Quick update for early June!
April Showers, Art Book Done!
March 2017 Update!
December Update - end of the year thoughts and details.
October Update Time!
Drifters! The weeks pass by so quickly - I had wanted to update this a bit earlier in April, but many tasks (taxes!) got in the way. We're here now, however, and with some excellent things to showcase.
The quality is fantastic - thanks to Fangamer for working so well with us. In addition, thanks to all the backers for your patience while we assembled this hefty tome.
If you ordered a book you should have received an email asking for any address changes from Fangamer: please respond ASAP if you have not already so we can ship these out! They'll be in your hands shortly.
We finally have an official Japanese PS4 SKU releasing in May!
We've been working hard with the Japanese publisher Playism to get this released in Japan/Asia (both in digital and physical form in the territory) since last year. It's been a long trek, but we're nearly there.
The brand new cover art was done by the incredible Yusuke Kozaki, who worked on some of the most recent Fire Emblem games, among many other titles and mediums. We are so fortunate, honored and excited to have him contribute to the project.
We're working on getting a crew together to make the remix album happen, as intended. Details are thin for now since it's early days on this part of the project, but know it's in the mix and that we'll update folks when we have more to share.
Awards from 2016
At the end of 2016 (and during GDC of this year), we received a variety of flattering awards and made end-of-the-year lists with journalists and other industry folks that we so greatly respect. It's been humbling, deeply flattering and a bit surreal. This project has been a roller-coaster, both mentally and physically.
The Independent Games Festival Awards (http://www.igf.com) held in March was particularly stunning; a big chunk of the original Hyper Light team was able to attend, and we won two awards (!). I honestly did not expect it - the competition this year (and every year, really) was intense - so many incredible games from friends and colleagues alike, I can understand how it would be a monumental task for the committee to choose finalists, let alone winners for each category.
During our initial award at the IGFs, I teared up on stage within a few moments of speaking to the audience: a vast array of emotional responses were rapidly welling up to the surface, some which I had not given their due consideration. After three-plus years of intense determination, struggle and massive challenges that we overcame together as a team - then to experience this big punctuation point where I finally felt I could release, that the team could release some of the stress, that perhaps everything wasn't going to explode suddenly, that I was no longer teetering on some brink of some void - I found myself incapable of controlling my response. I've been heads-down/deep in work-mode for so long that accepting those awards felt like finally surfacing for air for the first time in years.
This was an incredible adventure we had as a team, resulting in a marvelous piece of work that we built together, and I cannot thank each person enough (though I'll always try): thank you Beau for being there in the early days while I was struggling, for your exuberance and shine, your expertise in design and problem-solving; thank you Casey for your undying thoughtfulness when approaching each problem and task, your willingness to speak up and stand by your convictions, your skills as a story teller, our long conversations; thank you Teddy for your level-headed and responsible approach to each discussion and problem, your talent as a programmer and designer and your moments of levity; thank you Sean for animating that first sprite that caught our attention, for your ridiculous talents and your endless charm; thank you Rich for your willingness to put your faith in me in that first conversation as relative strangers (and ultimately in all of us as a team), to see this project through and create the soundtrack of my dreams; thank you Akash for making so many sound iterations, finding the absolute sweet spot and for being the most positive person I've ever met; thank you Cosimo for joining us in a critical time, for being such a positive voice, easy to work with and always excellent in execution; thank you Lisa for your depth of knowledge, thoughtful designs and approach, for helping us cut and trim when we needed it; thank you Rob for your lovely contributions with enviro art throughout the project; thank you Aaron for all your tech wizardry and slogging through all the port work; thank you Julian for the incredible work on our 60 fps update, which was beyond intense; thank you Evan for all your trouble-shooting, bug fixing, long days of QA and beaming attitude; thank you to all of our platform folks (Steam, Sony, Microsoft, GOG, Humble) who helped carefully guide us through each step of the process; thank you to everyone who contributed, who gave us advice and guidance, who was part of this work.
Of course, thank you again to all the backers who saw our pitch and decided to support us, that continue to support us, who made this possible in the first place.
As usual, for any questions/issues please do not use the Kickstarter messaging system - kindly direct them to email@example.com.
There's still more to do. There will be more announcements on things to come. Please stay tuned, Drifters.
I'll see you next time.
Drifters! It's been a bit since our last update. This is our one year anniversary for our initial release! (Time melted away so quickly.) To celebrate the occasion, we have something unique to show below.
We've been working with the folks at iam8bit to make a Hyper Light Drifter PS4 limited physical edition a reality, something people have been asking about for a while now, and it's finally ready! We wanted to make sure all our backers were notified before any one else.
This release includes a reversible gold foil cover insert on heavyweight paper, full color instruction manual, fold-out world map, and the game disc. The whole package is up for $29.99 over on iam8bit.com. It ships worldwide, so if you're EU or Asia, you can order from iam8bit.co.uk. Packages will start shipping this Monday, April 3rd.
These will likely sell pretty fast, so if you're interested definitely snag one.
We've been working behind the scenes on this for some time now (in tandem with other priorities), so it's incredibly exciting to see it complete. Thank you, backers, for the continued support.
Quick Final Bits
I'll return in April (in a week or so) with more details on the following:
- The Art Book - wrapping up the print run, should be out and start shipping in April!
- Remaining rewards/plans for full KS completion on tiers.
- A look back at last year.
Any questions, please use our firstname.lastname@example.org email and we'll be able to help you there. Please avoid using the Kickstarter messaging system - it is a rather difficult way for us to help due to the limitations on it.
See you soon, Drifters.
Drifters! It's been a bit of time since last we posted an update. This year has been incredibly intense, crazy, scary, amazing; so many emotional ups and downs. Holiday breaks help to sooth some nerves. I hope you have remained well through it all.
