Drifters! This will be a shorter post, with some important information about Surveys that requires your eyeballs for reading.
We have a (nearly) final cover, which is currently being used as banner art on the GOG pre-order page:
We'll be sending out the remaining surveys this month, so please be on the look out. This means you get to select your platform(s) and provide us relevant info on your tier and rewards.
Please read the instructions carefully, as there are a fair amount of questions due to the complexity of the KS survey system and the variety of rewards we offered during the campaign. There are some questions about add-ons: these concern only the money you pledged DURING the campaign. We cannot offer add-ons after the campaign, as we explained last year in an Update.
The Wii U port is, unfortunately, currently in limbo.
So what happened? We had information about our engine, two years back, when we announced support for the platform. This had assured us we could port to the Wii U with relatively little hassle by now. However, due to ongoing internal contractual issues beyond our control between the platform holder and engine developer, we just don't know when or if this situation will have a good resolution. We are looking into the options available and doing what we can to help push the issue, including posting about it here.
This means we will still offer the option of Wii U in the Surveys, with the stipulation that if you do choose it as your platform, and we end up unable to support it this year, we will offer you a key on another platform of your choice. We would rather keep this option open, knowing there's still a possibility for it to work, than cancel the port right now.
I realize this isn't ideal, and plenty of people are looking forward to the release on a Nintendo platform (as are we, being life-long fans). Please understand business can sometimes get in the way of production, and there's only so much we can do to help sway these types of events with larger entities. We'll keep everyone updated as soon as we know more.
Development continues to be very intense, so updates will remain a bit spartan. Looking forward to next month with details on release date! Until then, have a wonderful remaining February.
Drifters! January has passed and February has arrived with some announcements and development notes to follow.
We recently had an article on Hyper Light published in Game Informer: bit.ly/1QUOOk2
It was a fun breather for us to preview the game and chat about it for awhile with Kyle, particularly after being holed up in our dev cave for so long.
We'll be doing a handful of promotional items and interviews like this leading up to launch, though time and energy is extremely limited when faced with the large task of wrapping the game. There's always an unslakable desire for more time in the day.
Teddy and Adreil are putting on their (now) annual Square bowl this weekend, which benefits the Able Gamers charity: http://www.gameinformer.com/b/news/archive/2016/02/02/square-bowl-is-final-fantasy-instead-of-football.aspx
If you have a few moments, please check out the stream on Twitch. I'll stop in at some point between working hours, as will a number of other guests, and we'll all fight Teddy for the controversial game pick. I'll bring my punching arms.
The question I'm sure is at the top of most of your minds is on release date. We've chosen to hold-off on announcing a specific day until we feel comfortable with our QA pass; we're preparing for the possibility of bugs that need fixing, and engine/code tweaks that may run deeper and take a bit longer. Different configurations of computers, operating systems, controllers and so on can make things complicated, so we want to make sure we have the time to tackle this as best we can. Giving ourselves some flexibility on timing is our best option, and helps us avoid disappointment.
Thank you for being patient, and we hope you understand why we have chosen to give ourselves some wiggle room and keep the date under wraps until we are sure. It's coming oh so soon!
We've been heads-down in the dev routine for the past several months, which is why I chose to skip the January update. My weekends and days off have been a relic for some time now. It's been intense, and witnessing so many components of the game coming together after such a sustained period of work and iteration is magical.
One of the biggest components to this polish phase has been the focus on pacing/space, or breathing room. Giving moments, actions and events the necessary space between each other has been vital for creating more impact during the experience. It allows players to perceive and process each component more clearly, rather than being faced with a wall of sensory information that can be difficult to parse. This is a highly iterative and intuitive process, rather than a strictly logical one, and something that we weren't able to tackle until all the pieces came together. I hope the care put into this aspect shows in the end product.
We're shipping a game soon, and sometimes the reality of that thought settles in after such an incredible time with this project. I've never committed to a single task (especially of this magnitude) for this amount of time, with this much drive and passion. Learning to let it go will be difficult and deeply satisfying, and I expect we'll be susceptible to our share of intense emotional responses once people start playing and discussing the game.
I'll see you next month, Drifters. Be well.