On E3, Surveys and Betas!
Hello again, Drifters. June is ending soon, and one of the surveys has made its way to you once more. Some details within to help clarify questions you may have on the process and progress.
It was a blast to be there, though thoroughly exhausting. One of the most exciting moments was seeing Hyper Light up on the press conference stage shows for both Microsoft and Sony. Crazy times. Thanks again to both platforms for hosting and featuring us.
The $10 tier Survey went out this week. Some clarity on this tier (and the process in general):
- Purpose: The Surveys allow us to collect critical information so we can distribute rewards (digital and physical, depending on add-ons) throughout development, once they're ready. The game is not done yet; release is still a ways off, with a date not yet announced. We're working incredibly hard each day, and we don't want to set a date until we are sure we can deliver!
Additional info: Kickstarter is somewhat limited in what it can do with forms, plus we can send each tier Survey only once. It's a bit harsh, I know. Thus, we need to stuff in all necessary questions into one single form for each tier; some people have physical reward add-ons from the before the campaign ended, and we need address/other info. If you don't have any physical rewards, please just put "none" in the spaces and it will be lovingly ignored.
- If you added $5 to your pledge during the campaign to get a console copy, please just mark the system of your choice in the section that is titled "If you pledged for an extra copy..." and say so in the last section of notes.
We can't support adjustments/additions to pledges post-campaign: This was an issue covered last time around, but it deserves another quick spotlight. Unfortunately, KS doesn't allow us to accept additional pledges after a campaign ends, so upgrades become a very complex prospect, needing to be handled through an outside source to manage the large amount of backers we have. This could lead to potential issues with finances, something we don't want to chance. More importantly, this would take away a huge chunk of time from developing the game, as I would have to manage this system myself (we’re a 4 man team!).
- "Early Backer" means you get the game at a deep discount for being an early supporter of the project; you'll get it at the same time as all backers.
- Rewards: Some rewards will take longer: the art book, for example, will be ready shortly after the game releases as we want to be able to include plenty of final art. Others will be distributed throughout the process, like shirts and digital wallpapers. We'll continue to keep everyone in the loop through updates.
I hope this helps to clarify any questions that may arise. If/when more pop up, in the comments and through the message system, I'll continue to point people to this section to help keep it all consistent.
Early in the year we announced plans for the limited beta to hit during the mid-summer, targeting June. Since taking the game to both PAX East and E3, we've gathered critical feedback, which has motivated us to refine or rework certain systems and designs before putting it out to a larger audience. We want to put our best foot forward (for you to break to pieces), so we're going to hold the limited beta in the month of September.
Here's a breakdown of what kind of fancy madness you'll be getting into with this pre-release bit of the game: the beta will include a cross section of the Challenge Mode, with increasingly difficult ways to power through select maps, racking up points while doing so. We're presenting a variety of weapons to play with (rail gun, diamond shot, roly poly, an exploding jar of flames among others), and increasingly murderous enemy waves to scream at - with some larger jerks tossed in to really break your soul.
We'll continue to keep everyone posted on beta progress throughout the summer, and keep posting fun items and broken moments on the devlog and other media. Stay tuned, lovely souls.