Acrid Alchemist and Alpha Details!
As promised yesterday, here is the final product of last night's stream (after I added some animated fumes, bubbles, and a chandelier). The Acrid Alchemist is the first "shop" floor I've revealed; you'll be able to spend resources on health potions and such here! I don't have an associated character reveal for this floor right now, but I'm entertaining the thought of a gnarled old sage of sorts--a worker unit that will occasionally produce free potions if left undisturbed long enough (you can still receive potions from slain creatures without this floor).
This should add a little variety to the other Kickstarter reveals that will hopefully fuel some interesting ideas and designs from our backers =). Also, here's what the current health potion looks like:
Now that people have had some time to digest the demo a bit, I'd like to talk about what you can expect from the backer alpha. Shortly after the close of the campaign, I will be setting up a backer-only forum, which will contain special sub-forums for our testers (all Curator-level-and-up backers): feedback, balance suggestions, and bug reports. When the alpha is ready (I'm planning around late August), I'll open up this tester forum, and I will post links to the alpha builds there (and possibly also through Kickstarter for major build updates). Windows, Linux, and OSX will be the lead platforms for the alpha phase, but I do aim to release a few OUYA builds, as well!
I am anticipating fairly rapid releases--especially early on--, and the forum will be essential, because the community will be able to field some questions and iterate on each others' ideas, refining suggestions before I implement. We will be trying some different things over the course of the alpha, and I think we'll have a lot of fun =).
Feature-wise, you can expect the same core gameplay as the demo, but with the addition of items, traps, shops, the codex (for browsing the game's content or looking up a character's/floor's details with a simple click), and possibly some other new features. Rituals, legacies, and heralds will not be in the initial alpha tests (it doesn't make sense to have you guys unlocking the content that needs testing =P), but these will be introduced later.
The floor count in the demo is a mere 16, and that includes a lot of gimped characters that don't have all of their abilities. You should expect at least a couple of dozen floors at the beginning of alpha, and the existing characters should be reasonably complete; the amount of content should increase substantially over the course of the testing phase, though.
The alpha will remain exclusive to backers, but I may continue to accept "slacker-backer" Curator pledges post-campaign--if that won't ruffle too many feathers. The alpha phase will transition into beta (when I feel that the game is mechanically whole), and that will lead directly into the official release, so all Curators should have access to the entire process =).
Things have slowed down a little over the last couple of days, but I'm not done pushing; we still have the better part of five days remaining, and I want to make them count =)! We're also just a little shy of 2,000 "yes"s on Steam Greenlight, in case you haven't voted!
I've added a note about colorblindness options to the FAQ on the front page, and plan to make some other revisions to that page for these final days; if you can think of other good questions for the FAQ, let me know! Thanks again for all of your support, suggestions, and sharing, everyone!