You'll notice updates have dropped off significantly since July. Usually, this would be a bad thing, but in our case, updates have dropped off because all obligations to backers have been met.
I don't like to bother people unless I have something that I feel is important to say, so if what I want to say doesn't really concern the backers, I tend to keep quiet, because I know y'all must get a ton of Kickstarter update e-mails. (Seriously, users should be allowed to turn those off at some point.)
But I thought I would speak generally about the project for a bit, and I feel it's appropriate given that it's been one year since Alcarys Complex was released to the world. Actually, the anniversary passed yesterday, but I'm posting this today for some reason.
In one year, we've:
- funded and released Alcarys Complex
- ported the game to Mac OS X
- made a whole bunch of really cool-looking physical goods, which we sent out to all backer levels
- tabled at a few conventions
- saw a few reviews and features for the game come in    
- launched on Greenlight (and removed the page a bit later)
I've also seen games that my colleagues are making launch their Kickstarter campaigns, sometimes to explosive results. Really, this kind of stuff never ceases to astound me. I wish all these people the best of luck with fulfilling their various backer promises. Keep up the good work!
What's next for Alcarys Complex?
Well, it's hard to say, really. The game's made, it's been released, and apart from making it available on new platforms, there's not much news. So I guess I could say what's not happening:
- There will not be a sequel
- There will not be a significant update to the game after 1.03 makes AC compatible with Linux
- AC will not be made available on iPhone or Android, even though there's controller support on iOS 7 now
In addition, a native-compiled version of AC might not happen either. This feature is subject to a huge balancing act that I won't describe here. Even if it did happen, only certain Game Maker Studio modules support native compilation, and Mac and Linux are not among them. Any native compilation feature would be restricted to Windows, and given that the game runs fast enough in runner mode, it may not be worth it for the minimal performance gain the game's code would see.
I'll be happy if a 1.03 comes out that just fixes the few bugs that are left and makes the game Linux-compatible, and possibly Ouya as well. The only timeframe I can really give on that is hopefully before the end of the year. I've got a couple of projects that I'm working on right now simultaneously so by the time I get to this, most of my other work time has evaporated.
Was Alcarys Complex a success?
I consider the game a success, at least personally. I learned a lot from making it, and I've made a couple of short games since then that build off the skills I learned in AC. There are people who would consider the game a failure financially, but I'm not among them. Before I started making games, I wasn't making any money at it; now I'm making a little bit of money. I consider that a professional success for me, and I'm grateful for any support I can get as I endeavor to hone my craft.
Surprisingly, not an RPG! I'm currently working on a prototype for a platformer. I know there are a lot of these out there, but I hope to make mine stand out! I have other ideas (including one for an RPG), but none that are immediately feasible. I'll keep y'all posted.
If you need anything, including ongoing support for AC or reclamation of your digital backer goods and other stuff along those lines, don't hesitate to send me an e-mail (help at modestarcade dot com) or a Kickstarter message. Remember, your patronage of Alcarys Complex comes with lifetime support.
Anyway, take care. The comments below are an open thread for any question you might desire to ask me in the wake of the game's release and this campaign's conclusion. Fire away!
Johnathan Dixon, Modest Arcade