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IGAVANIA (n): A gothic, exploration-focused action platformer, designed by one of the godfathers of the genre!
IGAVANIA (n): A gothic, exploration-focused action platformer, designed by one of the godfathers of the genre!
64,867 backers pledged $5,545,991 to help bring this project to life.

December Update - Development News and the Team at Work

Posted by Koji Igarashi (Creator)
197 likes

Merry Christmas. IGA here.

This year is coming closer to an end...

In this update, we have a very important announcement to make.  Bloodstained will no longer be supported on Mac and Linux. We have made this tough decision due to challenges of supporting middleware and online feature support and making sure we deliver on the rest of the scope for the game. We will be offering backers who planned to play the game on Mac and Linux the option to change the platform of their order. If you would like to change your platform, please send an email with your new platform request from the email address associated with your Kickstarter pledge. We sincerely apologize for this inconvenience and we hope for your understanding.

Development has reached its peak — we are currently checking the performance of Bloodstained on each platform. Overall, we are done with enemy placement and entering the adjustment phase. But there are still many progression-blocking bugs that must be taken care of.

I’d like to pass along some photos of the development team.

IGA at work
IGA at work

It doesn't look like we are in a crunch period, does it? But we actually work quietly like this most of the time.

WayForward have already helped us improve the game in a number of ways, including creating incredible assets and lighting placements that we’re looking forward to.

Today we’d like to share a new enemy concept art. This is Forneus, a demon fish. I would hate to come face to face with him at an aquarium… Well, Forneus will be useful for cooking, and will surely be delicious.

Our whole team is working very hard. We look forward to your continued support.

メリークリスマスIGAです。

今年ももうすぐ終わりですね…。

今回のバッカーアップデートは、まず一つお知らせがあります。

BloodstainedはMacとLinuxをサポートすることを中止いたしました。

ミドルウェア周りの対応とオンライン周りが難しく、ゲームをお届けするためにも断念することとしました。

なにとぞご了承いただければと存じます。

MacとLinux版を希望のバッカーには機種変更のオプションを入れます。

詳細はファンゲーマーのコメントをご参照ください。

現在、開発は本当に佳境で、現在では各プラットフォームでも動作確認が行われています。

敵セットは大体終わり、調整段階に入っています。

ただ、まだ大きなストップバグが残っているので、それを何とか取り切りたいと思っています。

現状の開発現場の写真を掲載します。

修羅場に見えないかもしれないですが、粛々と作業しているさまが見て取れるかと思います。

ウェイフォワードさんに手伝ってもらっているブラッシュアップ部分ですが、背景の一部に関してとても素敵なアセットとライティングで初期段階ではありますが、期待できるものも見えてきました。

まだ公開できるものはないですが、これらも期待してもらえればと存じます。

今回はフォルネウスという魚の悪魔のコンセプトアートを用意しました。

海水浴に行ってこんな魚に出会ったら、本当に嫌ですね…。

ただ今回は料理にも使われるので、きっと美味なんでしょうね…。

というわけで、制作スタッフ頑張っておりますので、ますますの応援お願いします。

As always we've collected some of our favorite fanart from the Bloodstained community for your perusal. If you'd like to be a part of this gallery in a future update, tag your art #igavania or #bloodstained to help us find it! 

Keitchez
Keitchez
knerrvana
knerrvana
doku-bara
doku-bara

Happy Holidays, Army of the Night.

As IGA mentioned, the team is working on fine-tuning enemy placement throughout the game. This polishing effort is a very important and delicate step. Moving the spawn point for a creature five steps in either direction or adding an additional creature can have a big impact on the flow of a level. It takes a lot of trial and error to get it ‘just right’ and we want it to be ‘just right’.

In order to get to this point a huge amount of work had to be completed. Level layouts, enemies, animations, assets, combat systems, etc. Due to WayForward’s help on crushing bugs, asset creation and lighting, each level is being made to play better and to look better at the same time.

There’s still a lot to do, but this is an exciting stage of development as we work towards our 2019 launch.

Thanks for your patience!

We hope everyone has a great holiday and a Happy New Year.

Jason Ryan, a.k.a. “Question” 
Sr Community Manager – 505 Games

Discuss this update on the Bloodstained forums or in the Bloodstained Discord.