Let's catch up a bit, shall we?
We were nominated at the 2016 Video Game Awards! For two categories! Best Indie Game and Best Action Adventure Game. Wow wow! Although we didn't win our respective categories, it's still stunning to see our hard work up there on the giant screen(s). The experience was great and humbling to be a part of, especially when going up against juggernauts in the action adventure category with budgets in the tens of millions. It was mostly just good to be recognized and hang out, have a moment to celebrate a bit after a very long year.
Thanks to everyone who voted for Hyper Light to be part of that show, and for the gaming outlets and end of year wrap-ups across the industry that have recognized our work. It's so damned humbling to be a part of these discussions.
Remaining physical rewards
All the remaining T-shirts went out as of December 22nd. If you don't receive your order for the Lost shirt from Fangamer in the next two weeks, please contact email@example.com to see what may have happened. They are friendly folks.
Prints, SNES boxes, manuals and carts have all been shipping for the past bunch of weeks. You should have received a notification from iam8bit explaining that, unfortunately, they had a shipment that was damaged for the boxes and manuals, thus there was a delay with a set of orders. If you do not receive these above mentioned rewards by mid January, or have any inquiries/address changes you may be worried about, please contact firstname.lastname@example.org asking the status. If there is any confusion on your Kickstarter reward tier, please contact email@example.com and we'll clear it up as quickly as possible.
The Art Book is so damned close. We've been receiving proofs - the printer sends out copies for us to scrutinize and come back with any changes - and adjusting the print quality, color, paper stock, layout and so on until we are satisfied. It's a meticulous process that takes a bit of time, so thanks for holding tight with us.
We are pushing hard to get the book finished ASAP; I'll have a quick update on the shipping status once we know a sure timeline instead of any further estimates, though please know it will be soon!
Kickstarter wrapping up
Now that we are finishing up our finaI physical rewards for delivery on the KS end, I'll be posting fewer and fewer updates as the months roll on. We will continue to answer any questions, providing support where needed with any missing or incorrect orders and the like. I'll be transitioning to our devlog for any insightful developments, though mostly we will be entrenched in heavy development mode for the foreseeable future on new projects.
Some new thing(s) to look forward to soon: we're planning to have something special for our Hyper Light one year anniversary on March 31st. I can't provide any further details until that date, so please be patient.
As always, if you have questions, feedback or need help please DO NOT use the KS messaging system since it's a nightmare. Instead, email firstname.lastname@example.org for any further conversations and we will respond as quickly as we can.
It's been a crazy and wonderful ride thus far. I cannot express how much the team and myself appreciate all the support, feedback and kind words throughout this somewhat insane journey we went on together.
Thank you, everyone, for helping to make this dream possible, for first believing in us and then allowing us to prove ourselves with a game that we are deeply proud of.
See you next time, Drifters.
Drifters! The September post was a somber one, with cancellations and a tired face. This month is much different, with celebrations to be had for many reasons.
The Massive 60 fps Update
I alluded to our biggest update yet in our last post. At the end of September, on Steam, we delivered a complete 60 fps conversion of the game! Not only that, it also includes a Newcomer mode and Boss Rush mode.
Hot damn was it an amazing amount of work, but completely worth it. It's like a brand new game. For all the lovely details, please see our post here on the Steam page:
We will be bringing this to other platforms (Humble, GOG, Mac+Linux) ASAP. We're still working out some kinks, as you can imagine the amount of labor that has gone into this requires some significant time to settle any remaining bugs.
We're also planning to release the update on PS4 and Xbox One as soon as we can. These will take a bit more testing and must go through the rigors of the Sony and MS patching routine, which always takes more time.
I'll keep folks up to date, as usual, on developments for specific platforms.
We won the IndieCade 2016 Jury Selection award this past Sunday!
It was a lovely and fantastic honor to be recognized by our piers. There were many incredible games submitted, so to be chosen as a stand-out among all the other works of art is humbling. Thank you for the gesture, recognition and adorable/rad custom sculpted award, IndieCade.
Boxes, Carts, Surprise Map
These are a real thing now:
Our partners at iam8bit have already started shipping out the SNES boxes + manuals (and carts for those that added the option on after)! Backers should be receiving them over the course of the next few weeks, so please give it a bit of time as shipping is staggered due to the volume and labor involved.
As a great bonus surprise we have included a full color printed fold-out map from the game in each box, whether you got the cart add-on or just the box+manual.
It's really amazing to see this come together finally, and honestly is a bit overwhelming. Everything turned out beautifully with this product and fulfills some part of a deep childhood dream.
Both the 11x14 and 18x24 (+ variant), again handled by iam8bit, are finalized and will also be shipping out over the course of the next several weeks. We'll let everyone know once everything has FULLY shipped; please have patience as they roll out to your address during this multi-week process.
The art book layout is complete! It's been a huge endeavor, with so much great material buried throughout. It's a small glimpse into the inner workings of our intense process. Putting it together has made me realize just how much art we made for this game.
With the help of the lovely folks at Fangamer we're beginning the process of printing next week. Once we are satisfied with the quality of test prints, we'll upload the digital version on Backerkit for download and start the major process of printing all the physical copies.
The book is a beastly thing that takes significant time to print, bind and process, so we'll have further info once these start shipping out in the coming months.
By the way, as another happy surprise, every Kickstarter backer that ordered this art book is getting a special limited run hardcover edition instead of the softcover!
If you have any questions about any topics, please email email@example.com. Please do not use our KS message system as it is a terrible and unwieldy thing to keep track of.
What a month! I'm glad that we're seeing the light at the end of the tunnel when it comes to rewards fulfillment. The boxes and carts and prints have all turned out amazing, and I can't wait to see the final results of the art book.
I'll have more news next month, Drifters.