Use this space to cheer the creator along, and talk to your fellow backers.
Have a question?
Nice news! (I tend not to check the comments, but rather wait for the updates, so was wondering what is happening develop-wise....)
Awesome news :)
Hey guys. I've just finished lip-syncing the very last line for the game. Woohoo! We're currently doing some final retakes with the D'arc voice actor and I'm also going through all the scenes in the game, listening to the voices, and adjusting them for timing in their respective scenes (i.e. so that they match up with musical cues and so that the pauses between dialogue lines with other NPCs sounds natural). I'm fixing any bugs along the way, too, and addressing the remaining bugs found in alpha testing to polish it up.
I'm anticipating a few weeks more of prep-work and then we'll launch beta v1.0 for testers, with all the voice-work intact. I'll hold off on doing a pushing a proper Kickstarter update until the beta is ready, so the next update should serve as a notification that the beta is available for testing. Thanks for your continued patience, eveyone!
How long has it been? A release would be EPIC ;-)
Well, the Hero-U release renewed my faith into this game being actually released
This comment has been removed by Kickstarter.
Whoops! I got mixed up with another game I backed.
Ignore my last comment.
My fault. Sorry about that.
I saw the game on GOG. I backed the game at Elementalist level and I was wondering if I get at key?
I can't even remember filling out any details although I'm sure I did. How do I check?
Thank you in advance.
Thanks for the update, yes i was a little surprised you had swag items ready so early, as like you said they are normally don't right at the end i guess so they don't have the storage costs.
@Jack Hepburn Raine: Approximately half of the swag has been manufactured at this point. It won't be ready to ship out at the same time that the game releases, as preparing all the swag is quite a guargantuan task in and of itself. We'll need to handle each pending task (i.e. game release, shipping swag, mobile versions etc.) in bite-sized steps in order to make this all managable and cost-effective. One of the biggest unforseen expenses of this campaign has been the cost incurred for the storage space of all these tangible items. A lot of funds intended for development had to be diverted towards that and now it's being paid for out-of-pocket. We already have two completely full Cubesmart bunkers packed with polyresin character figures, brass pendants, cloth maps, and other assorted paper items. We really didn't want to invest in a 3rd or 4th storage unit, so we opted to pause all remaining swag production until after the game's release. There's also the question as to whether it'd be cheaper to just ship the current swag that we've made to backers (in order to reduce storage costs and stoage space) and then simply ship the rest of the swag items, one by one, as they get made... OR whether to hold off until we have ALL swag items finished, and send them as a complete package (which would save on shipping costs, but incur more storage expenses). What we'll probably end up doing is sending it all to an Amazon fulfillment center as each item completes manufacturing, and and having them take care of the logistics.
@Adam Long: Yup! We've sure learned a hell of a lot from this Kickstarter campaign. The most important takeaways pertain to swag-related expenses (see above), as many others who have ran these campaigns will attest. It really does make it like doing two separate campaigns in one, as many Kickstarters that solely produce a single, tangible item still have many issues with logistics, without the added "burden" of having to develop a game simultaneously. Now, I don't mind the manufacturing process, but in reality, you're right in saying that the swag items really need a campaign and budget of their own, rather than being merged into one for a game. At any rate, we've committed to it now, and we'll get it done. Very good lessons for the future, though.
As for videos, at this time, we're so overdue on the game release, that I just want to put all my time into it and get it released. I feel like I'm not using my time optimially if I spent half a day producing a video to tide people over, when I have such a huge workload here to get through. Whereas if I didn't make the video and just continued on the workload, the game would be getting to them half a day sooner. Know what I mean?
@Dave, Shadowrunner Thanks I totally missed that. It is most unfortunate however.
One last thought: I think a few videos of the game in action would help show progress and keep the community optimistic. Perhaps text-only updates don't convey how far along you are as much? Thanks!
Edit: *That can cut dev time in half or more
@creator I know you've already heard a lot of complaints about the development time and as a programmer I know how difficult it is to predict and foresee obstacles, so I'm not here to criticize. However, I do want to lend some thoughts here.