Brent Taylor, Paul Stephen, and 195 more people like this update.

Comments

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    1. James Sunderland on

      Nah, that'd require actual progress, can't have any of that here.

    2. Harley-James Gravel on

      Maybe Iga should stop staring at template excel sheets and do actual work.

    3. Missing avatar

      Rance Justice on

      This is going to be a very long post, TL;DR = Many, myself included are frustrated with the removal of Linux/Mac support, the way it was announced, and everything surrounding it. I respectfully request a reversal of this decision and an in-depth dialog on how to bring that to fruition. Allowing things to stand as they are reflects badly on the developers, publishers, and crowdfunding as a whole, so I would urge those in charge to be open to finding another path.

      ---

      Bloodstained: Ritual of the Night is one of the most successful gaming crowdfunded projects to date, especially for non-MMO style games. It is developed by a multifaceted team of industry veterans, so we are not dealing with a small indie dev house lacking in experience or funding. Bloodstained started its crowdfunding campaign around 4 years ago and advertised Linux and Mac OS support as core features from day one. These stated core features helped propel the campaign to over 5.5 million USD, accomplishing a whole host of stretch goals and leading to the aforementioned success. Now, 4 years later there is an unceremonious email update informing backers that Mac and Linux support has been removed, ostensibly for reasons of "middleware and online features". To add insult to injury, there is no refund option offered which, despite some of the explanations thus far, doesn't compare favorably to other crowdfunded projects who offered full refunds to those who wished them when their projects went through much less drastic events (ie delays etc) than this.

      Mac and Linux support being cut 4 years into development for reasons of "middleware or online features" is certainly of concern. First, given these OSes were part of the original campaign for the past years, any middleware should have been designed with cross-platform in mind from day one. This suggests either someone in charge was derelict in selection of middleware originally and/or recent changes - perhaps designed to hurry up and finish the game - brought with them impediments to cross-platform functionality. . Online features have been included in the game since the end of the campaign with its many stretch goals and frankly I can't see how Mac/Linux could be a major sticking point in this respect.. For all Win/Mac/Linux OSes on PC, the game was advertised offering both GOG and Steam support. Now the latter seems unlikely to be a problem, as Steam(works) provide ready made online features/play with ease, compatible for all supported OSes with cross-play. In fact, there is a large history of Steam's ready-to-go online features being the preferred way that an indie developer and/or Japanese devs used to console style unified online services, can have an easier near ready made solution as opposed to having to build one from scratch. Thus, hypothetically the issue I could see is perhaps GOG : lack of cross play between the two, GOG Galaxy absent support for Linux etc... but if this is the case it could have been solved easily with better communication. The devs could have informed and polled the players that GOG either wouldn't have online support, wouldn't be able to play with Steam etc... and ask what players want to do. At absolute worst, it could mean removal of GOG support instead favoring Humble Bundle style direct download for those who want them PLUS Steam keys for those who want to use the online features/like Steam. Neither this hypothetical nor other potential issue requires the complete abolition of promised Linux and Mac support, especially if there was good communication based upon a collaborative developer/backer relationship.

      This also brings me to the side issue of communication. Even if there are other issues involved, there were very likely other paths to resolution with better communication. Crowdfunded games are known for a more open spectrum of communication styles between backers and developers. Prior to this announcement, I knew that the devs behind Bloodstained were not the kind of radically day to day transparent that is seen with some titles, but they were progressing and generally showing promise through the various alpha builds, the development of Curse of the Moon etc. I was willing to give them the time to build the game right, as I'd rather wait longer for a great title than see one rushed out the door, so long as there is evidence of progress. However, this announcement about dropping Mac/Linux was extremely abrupt. Mentioning "middleware and online features" was it - no specifics, no idea why they had to drop it entirely as opposed to simply delay the game, adding to the distasteful nature of the announcement. There are risks to crowdfunding games and delays are a part of it, so I think I and many others would have - with good communication - understood if Mac/Linux support was still coming but not released in parity with Windows. However, simply cutting major core features or stretch goals, especially OS support, at the eleventh hour is and should not be just an accepted pitfall when it comes to crowdfunding!

