From the Kickstarter Features list:
"A fully functional ecosystem, government, economy, etc."
And later on, in his description of how the funding will be used:
"My fallback is to get the game as far as possible and then continue funding it with preorders and early access (via Steam or similar stores), if needed."
And further:
"The hard truth is that VQ is an ambitious project, and admittedly even I find myself doubting it sometimes. I believe in what I am working on (to the point where I have sacrificed the better part of my life on it), but I am not entirely naive and I know from experience that anything can fail."
Of course, these are just some pulled quotes from an overall description of the project, but I find them telling. Kickstarter is not always a success story, and there are plenty of examples of projects that almost-but-not-quite deliver what they promised. This one seems to echo those failed projects in it's pitch.
While the voxel engine he has created looks nice, it seems like the only thing that this guy has down. Where are the specifics regarding gameplay? He mentions falling in love, designing entire governments and ecosystems, and giving the A.I. characters free roam of the world but doesn't explain how this might be accomplished. And all by himself, and for only $30,000 (or more, assuming it doesn't go like spacebase DF-9 and run out of people willing to pay for early access). Did I mention it was procedural, as well? So not only does he have to program a series of complex, interlocking systems that the player can manipulate, he also has to program a program to recreate these systems differently every time. Getting even minor depth from procedural gameplay is difficult, but what this game is shooting for is absurd.
To me, it reads like a lot of grand concepts and fantasies that can't possibly be made reality. This project is the definition of the kickstarter gamble, and while you are welcome to throw the dice I would suggest otherwise. Put your money where the proof is - not some unknown dev who has zero released games.
EDIT: I also wanted to point you guys to an article from March of this year over at RPS:
http://www.rockpapershotgun.com/2014/03/31/chip-off-the-old-blocks-voxel-quest/#more-198531What exactly has been accomplished since then? More than half a year has gone by and all we see are some interesting voxel implementations but little else in the way of gameplay. The dev even answers a comment, "From here out I am focusing on gameplay primarily.
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Just be careful not to get bitten by the hype-mammoth.