For a long time it has been our goal to ship the game in Q4 of 2015. Internally, we set our sights on a late-November launch, when we planned out our development roadmap at the beginning of the summer.
Since then, we have been intensely focused on achieving that goal. Because we are a small team, we haven’t been able to spend as much time on keeping you updated on our progress as we would like, and as you would like (we know, because we’ve read Facebook and the forum). We’re sorry about this, and thank you for your continued patience.
While, sadly, we are not quite ready to release the game today as we had hoped, we are very pleased today to be able to offer you some exciting news about the significant progress we have made.
Holding the Fort: Meet the Maas'
Starting last year, we were blessed with the addition of two key team members. Silent heroes who have worked tirelessly behind the scenes to give the development and design team (i.e. Bannon, Andrew, and Daniel) the crucial time and space needed to stay on task.
Steve has taken on several production duties behind the scenes, most notably stepping up to the challenge of integrating well over a hundred game levels in the content pipeline, with tools that leave a lot to be desired, in an ever-evolving game environment. He is also responsible for editing the Greenlight video trailers, and too many other tasks to list here.
Joining him is Sarah. If you've received a response on Kickstarter, Facebook, Twitter, or email, chances are you've already met Sarah, who took over as our social coordinator-slash-logistical operative. Watch out for her in the forums, as she will be reprising her role as the upcoming backer preview picks up steam (more on that later).
Arc System Works and River City Ransom: Underground
We all remember vividly when Arc System Works announced the Million Co. IP acquisition. For a short while, there were some doubts about the fate of this Kickstarter, and while we got the word out about the successful licensing transition on Patrick Klepek's article on Kotaku and through the backer forums, we should have posted a follow-up here.
River City Ransom: Undeground Greenlit on Steam!
We were blown away by the overwhelmingly positive response to our Steam Greenlight campaign and teaser trailer. The game was greenlit in 13 days, had an approval rating of 79%, and reached #6 on the first day. A HUGE thank you to everyone who showed up to vote! The process of integrating River City Ransom: Underground with Steam is now underway.
Backer Preview Program
Despite our best efforts, it is inevitable that we will join many of the September 2013 games in a Q1 2016 release window. However, we are very happy to announce that the Backer Preview Program will get underway shortly.
Introducing Multiplayer Arena Versus Battles
We have regularly struggled with the challenge of sharing progress and collecting feedback, while not spoiling the game or exhausting backers before release day. To strike a balance, our initial Backer Preview is a multiplayer arena fighting mini-game, where you will be able to try out a handful of characters and their unique moves against your friends, without spoiling the story mode as we work to complete it in the background.
Note that the game is only playable in multiplayer mode, so you'll need to grab a friend locally or over a network or the Internet to try it out (hint: the private backer forum is a great place to find fellow preview participants). Eventually we will release a proper "Beta" that comprises a deep look at the main story game, but until then we hope you'll enjoy battling it out in 5 unique versus levels designed exclusively for the mini-game.
Please be patient while we roll out preview keys to all eligible backers (any backer who pledged $40 or more during our crowdfunding campaign) in the next day or two. You will receive an email with a unique link to download preview binaries with more details, but here is the gist:
There will be bugs. Please consider it an alpha preview. We ask that you do not stream the preview until a later time, which we will reveal as we move along with subsequent releases. The best place to discuss the preview will be in the private backer forum.
We're looking forward to getting your feedback, ironing out the bugs, and moving forward on our way to a full release in Q1 2016! Thank you for your incredible patience and faith in the project!