      It really becomes about the principle of the thing - they promised certain features and soared to heights of financial success, taking our money, on the backs of those promises. While Linux and Mac users should indeed be the vanguard as we are all affected directly, this should be an issue of solidarity for ALL users to put their foot down and demand the return of the promised features. Failure to do means that a major, veteran studio can collect millions of funds and then simply turn their back, knowing that a meager outcry will be quickly forgotten. This will damn crowdfunding even further in the minds of many, allowing exploiters big and small to figure they can simply toss out the bare minimum and still profit, while legit devs who will work their hardest and do what's right will have to deal with the user cynicism meaning their projects don't get funded. The long term viability of crowdfunding not withstanding, this is a single issue of principle where people paid over 5.5 Million on the expectation of certain features, core and stretch goal alike, would be delivered.

      I do appreciate the presence of Question_505 and some additional insight into the thought process here, but with honesty its a bit difficult to accept the rationale discussed thus far. The idea that "We promised things without really planning for their technical delivery" or "It would take additional money/time to support these platforms" really ring hollow; Was it the fault of the backers this occurred? Were they informed prior to the end of the campaign, or even early in the first year or two of development that this was the case? No, instead we believed that the veteran development and publishing teams in charge had been considering Mac/Linux support from the earliest days and selecting their staff, middleware etc... in deference to easy porting and cross platform requirements.

      One of the other issues that is of such concern is that, with what information has been produced thus far, there could have been another path from the start. Were the issues with Mac/Linux support conveyed openly way earlier in the process, in technical detail, with the aim of finding a path forward most backers would not hold any ill will. Thus, I think we should begin that process even now, as it is a better road than we're on at current. If you could please give us more information on the particular blockers, technical and otherwise to Mac/Linux adoption. From there we can look for an alternative path forward. For instance, I am sure the community would be far more understanding of a release delay versus an outright cancellation.

      There are now backers (and potential buyers who didn't back the project originally) with a negative impression of the title, its development, and perhaps crowdfunding in general, but things need not end this way. Ideally a path forward beneficial to all can be crafted, but this will depend on restoring communication and openness revisiting the issue of Mac and Linux support. Thank you for your time and I hope there is still the opportunity to reach a mutually beneficial resolution.

    4. Missing avatar

      Onizuka E on

      @ Brent Taylor,

      That would be great news indeed. Also thanks for pointing out Dragon Marked for Death. Wasn't even tracking the game but I am now.

    5. James Sunderland on

      @Question
      Now we're back to "everything is awesome, just wait till we announce the release date. Which is when exactly in the next 316 days...?
      Could you just cut the bullshit and share a screenshot or video?
      Constantly the same excuses that make less fucking sense over time.

    6. Brent Taylor on

      I believe it's a strong rumor that another release of CotM could be coming because it got a new listing on a ratings board or something, about a month ago? Can't remember exactly, but I wouldn't be surprised if we saw it through something like what they've done with Nighthawk Interactive for post-release physical versions of Gunvolt and the upcoming Dragon Marked for Death. Of course, depending on ArtPlay's approval of it.

    7. Missing avatar

      Onizuka E on

      @ Question 505

      Thanks, that sounds reassuring. Can't wait to see what the new visuals look like and of course to play the game when it comes out later this year. CotM was a great game and I'm hoping that RotN will be at least as good if not better.

      Also any chance you could pass along a message/request to Inti Creates: Would love to see a physical copy of CotM via either Limited Run games or Play-Asia even if its a separate release from this campaign.

      Take care.

    8. Question_505 Collaborator on

      @Onizuka

      We will be releasing multiple assets when we announce the 2019 release date. At that time the improvements will be available to everyone to evaluate. To answer your question about where the current visuals are, the overall look of the game is improved over not only the 2018 demo, but also the 2017 development update that you mention.

    9. Missing avatar

      Josh Simmons on

      @ Question 505
      To be clear, we aren't "disappointed." We're angry.,
      You aren't "disappointed." You're in breach of contract.

    10. Missing avatar

      Onizuka E on

      @ Question 505,

      You're correct that the team provided multiple updates but as others have said the content that didn't make it into the updates is what a number of us backers are concerned with. For example take a look at this screen shot comparison:

      https://imgur.com/a/p8Le9IV

      To someone from the outside it looks as if the team spent over a year making the game look objectively worse. I don't doubt that these visual changes were made being motivated by the best of intentions based on initial demo feedback, but the results are objectively worse by comparison no matter how you look at it.

