simple point and click interface that is streamlined for easy play.

You are one of the hardy. One of the people who brave the cold of the North, driven by an indomitable sense of adventure, a calling to explore the world and see what lies beyond the icy spray of the ocean. On this day, like numerous times before, you find yourself leading an expedition into the unknown, when your ship is caught in a rogue storm.

Arriving from the far ends of the world, banks of pregnant, black clouds roll in, swallowing the day in a cloak of cold, dark gray. Whipthorn, your enormous combat dragon, settles restlessly against his restraints that prevent him from sliding over the side and into the roiling sea. He lets out a throaty rumble as he tries to steady himself, but the heave and roll of the ship, makes it hard for the majestic animal to find proper foothold.

The giant wave appears without warning. It simply keeps building in front of you. Higher and higher, it quickly turns into a terrifying wall of water that rolls mercilessly towards the ship. At first, the vessel tries to brave the waters, climbing slowly, but as soon as the wave crests, a deluge of water begins to push and unbalance the ship. It is tossed around on colossal waves, pounded restlessly until the timbers can take it no more. The groan of the dying ship and the splintering of wood fills the air. In a maelstrom of freezing water, accompanied by a deafening roar, the vessel rapidly disappears beneath the surface of the ocean. All hands are lost. All, except you…

With sand in your mouth and the rhythmic rocking of waves lapping at your body, you finally come to. Swept from the seas onto shores unknown, your body is too numb to move. When, at last, thin slivers of sun break through the dark cloud clusters, they help fuel your limbs with life-giving warmth. It takes a few moments for you to clear your head, sit up and pull yourself further up the beach, away from the angry surf that crashes into jagged rocks around you.

I remember! The storm… the wave… the sea devouring us…

You feel your strength returning to your body. Slowly, but as it gathers, your mind begins to wrap itself around your situation, and one thought kicks you into action. Survivors! Maybe there are others.

On unsteady feet you are slogging along the shoreline, heading south in the hope that others might have escaped the icy embrace of the Frozen Strait. There are none. Not for miles.

A strong easterly wind drives the clouds out to sea, allowing the sun to heat up the black rocks around you. Just before you, the ground rises sharply and the beach gives way to high cliffs. Tired and exhausted you limp along the high shoreline. Then, finally, a first sign!
From your vantage viewpoint you recognize pieces of broken wood, driftwood, for sure, from the wreck. But there’s more. Your eyes make out deep ridges on the beach. Something large had been struggling to get ashore, enormous limbs dragging through the sand.

Whipthorn! He’s safe…

The thought instantly kindles a spark of hope inside of you. With the dragon by your side, being stranded in unknown territory would be only half as bad. At least you could take to the air, cross large distances, be away.
But there is more. Your eyes return to the deep marks in the distance. There is blood!

Feverishly, and as quickly as your battered body allows, you descent to the beach, ignoring cuts and bruises as you skit awkwardly down the jagged rocks. You run but stop cold in front of a puddle of blood in the sand. With the sun beating down, you are forced to shield your eyes from the glare as you scan your surroundings for other signs.

The dragon is gone, and you already know, why. The traces are unmistakable. Wheel tracks, horse shoes, human feet… dead human bodies. You are standing at the center of a battle field. Whipthorn may have survived the wreck, but when the wounded animal came ashore here, it had been overpowered and taken by force!

Quickly, you remove yourself from sight, finding refuge in a grove of shrubs. Whoever has the power to overpower a dragon, even a wounded one, was dangerous.

The many years of friendship and companionship with your combat dragon, leave no room for hesitation. I’m coming for you, my friend. I will free you…

Legendary computer RPG designer Guido Henkel is the driving force behind Thorvalla. With almost 30 years of experience in the computer games industry, he has designed and worked on landmark titles, such as Planescape: Torment, Realms of Arkania: Blade of Destiny,  Realms of Arkania: Star Trail, Realms of Arkania: Shadows over Riva, Fallout 2, Neverwinter Nights and many others. Virtually all of these games have been decorated with awards across the globe as some of the best computer role-playing games, cementing his reputation as one of the industry’s premier computer RPG designers.

Guido Henkel is also the creator and writer of the award-winning supernatural mystery series Jason Dark: Ghost Hunter. Over the past three years he has published eleven individual mysteries in the series, harkening back at the days of traditional pulp fiction dime novels.

