YASGC - Enhanced Town Activities, Exclusive Class Update, and a Short Graphical History of DD!
YASGC - Yet Another Stretch Goal CRUSHED!
Thanks to your generosity, we have bloodied another Stretch Goal!
RELEASE THE HOUNDS! Wait, that was yesterday.
RELEASE THE (enhanced) TOWN! Yes, that's right!
The Hamlet has always been a critical part of the game, but our minimum scope plan for town had a smaller number of possible activities and some of the buildings we wanted to do had to be put on the Wish List. But now, thanks to hitting the $150k target, we are enhancing the things you can do in town!
- We're committing to a third activity in the Abbey (FLAGELLATION) and also a third activity in the Tavern (BROTHEL). Hey - who are we to say what floats a hero's boat and reduces their stress level?
- We're separating the Camping Skill trainer from the Combat Skill trainer. We had grouped these together for efficiency, but now we can draw a bit more and implement them separately! Better looking town!
- AND, we're adding a building that we have really been wanting to do but had on the Wish/DLC list: the NOMAD'S WAGON. The Nomad's Wagon is a shop where special equippable trinkets can be purchased. Some of these trinkets can be found through adventuring, but why trust luck when you can slip a few (hundred or thousand) gold pieces to the crafty Nomad and get it now?
Exclusive Class Update
The campaign is only days old, but we have been fortunate already to have many supporters and some passionate debates in the comments and via messages. We welcome your thoughts, and read them all.
One major point of discussion has been about the exclusive class that is offered in the ADVENTURER tiers and higher. We definitely misjudged the way that this exclusive class would be received. That was our mistake and we own it. The class was conceived as a cool variant on an existing archetype and something that backers could have a voice in selecting. We hope you understand that it was imagined in the purest spirit of fun and reflects our deep desire to bring value at every tier and involve the community.
It's clear now that the exclusive nature of the class is perceived negatively by some. If we could rewind three days, we would eliminate the exclusive class and put another equally valuable but less divisive reward into the ADVENTURER tier. We have debated the options for hours at a time, pretty much nonstop since it came to our attention. We explored changes, alterations, timed exclusives, add-ons, and every possible combination thereof. We considered and championed new and different approaches to achieving some form of resolution. It was exhausting, but critical that we do so: our growing community had voiced a concern, and we take that very seriously.
As many of you may also know, once a Kickstarter campaign launches, you cannot edit the reward tiers. This makes sense - you don't want to change what people get, after they have pledged money to get them. The way we see it, we've entered into a contract with our backers at every tier; changing ANY reward terms is in very poor taste, and arguably unethical. Just as we couldn’t possibly remove Early Access from the WANDERER tier, we have a firm responsibility to honor what the ADVENTURER and higher backers (approximately 1200 people so far and growing) have pledged for. It is for this reason that we have concluded that we cannot adjust the tiers. We believe any adjustment or compromise at this point would undermine our obligations and trustworthiness. It's better that we own up to the mistake and vow never to repeat it, than it is to compromise what we have offered – and sold - to our backers.
We spent an incredible amount of effort before the campaign crafting interesting rewards, and the exclusive class was the only in-game exclusive item we dabbled in. This is just the one area where we erred. It doesn't reflect an overall philosophy or trend of any kind.
We ask for your support in this, no matter what tier you have pledged at. We also respect and understand that some of you might not agree. We would encourage you to look at the larger balance of everything we are doing and the true passion that we have poured into Darkest Dungeon. We hope that you can remain excited about all of the other cool rewards we are offering, and of course...the GAME! Thanks to your support, in-game content for ALL players is growing by leaps and bounds with every stretch goal we cross!
Now on to fun stuff.
That GameTrailers Interview
In case you missed it yesterday, GameTrailers posted an interview with Chris (Creative Director) and Tyler (Designer). In it, we discuss, combat, town, and other parts of the game in detail: