SubBassman, at this point in time, with just a little over a week left to go, your kickstarter has not even reached 5% of its goal. It's fairly safe to say that the chances of it reaching its goal are pretty close to zero at this point. If you're serious about this project then you're still going to be looking for a way to move forward with it, and if you seek funding again you're going to need to do a better job of convincing people your project is worth funding. When I first saw your kickstarter mentioned here it set off a fair number of red flags for me, and given the kickstarter performance I think it's safe to say I'm not the only one who felt that way. I'm not saying this to be mean, but to preface what I am about to say- some things you should consider if you want to convince more people to fund your project.
The Project Itself
Your kickstarter contained a fair amount about ideas and concepts for the project, but ultimately those things don't count for much. Ideas and concepts are a dime a dozen, and on top of that a single idea can be executed in dozens of different ways, some excellent, some steaming piles of excrement. What you need to convince people of is that your execution of your idea is something that they'd be interested in. A way to potentially do this early in project development is to do an animated mockup of how you envision the game looking and playing once it's complete. This gives people a good idea of gameplay, art style, atmospheric elements (music, sounds, etc), and how it all comes together in your vision for the project. Intersperse around 2 minutes of mockup footage with one or more of your team talking through your planned design of the game and showing some of the work in progress. Show and tell. This accomplishes multiple things at once- it shows people your vision for the game (which they'll hopefully like), it puts a face (or faces) on your project, and the WIP bits hopefully show that your team is serious and professional about the work they're doing.
The Budget
The more money you ask for the more curious people are going to be about just what you plan to use it for. Unless you've built up enough of a reputation that people are willing to give you $300,000 no questions asked (and you don't have this kind of reputation, sorry) people need to be convinced that they aren't just handing you a large slush fund to play around with while you tinker on your pet project. What you need to present is a rough breakdown of where that money will be going. Licensing costs for the game engine or certain assets? Development equipment and software? Contract work? Salaries for you and your team? Basically you need to convince donors that the amount being requested is both necessary and sufficient for the work you have planned.
Ability to Execute
The last big question is whether you and your team actually have the ability to execute on the project you have planned. You should have a link to the portfolio of your lead artist, which hopefully includes some 3D-modeling work (preferably 3D-modeling work in the context of game development). You should have greater specifics on what games your lead programmer worked on, as well as what his specific roles were; hopefully he has some experience as a programming lead, and hasn't just been a code monkey for all of his jobs. And with regards to yourself you need to emphasize any project management and leadership experience you have that makes you qualified to head up a project with the kind of budget you're asking for. There have been many, many people who have thought that because they were good at their particular job they could run their own project, only to have it crash and burn because they knew nothing of project management. You need to convince people you have what it takes to plan out your project, keep it on track, keep your team working well together, and ultimately deliver a finished product.
Along those lines, greater information about the specific status of your human resources can show that you can engage in at least some level of effective management. Are your lead artist and programmer working for equity, are they salaried, some combination of the two? (In other words, how invested in the project are they). Will your core team be working on this full time, or do you all have day jobs? How about the company providing music and sounds? Are they working on a contract basis? If so, have the details of that contract been hashed out? How about the other "helpers" you mentioned? Do you have a specific plan on how they'll be contributing, or is it just a case of thinking you can run through your contact list and fire off some e-mails asking for help if you feel you need it? Ultimately you'll be the one responsible for bring all these people together and getting them to produce a finished product, and you need to give the impression that you're up to that task (and it's not an easy task).
At the end of the day, what you need to do is convince people that 1) you have a firm vision of what you want to make (and that it's something they'll be interested in) 2) that this vision realistically requires the $300,000 you're asking for to execute and 3) that you and the team you've put together are actually capable of executing on your vision. Unless you can convince people of all three of these things you're going to have a hard time raising any significant amount of money.