      I understand that you now have Way Forward on board but will the final version of the game look at least as good as in the 2016 Developmental Update or will it be somewhere between the latest demo build and over two years ago? It would be nice to see some screenshots of the pictured area using the current build of the game. That's something I'd like to see in the next update for example.

      Not communicating the way forward (no pun intended) and various options the team may have considered on how to implement early backer feedback is a major shortcoming in my opinion. We got to decide on the visual style of the game, why were we not consulted before spending countless hours on changing the way the game looks (regretfully for the worse).

    11. Missing avatar

      Michele on

      @Question_505
      I strongly disagree about the informative content of the updates. They were mostly pr updates with little information and no crucial one. All of your updates fell short of all the issue that arised later, even when backers asked or commented in advance (I mean, you also made us compile surveys in an hurry and later change it, repeatedly). One example.
      The retro-game drm incident occurred. Drm which you failed to communicate in all of your updates until it was find out during the FanGamer survey to get the game. It was really hard for backers to get refunds on this and your line of defense was that you had no control over what IntiCreates developed as it was their doing and they decide how to sell the game, in this case with drm. So it is either your doing or not, you cannot claim it is only when that suits you. If you were in control of that, if it were contracted work, you would know beforehand if it would contain drm (or enforce the lack of it) and properly communicate that in time to your backer. So the retro-game doesn't count as a fulfilled reward at all, especially because it was never hinted that it would have drm in contrast with the drm-free nature of the main project. You were the only one that didn't think it was an issue, how disconnected can you be to the people you claim you properly informed? And that's just one case. I believe many backers will have a bad memory about 505 Games at his point.
      About the "shown our work" issue. My comment was merely to show that while you taken by word the kickstarter TOS and made remarks about you owning nothing to backers and that you fulfilled your duties, you did not. At the point you are in (failed to fulfill rewards, not debatable as you cut those rewards), that TOS dictate you to provide detailed information about how the money were spent, what was done, what prevented you to complete rewards and so on. That TOS rules are there to ensure that you cannot claim you did an honest effort without proving it and that you did all you can to inform backers in time.

    12. James Sunderland on

      Kindly show any proof that there was ever any intention of getting Linux/Mac working. We're waiting.

    13. Missing avatar

      David on

      @Question_505 also using the successful delivery of the prequel game is fairly disingenuous considering inticreates developed it not 505. Basically all you did was successfully give them the funds that we gave you to make it. Hardly shows that 505 succeeded in any production goals. That's also ignoring the metric ton of issues the kickstarter had actually getting backers the keys they were entitled to. Seems like several still haven't gotten them for that matter.

      The demo is fair though as many have pointed out, including those defending 505, the demo looked definitively worse than all the concept art and such we were seeing and many people disliked it. Also hardly the prime example of product delivery mastery your painting it to be.

    14. Valeriy on

      @Question_505:
      Say what you want, IMO, it is lots of hot air.

      This project: https://www.kickstarter.com/projects/atomrpg/atom-rpg/description $33000 and they delivered. Yes, for Linux.

      Your project -- $5500000 and you failed and, worse of all, have the audacity to insult your backers and deny the refunds.

      Actions are louder than words, and in my book you have failed utterly and spectacularly.

    15. Question_505 Collaborator on

      @Michele

      The Kickstarter launched May 11, 2015. Over the last 3 years 8 months the project has provided 76 development updates, released the Curse of the Moon retro-game and currently has a playable backer beta. We are here and working towards the completion of the game and I believe we have 'shown our work' all along that process.

      The problem that Kickstarter was getting flak for in previous years was hardware projects (fidget spinners, electronics, etc) that would successfully get backing and then the creators would walk away without a word. This is not the case here.

      There are always risks with a KS project. We wish things had gone more quickly/smoothly and that we hadn't had to cut aspects of the project. Despite setbacks, we are committed to finishing the game, along with the physical backer rewards, in 2019.

