minimal funding goal on 16 February, much quicker than the developers had anticipated, and concluded on 10 March with $1,538,425 raised, or 180% of the initial goal. Additionally, over $34,000 was raised via PayPal during the Kickstarter campaign, and Red Thread Games continued to collect funds through PayPal until 10 October 2014, when pre-orders for the game were opened. Upon reaching the initial Kickstarter funding goal, several stretch goals were set to encourage additional funding. The goals achieved included Linux and Mac support, an expanded storyline, several new locations, an improved soundtrack, an interactive comic book, French- and German-language versions, and director's commentary. The ultimate stretch goal, unlocked at $2 million, was The Longest Journey Home, a traditional 2D point-and-click adventure game starring April Ryan, that would bridge the ten-year time gap between TLJ and Dreamfall and extend to after Chapters to conclude her storyline. Had this goal been reached, Red Thread Games would have begun working on TLJH immediately after Chapters, but since it wasn't, the plans for the game have been put on indefinite hold. Shortly before the release of the last episode of Chapters, director Ragnar Tørnquist had stated that "The Longest Journey Home will probably never happen... At least not for a long, long time." Production The first playable prototype of Dreamfall Chapters had been produced concurrently with the ongoing Kickstarter campaign and was used to record in-game footage to attract additional funding. Adoption of a cost-saving third-party engine, Unity 4, has enabled the developers to iterate much faster on Chapters than on the original Dreamfall, which took six months to produce a prototype. Furthermore, RTG set out to minimize the in-house development costs, producing only a few key game systems (conversations, story flags, decision points, the social feature) and otherwise relying on either the native Unity technology (animation, physics), assets from the Asset Store (foliage, model libraries, shaders, full-screen filters, etc.), or third-party tools (Playmaker, NGUI, Daikon Forge). The resources saved this way were instead invested into the game content, such as levels, character designs, and special effects. Among the biggest challenges faced by the developers were the GUI and control scheme (a pure point-and-click interface was implemented early on but scrapped after the testers found it impractical) and the pathfinding AI for the NPCs. RTG showcased a working build of the game on 22 June 2013 at the Rezzed expo in Birmingham, presenting their