Lab Zero Reaches Its Funding Goal For Indivisible, Reveals Stretch Goals

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After nearly two months (57 days in total) of crowdfunding, Lab Zero has reached its $1,500,000 funding goal on Indiegogo so that it can develop its upcoming RPG Indivisible for PC, Xbox One, and PlayStation 4.


The goal was surpassed with only a few days left of its time-extended campaign. The funding actually accelerated greatly in the last few days to the point that Lab Zero became unable to keep up with the Incarnation reveals (which are supposed to come every time another $100,000 is raised).


The studio did manage to get another new Incarnation out into the wild, though, as you can see below. But before we get to that, Lab Zero has revealed stretch goals for the Indivisible crowdfunding campaign now that the initial funding goal has been reached.


Regarding stretch goals, Lab Zero says it has plenty of ideas but only wants to “make the game into an even better game and more desireable product, without greatly extending the development schedule of the core game.”


The stretch goals revealed so far are as follows:


$1,650,000 – More Music by Hiroki Kikuta
Indivisible is currently budgeted to have between 60 and 90 minutes of music from Kikuta-san, and we’d like to expand that by at least another hour!”

$1,900,000 – Animated opening by Titmouse and Mystery Anime Studio
”We’ll partner with Titmouse and a mystery anime studio to create a high-octane opening animation! Titmouse will storyboard everything, and it’ll be executed by the anime studio!”


If these stretch goals are reached within the last few days of the campaign then, presumably, more will be revealed. Now, as to that new Incarnation reveal, here you go…




“Even as a child, abandoned on the monastery’s doorstep, Sangmu had been…unusual. She did not often cry, seeming only to desire long stretches of contemplative solitude, and resented any disturbance, even meals. As she grew she did not play or socialize, and talked so seldom that for months the monks worried she could not speak at all. But young Sangmu knew differently – mere words were not the language of her heart.

In the summer of the year she turned ten, Sangmu first witnessed the meticulous creation of a sand mandala. From the moment she saw the intricate design taking shape, the change in her demeanor was striking. Aloofness transformed into rapt attention, her focus so intense that the monks were forced to remind her repeatedly to eat and sleep. In those days and weeks, in that place, her life changed.

Since that time, Sangmu relentlessly devoted every waking hour to perfecting the painstaking creation, and the equally beautiful destruction, of mandala and other sand sculptures. Her naturally gifted use of Iddhi and unique, unrestrained outlook quickly made her a virtuoso without peer, able to literally breathe life into her creations. Through her sand-painting tool, the chak-pur, the ephemeral artistry of the cosmos spoke to her:  in the sand, Sangmu has found her language!”

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Chris Priestman
Former Siliconera staff writer and fan of both games made in Japan and indie games.