    16. Missing avatar

      Michele on

      I believe it is clear to everybody how shady the handling of this campaign has been for so long now. 505 Games being one of the worst offender in this case. It would be wise to avoid supporting them in the future.
      About the quoted rules of ks, they forgot to say that when an author fails to fulfill a reward (we are already in this state) their job it's not done. They have to try to bring the project to the best possible conclusion to backers and find a way to satisfy them in an alternate way (refund being only one of them). All of them. They also have to post detailed information about how they did things, what prevented them to finish the project and how the money has been spent. Saying "we encountered problems, too bad" doesn't qualify for it.
      In particular they have to demonstrate they used funds well and worked honestly to bring the project to conclusion.
      They also have to be upfront and communicate properly during the whole campaign.
      I don't remember nothing of this happening so far. How can we judge if the money has been spent correctly and for the project or they are not withholding funds that could be given back?
      Lastly, even if the funds has been depleted, that doesn't protect the author from legal action, even if this is usually not convenient for most backers, especially with a publisher with more resources and better understanding of how to circumvent legal issues.
      I don't think that backers would go after an author just because they failed, or simply because the product didn't end up good. But surely when crowdfunding is used badly and shadily, repeatedly, when it should be based on trust, sharing and common effort, they have more reason to do so.

    17. Geoff Chauvin on

      Hate to be that guy but the big draw of this Kickstarter was a physical release on modern consoles as the initial goal not a stretch tier. That’s probably why a lot of people did choose to back it.

    18. Missing avatar

      David on

      I exclusively back physical items only now (books, board games, dice, etc) been burned by too many game devs at this point.

    19. James Sunderland on

      Yeah, I really only back small projects for small amounts nowadays, and don't expect anything. I do feel cheated here still. What a mess this project became.

    20. Phillip Dennie on

      While I'm still optimistic about the game one thing is for sure this will be the last kickstarter project, or a similar type of crowdfunding, I'll ever put money towards.

    21. Missing avatar

      Carl Holzboog on

      A refund for us mac and linux users? I assume IGA ad the team don't want to create ill will within the gaming community.

    22. gunlocksp on

      @Question_505
      So no refunds huh? I really do hope nobody (who's affected by this) decides to sue your arse. I mean, gee wiz, it would be a such a shame if they did.... nah, I hope they do! >:(

    23. Missing avatar

      voet01 on

      Cutting the Linux-version makes sense, because the amount of people who play games on that platform is very small (I have linux myself but I never use it for gaming pure for development), but cutting the Mac which has a much bigger.

    24. Missing avatar

      jph on

      Thanks. I don't believe they actually have to HQ in a country to be subject to lawsuit. If they are selling goods they are operating there, but it probably depends on Canadian law. The other issue is actually collecting on a judgement if they aren't domestic, but unless you dropped for the highest package I'd probably settle for just the win anyway.

      I still have to compose a demand letter to send, I'll let you know when that goes out but I'm not in a particular hurry since this it's just getting more interesting daily.

    25. Stephan Sokolow on

      @jph

      In case it helps on the legal front, according to Wikipedia, 505 Games is headquartered in Italy, but "The company also maintains divisions in Milton Keynes, United Kingdom; Los Angeles, United States; Lyon, France; Munich, Germany; Madrid, Spain and a network of distribution partners."

      (Unfortunately, I'm in Canada, which is noticeably absent from that list, so I have no idea whether there's an economically viable option for me to go after them myself.)

    26. Missing avatar

      jph on

      @Devin R. Lowe I guess I wasn't clear. My fault, I had to write that in 15 minutes between putting my kids to sleep and getting ready for bed so I can go to work today and make money for these yahoos to fleece me of.

      The made up part isn't that 505 invested cash, it's that they can structure it to get rid of their liabilities to their backers. It's the oldest trick in Hollywood. Separate your assets and liabilities into two different shells and declare one bankrupt. It won't stand up.

    27. Missing avatar

      Devin R. Lowe on

      It really shows how a few people haven't been following the campaign nearly as much as they'd like others to believe, if they actually believe progress due to funds from publisher 505 is "making up a story".

    28. Valeriy on

      So, it is funds embezzlement. I didn't give my money for "other areas of the game".

      Well, this Kickstarter project is DEAD for me. Now it is time to BURY it. :)

    29. Stephan Sokolow on

      @Phillip Kramer

      Likewise. If they're going to cheat on efforts at positive incentives to develop for our platform, I'd say the best solution would be for those of us in jurisdictions that make it feasible to escalate to negative incentives for cheating by taking them to court, like in the previously linked cases.

