1. Where did the idea for REDLINE come from? I grew up playing all sots of games my whole life from video games, sports, role playing games, card games and puzzle games. I like to have fun. Some games stick with you and have a big impact on your life. I’d say that for me, the biggest games in my life from a time investment perspective have been basketball, Battletech, Tekken, and Magic: The Gathering. Two of which have been a major influence on REDLINE. Now if we could only find a way for efreets to leg sweep and shoot baskets we’d have all four!

2. Aren’t you afraid of being sued? This looks a lot like Battletech. No. And good. From the start Battletech was one of our big inspirations as we always viewed REDLINE as a spiritual successor to the tabletop game my brother an I loved playing as kids. But we made sure to change EVERYTHING. Besides Battletech we looked at other games we enjoyed playing such as Magic and the awesome X-Wing miniatures game for additional inspiration. But at the end of the day, REDLINE is it’s own game with it’s own rules, it’s own story, and it’s own style of play.

3. No. I mean it LOOKS a lot like Battletech. It should! We had Stephen Huda, an artist who’s done design work for Battletch design each of our unique efreets. If having giant robots with lasers is a copyright infringement then I hope the creators behind Titanfall, Pacific Rim, HAWKEN, Armored Core, Steel battalion, Zone of the Enders, Front Mission, Gundam etc have good lawyers as well.

4. Are you really a teacher? Yes. I’ve been in education for 8 years now and teach American and World History, Government and Economics with American History being my fav by far.

5. You say you have no game experience? So what did you do? I play games. Avidly. But I’ve never made one that’s true. I can’t code. Can’t really design. Can’t 3D model. The actual nuts and bolts of making a game I can’t do. So I did everything else. I wrote all the game design documents. I created our game’s style guide. I recruited team members. Sent out a ton of emails and held meetings. Designed the website and Kickstarter page. Worked on the budget. Set our backer rewards. Did promotion. Ran our social media campaigns. Set team goals. Solved problems when they arose. Was head motivator. Designed the game’s cards and mechanics. And wore a bunch of other hats I can’t think of right now. I very much was the hub of every wheel during the design process and my head is still spinning.

6. How much will REDLINE cost upon release? REDLINE is being developed as a freemium game. So everybody will be able to play it.

7. So is this just another “pay to win” style game? No. I hate those games and have proudly never sunk a dime into any of the ones I play. We’re perfectly happy if our REDLINE players download our game, enjoy the hell out of it and never spend a dollar. And if we’ve done our job right, you should be able to get tons of enjoyment from our game if you choose to play that way. Yes, you will be able to purchase tech crates with additional equipment cards, and some cards will be better than others true. But at the end of the day, REDLINE is a strategy game so all the best loot in the world won’t help if you if you’re opponent outplays you.

8. Why make a “freemium” game? If REDLINE is going to succeed as a PvP game you need, you know, actual people to play against. I’ve played too many PvP games that seemed quite fun but ended up as ghost towns as the players base was nonexistent. REDLINE’s goal is to not become a flash in the pan but an ever growing property that will be around for quite some time. To do that we need a large player base. Being a free game gives us the chance to reach as large an audience as possible.

9. What makes REDLINE special? How is it different from all the other games out there?A few months ago I was laying in bed, bored, and really had a hankering to play some X-Wing. I thought that surely there must be some kind of equivalent on mobile and went looking. To my disappointment there wasn’t anything remotely like the turn based, go anywhere gameplay I was looking for. I went to bed confused as a game along those lines seemed like a no-brainer to me. The next day while grading papers at school I had the idea to make it myself. Though I had no idea how. 🙂

10. How much did REDLINE cost to make? Zero dollars and zero cents. $0.00. I’m a broke teacher (see question 4) and struggle to pay my bills on time, nonetheless pay my team a wage! Luckily I was able to find a hungry group of very talented guys who say the promise in the game we were trying to make and valued the opportunity more than they did an upfront check. These were all guys who wanted to show off what they could do and saw REDLINE as a chance to prove it and build their resume and portfolio. I’m in debt to their dedication. But that also means that if we don’t fund, they walk away with zero.

11. $48,000 is a LOT to ask for a mobile game. Why so much? It is and we took every chance we could to get that number as low as we could. The way Kickstarter is set up, you have to pay fees off what you raise and you get taxed as well. take away all those taxes and fees and the game itself ended up around 35,000. A bit more than we were hoping for but reasonable. That said, REDLINE is not your normal mobile game. What we’re really trying to do is cram a PC style game onto mobile devices and that’s not cheap to do. REDLINE isn’t an endless runner, match 3 or Flappy Angry Bird. It’s more like a streamlined X-Com if anything else. (Great great game X-Com by the way.)

12. What platforms is REDLINE being developed for? REDLINE is being developed for iOS, Android and PC.

13. If funded, when do you expect REDLINE to be released? We are aiming for a fall 2016 release.

14. How did you find people to work on your game? I found everybody through the magic of the internet. Most of the team was found on Reddit on the gamedev subreddit while many of the artists were found on Deviant Art. Lots of emails were sent. Many were not returned. 🙂

15. This seems a lot like Mechwarrior Tactics. That’s not a good thing. Agreed.Mechwarrior Tactics was another Kickstarter funded project back from 2013 that  I honestly hadn’t heard of until about two weeks ago. It was a turn based Battletech licensed free to play game on PC that successfully funded then was accused of stealing money from its player base and backers before shutting down servers in 2014. The game featured card based equipment and featured 3D models and hex based movement.

We are not Mechwarrior Tactics. The studio behind that game had some financial problems it appears as employees left the company and it filed for bankruptcy in 2014. Our games are similar in scope and style there is no doubt. But Saving Throw Studios and Team REDLINE are dedicated to making REDLINE with transparency and honesty. All we want to do is make an awesome game that we would enjoy playing ourselves.

16. This seems a lot like HareBrainedSchemes, Battletech game currently under development. Yes and no. While HBS game is similar in that it is a turn based tactics game featuring giant robots blowing each other apart, theirs is being developed for PC. REDLINE was designed from the start to be a mobile game which means our game features streamlined gameplay and faster paced battles. REDLINE has its own unique story and lore, different gameplay mechanics, and a large card based component. It’s not the best analogy but we are as similar as Call of Duty and Battlefield in that they are both military themed first person shooters. But both games play very differently and are successful and popular in their own right.

Cameron Dueker
Father, history teacher, writer, surfer, gamer, dreamer, taco lover and hot sauce addict. If I can be creative I'm happy.