Hey there,
I'm pretty confident that I will run it and work with it just fine.
Mainboard: ASUS P8Z68V-Pro
CPU: Intel Core i7 2600K @4,4Ghz
RAM: 16GB DDR3-1600
GPU: EVGA GTX 680 2GB @1200Mhz Core
HDD (especially for FPSC and FPSC:R): Samsung 840 Series 512GB
PSU: XFX XXX Edition 750w
I think that should be enough, as I'm running Metro: Last Light with ~60FPS and all settings maxed (leaving only the SSAA on 2x), to name one example.
And by the way, developers should always have better machines than the end users, because the editors of modern engines are using up much more resources than the game in the end will. With FPSC you have the advantage right now that it uses a forward rendering system, which also shows in the editor, which does not have any shadow calculation. Should Lee implement a deferred rendering system and get a decent texture quality in the editor (which he is up to), then you will see the other side of the medal, because the engine then would have to render not only the level itself and its shadows, but also all the objects that you can only see in the editor. This stuff is never seen by players, but when developing you have to have this rendered, you need debugging, profilers which pretty much tell you how much your level is populated (how much the audio and scripting engine is used, how much memory it takes to render that scene, graphs about all that and so on). Every professional engine needs stuff like that and every professional engine has stuff like that. It just takes a big amount of calculating. And that is what should make developers to have better systems than their customers.
Greetings,
Jan

Canalyst developer! Skype name: thek491