      (Either small claims court or, if you have something equivalent to the "justice court" the Arizona backer in the VentureBeat article, that. It's not as if it's a full-blown, expensive lawsuit with competing teams of lawyers like you'd get in superior court.)

    30. Phillip Kramer on

      This is bullshit. I backed specifically to help encourage a developer to develop for my platform. There is no valid reason I should not be offered a refund. I'm in total agreement with @jph on this.

    31. Missing avatar

      jph on

      @Question_505
      “As to the refund question, refunds for Kickstarter projects come out of the pool of funds initially raised by backers. As per the KS terms of use, if an element of a project cannot be completed and there are funds remaining, a refund should be offered. In this instance, the initial funding for the project has been expended on development. Our current progress towards launch is due to additional funding from the publisher, 505 Games. “

      That’s called creative accounting. Leave aside for the moment you are also required to be honest, post updates explaining what work was done, and demonstrate how the funds were used, all things that arguably you have failed to do. What you are saying here is that technically this is a failed kickstarter.

      Your claim is that the kickstarter funds hit zero. Using that logic you have absolved yourselves of any legal obligation to grant any outstanding rewards to those who pledged, nevermind Mac and Linux. That includes physical rewards and digital downloads. You leave yourself only obligation to “make every reasonable effort to find another way of bringing the project to the best possible conclusion for backers”. Yet we linux users are also backers.

      Then, you make up a story about “current progress towards launch is due to additional funding from the publisher, 505 Games.” Under your creative accounting, 505 puts its money into completing the game, but ignores that they receive consideration from [IGA, Artplay? You tell me] in return. According to you that money does not become part of the kickstarter and is not eligible to pay back pledges that you refuse to honor, yet, and this is the key point, 505 will be a beneficiary of future sales of the pre-existing project’s IP and assets.

      Horseshit. (and I don’t swear lightly). Nice funny money but I doubt it will stand up in court. If it’s true this is a failed kickstarter, then then all backers need to be refunded from the sale of the assets and IP that 505 is leveraging.

    32. James Sunderland on

      And that's the ballgame. I too will be eager to spread the good word upon release.

    33. Stephan Sokolow on

      Ugh. "but reviews" should have been "but unfavourable reviews". I wish Kickstarter had some sort of "you can make corrections within the first 5 minutes after commenting" option.

    34. Stephan Sokolow on

      @Question_505 In other words, you're going to use the letter of the rules as an excuse to violate the spirit of the rules.

      In that case, since you ruled out using future sales to refund me at a later date, I don't feel any qualms about using the non-Linux key I receive to do research to write professional, detailed, and accurate but reviews which dwell on every little problem the game has and every little way in which a buyer should feel wary of games that 505 was involved in.

      505 is also staying on my blacklist. (Which is a shame for you, because I was eyeing GOG's catalogue entries for ABZÛ, Last Day of June, and Objects in Space for my "once Wine AppDB has a favourable listing and it's on sale for $5 or less" policy surrounding Windows-only games.)

    35. Missing avatar

      Nicholas Anton on

      Wow, what absolute bullshit...

    36. Missing avatar

      Mr-Sven on

      "Who with a Wii U that is a Nintendo fan didn’t upgrade (or want to upgrade to) to the Switch?"

      *cough*
      Present.

    37. Missing avatar

      -DarkWing- on

      XD That was an "i'm sowwy" update xDDDDD

    38. Question_505 Collaborator on

      Hey, all. Apologies for the delay.

      I have posted over on the official forums, but I'll repost it here.

      The main questions are ‘why no native support for Mac/Linux’ and ‘why no refund’.

      The initial Kickstarter goals and platforms were chosen back in 2015, long before the first coder, artist or level designer was hired for the project. Things can change over time, but is had been our intention throughout development to provide native support for Mac and Linux.

      Unfortunately, as we began platform compatibility work, we ran into difficulties with the ports that we did not anticipate. The developer time and resources needed to address these issues would have to be taken from other areas of the game.

      As we look at the overall development of the project, we have to weigh the merits of putting time and money into each part of the game and make some difficult choices. This is one of those difficult choices, but we expect it to be the last.