When your game is years passed the predicted release date, I think it would help to make extra stuff post-release. I don't mind getting a steam update a year later with voices or extra features. In fact, if voice acting isn't extremely good, it will make the game corny. I don't think it's worth delaying a year or more for.
Encountering difficulty like this can be a great learning experience, so please make sure if you decide to make any more games your team really goes over what happened here and adjust your strategy. Maybe you need more experienced devs or more people or more money to make the game you are proposing possible within a reasonable time-frame. I don't think 125k is going to pay for multiple people over a span of 5 years unless you are all living with mom and dad. Maybe the engine you are using is slowing you down as well. There are a lot of really high-end game engines out there that can
Alright enough rambling, I'm sure you've heard it all before. Best of luck, I am still excited to the play your game :) Thanks for all the effort.
Is all the physical stuff ready to go once the game is finished? would be great to see pics of this. this was one of my very first KS and the longest but the if the game is good it will be worth the wait.
Too late now I know, but I really don't care about the voices. Text would have been fine.
I just wanted another adventure game like I remember. I still love playing my old Amiga games.
Ah nostalgia. Back to EOB1.
@Javiso: The developer just told you, you cannot get a refund. That's the risk of Kickstarter. Developers are not required to give refunds.
Can you please provide details on how I can get a refund?
I am aware of ther fear of putting out too many updates. But I think you would be surprsed in the level of interest in the small tasks you are doing. Thimbleweed Park showed how to handle the updates of a Kickstarter project. I understand smaller projects can't give as many updates as that, but showing some of the processes invoved and giving the backers a look behind the curtain is always valuable.
@ShadowNate I'm okay with the monotony of it (used to it by now). It's more-so, other factors that cause unexpected variations in the scheduling. It's coming along nicely though. I was able to listen to a bunch of new voices in-game last night and I think things are well on track at this point. Best of all is that despite there being over 5,000 lines for D'arc, only a few hundred of them need lip-syncing, and most of those lines are pretty short ones (it's typically NPC's that have the longer replies in dialogue exchanges, and D'arc's lines are mostly short questions and what not).
@ Javiso: Unfortunately, we're no longer in a position to offer refunds. At this late stage, all the cash has been invested into development and swag items. Shouldn't be too much longer, though.
To the Developers: what is the process for requesting a refund?
@Himalaya Studios, for what is worth I appreciate you taking the time to respond here (and also to my comment in particular). I do understand that this part is time consuming. I've done something similar in a smaller scale (...) for a game project and it was one of the tasks I remember being monotonous and almost soul/enthusiasm crushing.
I hope you'll be able to finish with this stage as soon as possible and move on to the remaining tasks.
@ShadowNate 100% of the time that's being devoted to development right now is going towards splitting and lip-syncing lines. The voicing doesn't sound like it should be such a time-consuming process, I know, but it's like an iceberg - there's far more beneath the surface than it outwardly appears. It involves at least 8-10 hours of work a day when there are lines pending to work through. Otherwise, it's a matter of me waiting for the actor to record the next batch and send new lines my way as a raw audio file. As an example. the last raw audio file that D'arc's voice actor sent me was 6.5 hours long, and that didn't even cover a quarter of the full D'arc voice script. With such huge audio files, it takes a long time to listen to all the audio, and decide, from multiple takes, which is the best to use.
The voice recording process began at the start of 2017. I honestly didn't expect it to take longer than a year, but it turned out that way due to scheduling conflicts with actors, recasting, cash-flow, and just the time it takes to work through all the lines. Plus, this is also the largest game we've worked on, dialog/speech-wise, with even more dialog than the Quest for Glory 2 remake. (We didn't produce a voice pack for that game for this very reason). In Mages, pretty much everything has a unique description that is voiced.
Regarding other tasks: after the voice splitting and lip-syncing is done, I just need to clean up the cutscene movies and put the game through a few more rounds of beta testing, in order to address any new bugs or timing issues that might have been introduced as a result of adding the new voices. Aside from that, and preparing the game for release on Steam etc. there's really nothing else to do.
