Funded! This project was successfully funded on October 12, 2013.

Update #48

Three quick things!

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I wanted to mention one other project that's live which deserves a look:

https://www.kickstarter.com/projects/1717469366/last-life

Also, clarity on the surveys since we have received a few questions and messages: the two t-shirt tier surveys ($60 and 62) were sent. We will be sending out surveys for the other tiers as soon as we can, and will make announcements for each set in this space so you won't miss anything. Getting the add-ons (such as $10 to $15) to be as straightforward as possible is important. We want to make sure it's correct the first time, as surveys can only be sent once!

PAX has been fantastic! Thank you to all the backers that have come by so far; you have made the show completely wonderful for us.


Update #47

PAX and everything else

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Drifters! We have had some busy months lately. Between GDC and PAX East, everyone here has been pushing hard to get a great build ready for everyone to play.

PAX East

In case you have not seen the relevant post or tweet, we're at the Indie MEGABOOTH! Come by, play the game, say hello, grab a t-shirt or button and bump elbows!

Destructoid will graciously be doing a live stream on Friday at 2-6pm, PST.

http://www.destructoid.com/live-show-we-ve-got-the-full-pax-build-of-hyper-light-drifter-273142.phtml

They'll have a build of the game streaming on twitch, and we'll also do a call in on the show floor to chat with everyone.

Community

Since GDC and PAX have been our focus these past couple months, we have had less time to engage with everyone here. Longer response times for messages and emails, more radio silence on our devlog. We'll be resuming a more regular posting schedule, along with videos, streams and the contest we've been wanting to do for a good while after we regenerate our brains from the conference. It's been amazing to get the game out there; we've had invaluable feedback and a great response, plus it's helped shape development and our future decisions for the better. Once back from PAX we can dive as deep as needed with major events behind us.

Upgrades and Rewards

We're planning to find a good solution that keeps it simple for you and for us to offer upgrades to a few different tiers - primarily from the $10 to the $15 console tier. It's important to us that everyone gets the game on the platform they want, so stay tuned as we sort through the (less than simple) process.

The t-shirt tiers have been fulfilled for the most part; there are a few backers that have yet to respond to the survey, and if you're one, please do so ASAP!

Some Notable Projects

These are some projects that I think deserve a gander:

https://www.kickstarter.com/projects/2084621640/the-breakout

https://www.kickstarter.com/projects/1055933980/the-hero-trap

Final Bits

GDC was amazing, invigorating, and encouraging. So many talented people showing and discussing amazing things. It's allowed us to hone in on what we need to refine, build upon, or even rework. PAX I'm sure will garner even more integral feedback for us to process and improve the game in ways we may not have considered. Until next time, you handsome souls.


Update #46

A few things after an intense week (month)!

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Drifters! It's been a bit of time since last we posted an updated. We have been deep in the midst of development and planning for all the big events, so things became irregular on posting. We attended GDC (truly incredible), we announced support for a new platform, and we made some great new friends throughout the process.

Playstation

Sony has been an amazing group to work with since our Kickstarter took off, and they were gracious enough to provide us a spotlight on the blog (which contains some new footage, and our updated logo):

http://blog.us.playstation.com/2014/03/14/creating-the-world-of-hyper-light-drifter-on-ps4-and-ps-vita/

Sony made an announcement on GameMaker:Studio (and several other middleware platforms) mid-week here:

http://blog.eu.playstation.com/2014/03/19/gdc-new-tools-middleware-coming-ps4/

What this means: it's far easier and less costly to release our game on the PS4 and Vita now. We had a screenshot of it running on Vita over at the GM:S booth at GDC:

http://heartmachinez.tumblr.com/

We're in good company with games like Samuria Gunn, Nuclear Throne, Luftrausers, Hotline Miami, Risk of Rain, Nidhogg and many other excellent projects showing off what's possible on this tool.

YoYo Games, the creators of GameMaker, have been vigilant in making certain they have the ability to port to these consoles as painlessly as possible. They know that small developers need as broad a platform base as possible to reach a wider audience, and they've been impressive in getting it together so far. We hope to see more great platform announcements from them soon.

HLD on Xbox One

Just in case anyone missed the announcement, we are indeed coming to Xbox One! This means you'll be able to claim a key for any of the platforms now. Whew! 

The ID@Xbox program has evolved rather quickly since the beginning of the year; they've begun reaching out to developers and making sure the platform is competitive for all types of games. Chris Charla has been the biggest proponent of small devs like us, and he pushes hard to get the program where it needs to be. We have a lot of respect for the man and what he's doing over at Microsoft.

Please check out the other announced titles for XB1 (Divekick!):

http://news.xbox.com/2014/03/games-id-xbox-games-first-look

We're beyond excited to be on all of the major platforms.

GDC

This was my first GDC, and it was kind of magical. I met a lot of wonderful people throughout the show, including amazing games journalists that I've followed for years, amazing developers that have my utmost respect, and amazing new people I can call friends.

The game was well received by everyone who played it, and we have plenty of notes on what to tweak after our first major showing. 