      While we are disappointed that we will not be able to provide native versions of the game for Mac and Linux users, we think that the PC version of the game will be playable on Mac and Linux using external tools.

      As to the refund question, refunds for Kickstarter projects come out of the pool of funds initially raised by backers. As per the KS terms of use, if an element of a project cannot be completed and there are funds remaining, a refund should be offered. In this instance, the initial funding for the project has been expended on development. Our current progress towards launch is due to additional funding from the publisher, 505 Games.

      As per the Kickstarter Terms of Use (https://www.kickstarter.com/terms-of-use#section4), we are working to complete the project in the most satisfactory way possible. We will continue to make regular project updates on Kickstarter and keep the community appraised of where we are in development. I believe the extensive work we have shown via Curse of the Moon and the backer beta are indicative that we are working hard to deliver the game.

      To answer some specific questions:

      Is DICO still working on the project: Yes.
      Will the game come out in 2019? Yes.
      When in 2019? We will be announcing a release date soon.
      Will more crowdfunding be needed?: No.
      How much of the game is done (levels/art/models/etc)? Assets, in-game systems (i.e crafting, inventory, etc.) and the levels/environments are nearly complete. Basically, all of the elements of the core game are there. We are working to populate and tweak the levels. We are also working on platform compatibility, playtesting and of course smashing bugs.

      Thanks for your patience as we work towards launch. We apologize for disappointing our fans on Mac and Linux.

    39. James Sunderland on

      Day late and still no update. Typical.

    40. Missing avatar

      revanity on

      @jph Ooooh, that I didn't know about. Thanks for posting it, that is very important and should set a precedent. Legal threats is only way to get asshole publishers and devs to listen.

    41. ARM X Author on

      Just a heads up: Since they are now back from their break over the Holidays, a rep from 505 Games is communicating to fans/backers and looking into this update situation over at the Bloodstained Official Forums. He has to go through the higher-ups for answers, so it's taking a little time. This is likely where you'll see the first answers, though, in the coming days:

      https://bloodstained.forums.net/thread/3857/okay-holidays-over-answers-linux…

      https://bloodstained.forums.net/thread/3852/update-development-news-team-work…

      It's possible a new official response thread may eventually be created there, too.

    42. Luke Anderson on

      @ jph

      Funny how 2/3 of those took place in Oregon. Makes sense.

    43. Missing avatar

      jph on

      @revanity You are wrong on one important issue. You can sue successful a crowdfund. It's not done often yet because it's a new law and it takes time and resources to do. But it's been done successfully, and will happen more in the future as precedent piles up. It's also likely the only thing 505 will listen to. Otherwise, I agree with the rest of your post. They certainly don't care what we have to say about it.

      https://arstechnica.com/tech-policy/2015/06/feds-take-first-action-against-a-failed-kickstarter-with-112k-judgment/
      https://venturebeat.com/2013/01/22/why-this-jilted-kickstarter-backer-decided-to-sue-why-he-was-right/
      https://www.oregonlive.com/business/index.ssf/2017/06/coolest_cooler_settles_with_or.html

    44. Missing avatar

      Lilltiger on

      This is an horrible decission, I only backed this game because of announced Linux support, so I demand my money back and a personal note of appology from IGA himself for abondoning his fans!

    45. James Sunderland on

      Slightly better than nothing at least.

    46. Missing avatar

      David Heremans on

      That poll on the forums isn't coming from IGA/fangamer/505 or any other of the people who actually have a say in the matter. So while 'informative', it has little to no value with regards to helping solve the issue. Neither is it very visible so the amount of reactions will be rather limited.

    47. Missing avatar

      -DarkWing- on

      Lol stop it, being apologetic to a developer/publisher , as consumers is the worse we could do.

    48. James Sunderland on

      Poll is up on the offical forums as to whether backers should get a refund or not.
      https://bloodstained.forums.net/thread/3861/feedback-linux-users-offered-refunds

    49. James Sunderland on

      @revanity

      Breaking ToS like this project did by witholding refunds or specific information required to backers whose platform was axed, does indeed open them to legal action in theory at least.

      Not likely to occur, but someday some project could piss off someone with lots of money and spare time and get run into the dirt if they do things like this.

      Your homeless person analogy is terrible, and having a publisher doesn't absolve the creator of reponsibility.