Some time ago, we started looking for the best possible distribution partner to make sure Blasphemous goes to every corner of the world, with proper localization and outstanding consoles porting. We've been in close collaboration with Team17 for some time now, making sure Blasphemous is as awesome as it can get.
Today, we can proudly announce who our partner is, at least! It's an honor to share a spot on the shelf among such great indie titles like Overcooked, Yoku's Island Express or Yooka Laylee.
To celebrate, we bring you together for the first time, the official trailer:
Since the last update in December 2018, a few of you have been leaving questions in the Kickstarter Commentary section. From now on I'll be able to address one by one as they happen (since Kickstarter has recently begun to notify creators when these happen, for some reason they were not doing that before) Nevertheless, I would try to address all the pendant questions in this Update, right here and now.
It was super hard to pull it off, but the plan has worked out! It unfolded as planned, and we honored our (very tight) internal milestones one by one. At this particular time, we are happy to have most of the planned content already in. We're steadily moving towards the next big production phase, focused on polishing everything up, QA and the console ports.
In order to achieve these goals, we had to dramatically scale up the team (especially the art team, those huge sprites take ages to animate!), look for extra funding, and make some other compromises, which take us to the next topic...
Some content will be added post-release
First, let me make a clear statement: We will continue to honor ALL of the content promised during the campaign.
We are focusing on making Blasphemous the best game that it can be, in order for us to do this we need more time and therefore have made the difficult decision that some content will now be post launch. This includes the co-designed boss fights. We understand that this may be disappointing, but we want to ensure that we can focus our efforts to working with you and making the best content possible.
We will endeavour to release the post-launch content as close to the game launch as possible, and the work on it is going to begin shortly.
Co-designed Items and Collectibles
If you pledged for “The Prophet” or “The Immortal” tiers, you should have received an email with instructions, and a link to a form to provide the required information to initiate the co-design process of the items you are entitled to.
Don’t forget to check the spam folder, and contact us directly if you have any questions.
Will be the co-designed bosses be part of the main campaign?
We are going to initiate the boss design process with backers soon, so they are ready as soon as possible and become available as short as possible to the game’s launch.
How we are planning to integrate these boss fights into the game’s story will only be revealed to the entitled backers, but we can tell you that you will need to defeat them in order to obtain a very special and anticipated reward ;)
Since the game became a multi-platform release by popular demand, and while the Kickstarter campaign was still open, we changed the estimated release date from Q4 2018 to Q1 2019.
Now, with our feet fully immersed in the final stages of development, we can confirm there will be a reasonable delay from the stated Q1 2019 release window. Happily, it won't be much, though!
Details about our release strategy are yet being laid out (our publishing partner is helping us make sure the game makes a lot of noise when it gets released later this year). It won’t be long until we start revealing more and more details, including the much anticipated release window.
Alpha / Beta for backers
We are still figuring out when's the soonest we can do this. We will get back to you with a closed date in the upcoming weeks.
The artbook will be a graphical testimony of the game's artistic process, discussing the ideas that ended up in the game, as well as the ones that were discarded. We cannot finish the content of this book until we close the artistic work of the actual game, if we did, some of the nice pieces being added at the very end of the development will miss their chance to appear in the book.
As a result, we'll be sending out artbooks shortly after the copies of the game itself as we really want to be able to finish them and include all of the art.
How's the game looking?
As we are closing our production stage, and moving onto the next, we'll be having more time and resources to spend in telling you about the game ;)
Gameplay details, development tricks, and more juicy stuff is coming to our social media channels in the upcoming weeks. If you wanna enjoy these bits, we suggest you also follow us in your preferred social channel: @BlasphemousGame, Facebook, Instagram, and Discord.
Thanks a lot for taking the time to read this post and for all your continued support of Blasphemous. We absolutely can’t wait for you to be able to get your hands on the game and are very keen to deliver a great experience!