Here's a few links to some videos and articles if you missed them (there's one on PC Gamer and a few more coming up later next week):

http://www.destructoid.com/hyper-light-drifter-is-gorgeous-and-punishing-272124.phtml

http://www.polygon.com/2014/3/21/5527310/hyper-light-drifter-gameplay-video

http://www.mediaindieexchange.com/

We also had the opportunity to briefly play some inspiring games at the events; stand-out gems from the IGF booth, and the super-cool Night in the Woods:

http://www.nightinthewoods.com/

PAX East

Just to let people know, we will indeed be attending PAX East. We'll have further details in the near future - booth number, rewards, possibly a new screen shot or two. We're looking forward to meeting as many of you as humanly possible, after giving you the chance to play the game and talk about life and smashing things to bits.

Plushie

By the way, we have the Drifter plushie up for order now! Small run of 25, hand crafted by Rita Hunt:

www.etsy.com/shop/egabragcrafts

If this goes well, we plan to have a larger run soon.

T-Shirt rewards

Both tiers have been sent out, and t-shirts are all currently in production. We will send out the next set of surveys as soon as possible, likely closer to PAX East, and likely starting with the smaller tiers.

Final Bits

It's been a whirlwind week, and a heavy month. We still have a lot more to do prior to our next public event, but I'll try and keep everyone updated as quickly as possible. Please keep in mind that it's a bit of a crunch time, so messages/emails take a lower priority to allow us to concentrate on delivering a great experience. 

Have an incredible week, you lovely souls.


Update #45

So many things to show you!

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Drifters! We have a fair amount of exciting items to cover. Thank you for waiting.

Animatic

First item to share: a first peek at an animated sequence we're supremely excited about.

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Sean W. has been taking this beastly thing to task. Eventually it will be stuffed with flashy color and effects. Note: these types of scenes won't be in-game, though will be featured in other ways!

A few new images

A preview sprite for your enjoyment:

Entrance for the Winding Ridge (still rough):

Tower that a dangerous cult of automatons has occupied:

Schedule: keeping everyone as informed as we can

After heavy development, much discussion and examination, the team and I have decided that we will not rush the project. There's an intense desire to create a polished, beautiful experience and we need more time to do so. We plan for the closed beta to come out near June, so you'll still savage hordes of beasts and explore a section of the world in due time. The Steam + PC release are first, as they were the initial platform; we have our sights set on the end of the year holiday season. Other platform releases are planned to follow shortly thereafter.

We've spent these past months working incredibly hard - on weekends and beyond - scheduling, planning and budgeting how we can best utilize the resources you, the backers, have so graciously given us to create the game everyone deserves. The original approximation of a June release was for a game developed with just myself and Beau Blyth, something much smaller; I would have been creating art for the next six months, with much rougher edges and animation. Since we have been given this remarkable opportunity, the project has evolved, requires polish and finesse that I was not originally afforded. We are able to make the experience whole, into the full vision I had wanted it to be.

The other major factor is health: I can't physically push myself to the brink; I live with limitations that most do not. The amazing thing now, after the success of this campaign, is that I have a team to support this project, to support me. This means that I'll have to pace myself to avoid crashing, a fact I was reminded of just this week. We're all working as hard as we can within reason.

I know some will be disappointed about a delay. For us it means creating as great and polished an experience as is possible. I remember yelling at Nintendo Power whenever Zelda: OoT was delayed, and now I fully understand why they did it and how it paid off in the end. In Miyamoto's words: "A delayed game is eventually good, but a rushed game is forever bad."

To give more context and connect with you fancy backers as much as possible, we'll answer questions via a livestream for an hour starting Monday Feb 3rd, 7pm PST at http://www.twitch.tv/heartmachinez.

$75 tier!

We've come up with some extra bits for everyone at the $75 tier and above: you'll be able to customize your in-game Companion (colors, body type) plus you'll receive a digital high res version of the world map!

Plushy

Here's the final revision (save for one spot) of the plushy:

Rita Hunt is going to produce a limited run of 50, which will then be purchasable on her storefront. Depending on interest we may continue to produce more plushies, and use them for special give-aways and events. We'll have links and details on pricing once she has produced the first run.

Contest

I have been itching to hold a proper contest. As to not overwhelm everyone, we'll post details on the DevLog as soon as it comes together. The basics: it'll be an art contest, we'll feature all submissions plus choose the top group of work on a future update for everyone to see, and we'll have several prizes available, including the Drifter plushy, a print, and more secrets!

Sound designer Akash

Introducing the talented Akash Thakkar. Check out his first video over here:

https://www.youtube.com/watch?v=zgM2g2PXRLE&feature=youtu.be

Final bits

After such a large update, I'll leave you with a these few words; you're all incredible. Have an excellent weekend, Drifters.


Update #44

Update on the update

11 comments
95 likes

We’re waiting on a few exciting developments for our next big update; more info as soon (likely on the 27th) as we have it. In the meantime, a short clip of my new favorite weapon below:


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