I'm aware some of this stuff probably sounds like excuses, which is why I'm not keen on putting out endless updates saying more or less exactly the same thing, because that makes it seem like nothing's happening behind the scenes and that the updates are just 'filler' to buy time. Rest assured, that's not the case. When I have time to work on the game, I prefer to focus my effort on it fully, so that it can be released to you guys sooner, as opposed to writing new KS updates, which would, more or less, just be a re-write of the previous voice-related updates, just with different wording and no new info. There's really nothing new to say in updates at this point and they're just opportunity to remind backers that the project's still being worked on. But this comment section works for that, too. I want the next update to mention a substantial milestone being reached, so that there's something different to talk about.
Sigh. How much time is now spent on voice recordings, audio editing, getting it in-game and lip-synching? Feels like more than two years of just news about this.
Was this an expected bottleneck for the game's development? Is the whole team working on this -- or are there still other tasks left?
I'm worried that a four+ year delay on a project is less likely "more polishing to make perfect" and more probably "way over-budget and many many issues with the development" and the updates don't really help paint a better image.
@Paskarl Today, we've just passed the halfway point in getting D'arc's voice files recorded. There's still a lot left to record, though, and it'll probably take a couple of months to lip-sync them all, before we're ready to do some final rounds of beta testing with all the voices in place. Edging a bit further every day.
Any update on the progress / status?
The delays on this project, and especially the lack of communication is ridiculous.
An update would be greatly appreciated! It's been far far too long...
fingers crossed for a Q4 release..
Thank you very much, I am really looking forward to the time.
Actually, Candace, I just checked and you're at an all-digital tier. Since we don't need to collect a shipping address from you (because there are no physical items to send), there's no survey to fill out. You're all good.
@Candace Miller: Try this on the Kickstarter site... Click your avatar at the top-right of the Kickstarter page. Under "Backed Projects", click "View All. Click on "Mages Initiation". On the page that opens next, you should see "Reward", "Survey", and "Messages". Click on "Survey" to access the survey and fill it out.
I never received the survey. I've checked my spam, trash, inbox and it's just not there. Is there a direct link to access it?
Yeah, it'll be on Steam, complete with achievements and trading cards. We'll be announcing that to all backers once it's available there. :)
I forgot Al Emmo is on Steam, so I'm sure this will be too :).
Will this be on Steam? I would love to play this with Steam achievements and to take Steam screenshots and share with my friends. Can't believe it's been 5 long years.
Hey guys, just posted a new Kickstarter progress update!
@ Blake If you've already filled in the Kickstarter reward survey previously, you should be able to simply revisit the same survey link (which should be in your email somewhere, dated around 11 October 2017). The survey will still allow you to change your shipping address details.
I need this game in my life soon :)
I had no children when i backed this and now i'm on my third child and it still not done Smh
Any progress in the last four months?
I have since moved, so would likely need to update my address for all the swag. Not sure how progress is going, but will be moving again in October/November.
Happy New Year! When is the next update?
Himalaya/AGDI is the original and still the best, when it comes to bringing back the classic Sierra-style adventure game. That is well known. Along with Thimbleweed Park, your game is one of the few new, retro-like (yes, I know some are loathe to use that description) adventure games that are also very high quality.
You guys gotta get a gaming/tech YouTuber with MANY, MANY subscribers to do a review or segment on your game. The bigger the better. That seems like the best way to reach even larger numbers of the right people these days. I say start kissing up to many of them now. There's absolutely nothing that enough kissing up can't accomplish!
Four point five years ago...
Completely agree with Ksimms and Snake2715 and adding to that that I think your dedication is amazing!
I love Himalaya/AGDI and every game they have made. I know this game will be very solid, and I'm happy that we are nearing the finish line for this one. This game is more ambitious in many ways than other games with much larger budgets.
Thanks for the update. You have always put out quality titles and I believe there are the silent backers that have full faith in the project. There are plenty of games out at this point to keep us entertained until this one is ready.
All the best.
Thanks for the update. I'm pretty patient, but it's nice to hear from you guys. I really think you should send out an email, just detailing where you are. :)
Thanks for the update :)