Drifters! We took a bit of a break on Updates last month (post-Preview house cleaning) so I'll be pouring on the holiday cheer with images and as much information as possible on this one.
A Few GIFS
This was the first year for the Sony PSX event in Vegas, and it went swimmingly for us (and, it seems, all who attended). The booths were well thought out and the crowd was supremely pleasant. Here are a couple of pre-show photos for your eye-stalks:
The Preview turned out to be our first big test as a team, a sort of soft launch, and an invaluable tool for us to measure and judge a huge variety of components, systems and tools for the game. We received a great amount of feedback, which has informed much of how we are approaching the rest of development.
As a fun glimpse into the inner workings of an event like this, we have compiled a few stats from all the play-throughs on day one of the Preview:
Day one new players: 1768 players
Number of character deaths: 48,737
Enemy deaths: 752,610
Special cape unlocks: 27
Early in the year, when we were still planning for a potential mid-year release of Hyper Light, I had sent out the first chunk of rewards; distributing the bulk of the t-shirts and all of the plushies. Since our release time-line and development schedule shifted, rewards and surveys have as well, allowing us to better coordinate, backers to pickup their platform of choice and give us a bit of breathing room during our heavy development periods. (The Preview Build, for example, was a major undertaking for us.)
Moving forward, we will resume survey sending in January, one tier at a time with plenty of space in between, reminding backers in an update before each is sent. This method gives everyone a chance to answer before we send the next survey, thus helping us balance and keep track of the information flood.
Wallpapers, prints, and any remaining t-shirts will begin their way to backers earlier in the year. Rewards like the art book (physical), OST (music is always being tweaked until the final build) and game box will come close to or just after the release of the game, since all of these types of items depend on assets that won't be completely final until the gold-state (release ready copy) of the game.
What a year long and strange and wonderful year. The team and I have had the great pleasure of meeting many of you backers and supporters, showcasing at intense shows like PAX, E3 and GDC, engaging with press from all over the world, and releasing our first (mostly) public piece of the game into the wild (a terrifying and exciting and tiring thing to do). It's been such an incredibly positive experience overall, with the best moments reserved for hanging out with such lovely supporters.
I wish you all a warm Holiday, and a lovely New Year. We will speak again in the new dawn, Drifters.