Guido has also been on the Board of Advisors for the Game Developers Conference for many years and served as the Chairman of GDC’s Mobile Summit. To bring Thorvalla to life, Guido is teaming up with some of his collaborators from past projects, in addition to including new talent with their own experience and set of skills. The plan is to have the right people for the job available in order to obtain the best possible results.

Among them is Art Director, Thu-Lieu Pham, whose credits include games such as Heroes of Might & Magic 2, and others.

In addition, acclaimed game designer Neal Hallford brings his talents to the team, a man who is known for his love of complex story lines and engaging characters. It is that passion that fueled his work on games such as Betrayal at Krondor, Might & Magic III: Isles of Terra, Planet’s Edge, Champions of Norrath, Lords of Everquest, and Dungeon Siege.

“Thorvalla is a game I’ve wanted to make for some time,” explains Guido Henkel, “because the concept of exploring new gameplay possibilities within the RPG genre have struck a chord with me. At the same time, I have been an independent spirit all my life, never one to go along with current trends and industry fads. The frenetic greed that has turned good game publishers into number-crunching, soulless corporations, looking only as far as their next fiscal quarter, has changed the industry entirely. It is the key reason I have not made a larger game in quite a while. I have been cheated and second-guessed way too many times to put up with it, so the only way for me to really go back into games and make Thorvalla is through channels that keep traditional publishers out of the equation.”

With countless fans asking over the years for a new game by Guido Henkel, fortunately for all of us, Kickstarter offers such a way. It allows you, the fans, to show your support and allow us to make a game incorporating gameplay elements that are a radical departure from traditional RPGs. No publisher would ever go there. Their market analysis would not support such a move. Well, here’s your chance to prove them wrong, and to have a hand in the making of another epic. By supporting Thorvalla, you show us that you are interested in seeing imaginative people go to work and bang out something that has not been done a million times before. This is your chance to help bring to life, perhaps, a completely new generation of RPGs.

Instead of being hidden behind corporate walls of a publisher, you will be able to see exactly what we are doing. With blog posts, screenshots and other info, we will keep all our backers updated regularly to keep you informed abut the progress we make. In such an environment, naturally, we will also seek your feedback, so this kind of communication will go both ways. You will ave the chance to give us feedback, and thus help shape Thorvalla all the way. And, perhaps, best of all, you can get early access to the game and can become part of the beta testing team once we reach that stage. At that point your feedback will be invaluable and help us craft the best product possible.

We put the power in your hands!

Developing full scale games is an expensive proposition and the money we are asking for will allow us to properly staff and fund the project. We understand that $1 million is a lot of money, but there is just no way to make a game of this scope for less. After all, Shadows over Riva cost $1 million to make—and that was 16 years ago!

The idea is to make a good, solid game, and we don’t want to do this half-assed. We are convinced of the potential this game has and will therefore make sure to build a team that brings along only the right talent and skills necessary to the vision.

The planned development time for Thorvalla will be 18 months. We know, we could tell you we will make this happen in 12 months, but Guido’s 30 years of experience have taught us that it is simply not possible to create a top quality game in that amount of time. Building it is one thing, but testing and fine-tuning it is another entirely, taking a lot more time than people typically associate with it.

The project starts with a small team of core members who do the pre-production and prototyping of the game, making sure the concepts are sound and workable. Then, after about 4 months, we will ramp up the team to lay the bricks and put this game together for good.

To show that you are a supporter of Thorvalla, and to help us spread the word far and wide, here are also some buttons for you that you can include on your blog or website. Simply right-click and save the image you like best.

Additional funding will, of course, open up additional possibilities for us, such as the inclusion of new story lines to give the game more breadth, the addition of character classes and more NPCs, and it will allow us to make the overall world bigger.

In addition, additional funding will allow us release the game on other platforms also, such as Apple OSX and Linux.

Risks and challenges Learn about accountability on Kickstarter

As with every large game project, there are risks inherent in the technology to be used. With all the experience we have accumulated, however, we feel confident that we can manage our technology needs carefully.

At this time no decisions have been made as to what core engine we will use for the game, but during the initial research phase of the project we will make sure to lock down details such as this so that we can focus all of our energies onto getting the most out of the engine and building a robust framework around it.

FAQ

  • Can I make a pledge with Papal?
  • Will the game be DRM-free?
  • Will the game be available on Steam?
  • Will the game be available on GOG.com?
  • Will there be a mobile version of Thorvalla?
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