It's sufficient for a basic indie development at least.
50,000 dollars is sufficient for a few months or so to pay the staffing and hire and buy resources.
They can get a basic alpha out with that much actually.
If they made 100k, or 1 million dollars from kickstarts, it won't do much to development.
So in this case it's better to keep working regardless of how much money you make, because in the end it pays off if you succeed.
Since the point is to get tools and simple assets out, it doesn't require a lot really.
I suggest against paying programmers more than 20 dollars an hour a day... REALLY!
It's better to limit it to contract funds, and give them a deadline to meet requirements on that to earn that set amount of funds.
$10 per hour wage (max of $1000 per week) plus... $200 dollars per basic features completed, $500 dollars per intermediate features completed, remaining contracted funds given when project reaches release.
Basically set it into phases where programmers earn a specific reward for completing it. If they are motivated, they'll rush to complete all of them as soon as possible to claim all the rewards.
Sacredome is the one making the sprites I think...
So other than graphics and sound, the javascript language is easily done.
That leaves the networking, where most of the money will be drawn to.
At the moment it's small, meaning a basic networking system works.
Also, for it being a browser game, using javascript for scripting, and it's hosted on a server and players runs the game within a browser... It's manageable with low end computer resources. It doesn't need to be super fancy, just gotta be mechanically interesting.
Browser games copes with MMO rather easily, because players uses their browsers to send packet information to control characters on the server end.
This means they are basically 'remote controlling' assets and characters from afar, with the assets temporarily downloaded to their browsers.
It's not like its a game where you gotta render 100 3d character models and have 100 of them sync with 99 other players.
It's just 100 models that is being controlled by the server and packets sent to everyone there.
Topia online isn't suppose to be graphically intensive anyhow, so server hosting should be easy.