It took us about four months of solid development time in order to get the engine in order and able to host mods for Retrovirus, and because of this effort we are now on Steam Workshop!
Why go through all of this effort? Why work so hard on something that most indie dev's would consider to be too much work?
When we started Retrovirus we started with a list of features we wanted in the game. As we moved forward, some features fell off, but mod tools were never on the chopping block. When we posted our Kickstarter one of the main features was mod tools, and even when we didn't make our goal we still did not want to give up on the tools.
Fast forward to post launch, we were two and half years into the development of Retrovirus, and we were exhausted. We had been planning levels in 6D for longer than most of us had known our wives, and when we came back around to the modding tools we did question for a moment as to whether or not we should actually work on them. After a few rounds of discussion we came to the conclusion that the tools were in our sights since the earliest days of this project and in order to finish it out with grace, we needed to invest the time into getting them up and running for our player base. We knew that the tool would only help our game and allow our players to express their creativity.
Here is the link to the Steam Workshop page: http://steamcommunity.com/workshop/browse?appid=227800&browsesort=trend
Below is the video series we've created that highlights the main features of the engine:
Retrovirus Editor - Level Carving & Tile Painting
Retrovirus Editor - Embedding Lights in Paintable Tiles
Retrovirus Editor - Generating a Procedural 3D Visibility Set
Retrovirus Editor - Dynamic Corruption Tendrils & Basic Enemy Placement
Retrovirus Editor - Props in Props
Retrovirus Editor - Lights
Retrovirus Editor - Color Filters
I hope you all check out the toolset and have a great a day!