Update 10: What U Just Found in the Dungeon
It took a long weekend full of comics, Tumblr notes, clay models, fanart, and sheer sticktoitivness, but you guys unlocked 30 achievements just in time to hit the first Dungeon stretch goal and commit IGA to the biggest castle he's ever designed. Well done!
During the development process we'll be sure to highlight some of the things he and the team couldn't have made without you.
Here's the updated achievement chart—at 35 and 40 you've got an 8-bit remix track and weird cheat codes coming your way, but the real prize is the Embarrassing Boots, which, when equipped, force IGA to cosplay for your amusement. (That one's 45.)
We've appreciated all your sleuthing, but now that you have the key and the $2.75 million stretch goal behind you—I noticed you broke down the Dungeon door, while you were at it—it's finally time to reveal your next milestone:
That's right: You've blown our expectations so far out of the water that we're ready and able to get started on a Wii U version.
During the campaign all of us who’ve been working to make Bloodstained a reality have been really touched by how many of you thanked IGA and the team for keeping stretch goals and tiers realistic. Kickstarters aren’t just a way to sell merchandise and games, after all: They’re a way to fund the development of the game we all want to play.
With that in mind, a lot of you have asked about ports—not just because you want them, but because you want to make sure that making them won't affect IGA's vision for the game. We have good news, and really good news.
The good news is, it won't: IGA and Inti Creates are going to continue developing the game as before, without compromise.
The really good news is how they're going to ensure it won't: At our next stretch goal Armature Studio will join the fray to handle the Wii U version.
If you haven't heard of Armature yet—and don't worry, you will soon enough—you've definitely heard of the work they've done: Armature was formed in Austin, Texas by a team of key developers from the Metroid Prime franchise, and since then they've worked with companies like EA, Konami, WB Games, Gearbox, and Sony to produce original games and HD remasters.
But we'll let them speak for themselves:
"When we were approached with the opportunity to assist with Bloodstained on Wii U, we were ecstatic. This style of game is one we are intimately familiar with from our Metroid Prime days, and it's exciting to once again put our familiarity with Nintendo hardware to good use. We have extensive remastering experience - our remastering projects include the Metal Gear Solid Collection for PS Vita, Injustice for PS Vita, and Borderlands: The Pre-Sequel for PS4/XB1. We look forward to the challenge of making sure that the Wii U edition of Bloodstained stands proudly with its brethren on Unreal Engine 4."
Jack Mathews: Technical Director. Jack started out by working on QuakeSpy (later renamed GameSpy 3D) and helped to maintain id's QuakeWorld. He also worked at 3D graphics pioneer 3dfx and on all three Metroid Prime games at Retro Studios before starting Armature.
Mark Pacini: Game Director. After working in Industrial Design, Mark started out in the game industry as an artist before moving to design. He was the Lead Designer and then Game Director at Retro Studios for 8 years before starting Armature.
Todd Keller: Art Director. Todd has been in the game industry for almost 20 years, working for Atari, Boss Games, and Retro Studios before starting Armature.
It's still early in the process, but we'll have much more to say about the port if—OK, when—you guys reach that stretch goal. And don't worry: There are secrets lurking even deeper inside the dungeon. You haven't hit bottom yet.