Use this space to cheer the creator along, ask questions, and talk to your fellow backers. Please remember to be respectful and considerate. Thanks!
Yay! I'm very glad to see you accomplish your goals, Chris! It's been a long journey for sure. I think I pledged before I even launched the Soul Saga Kickstarter. It's projects like Arakion that display the true Kickstarter spirit: highly ambitious indies sticking with their word to the very end no matter what crap is thrown in their way.
Can't wait to see you cross that finish line, Chris! =D
@Everyone: Video update tomorrow. Alpha2A out next week.
@Chris: cool, thank you for the response. I'm looking forward to the update.
@Zerotown: Major update coming shortly, hoping to push it out this Thursday, just waiting on Andrew to wrap up some remaining code. I have been working night and day on Arakion the last few months so there will be a lot to cover.
The next release will have a lot of playtime, bug fixes, graphical updates, new content, new features etc... so I would appreciate feedback from everyone in regards to it.
In good news, after this release we'll be back in a regular release cycle for the foreseeable future with releases every 2 or so weeks, in addition we'll be saving your progression so you'll be able to pick up where you left off every update.
Hi, I've been wondering how the game is coming along. Any news or updates?
We're testing some final things and making sure the build is working, just a couple things left. Lightmaps are acting weird (we're using Unity 5 realtime and it's still very very much half implemented) and enemies line of sight is odd are the primary final things left. Line of sight is causing the enemies to stop fighting you as soon as you're out and for whatever reason they aren't turning to reface you. If we can't fix these things by mid-week we'll just release it as is.
I agree with your comments completely, at the moment we're trying to get it to a point where rapid / constant updates are good, encourage a replay and are easy to manage. The Alpha is dealing with a very small portion of content (only a couple hours), so we're trying to get it to a good base point where we can take that small portion of content, polish, optimize and test out things like skill forging, equipment forging, quests, farming, town building etc all while the tester is repeating the same content over and over without it feeling like a burden.
Honestly our biggest problem boils down to it's just us two developing the game, we do intend to release content at the times posted, the problem becomes one thing leads to another and suddenly a couple hundred hours of work is required to get it cleaned up. With that in mind we've taken a very slow approach to this initial big release so that future releases we hope can be more rapid. We will release this version to all backers however, the game is in a very solid state so expanding testing is encouraged.
Appreciate you guys keeping me on top of things and asking questions, it helps keep us honest and make sure we keep working hard to get it out.
Coming from a dev background myself I know what it's like to get caught in a cycle that never seems to end. You justify it 100 diff ways saying that you're making it better and it'll be worth it. I also can tell you that EVERY SINGLE TIME the client/stakeholder/audience disagreed completely and it ultimately hurt the project.
Please keep in mind you are working on ALPHA builds, so flaws, incomplete things, bugs, etc are expected. Do not continue to hold up releases for weeks (5x the initial estimated time for this build). You need to meet your release deadline, and anything not complete gets pushed into the next cycle.
It keeps the releases coming at a regular rate that you and your team will appreciate, and us users will also greatly appreciate it.
Alpha is currently built on Windows, but we can certainly begin building it on Mac or Linux for testing. No one has asked for it yet though so we have no basis on where things stand.
On which plateform will the game be available for?
I'll be keeping an eye out... In the meantime I guess it's Nekro and Grim Dawn :)
@Sean: It's so so close! I'd say the new couple days it'll be out but I'm horrible with times haha! It's coming out really great very expansive we just have a couple more things to wrap up then it'll be ready to roll! We went ahead and fully implemented saving as well as a slew of new features because the games scale increased quite a bit. In the future we won't have this big of a delay in between releases, this one just included a massive amount of upgraded / implemented core features and content that were really needed. I'll go over all the changes in the release update but it really is a ton of new content.
We've wittled it down to just a few things left and are trying to put in 14 hour days to get it out as soon as possible for you. Really excited for everyone to start getting some feedback in! Haven't been this excited in a very long time!!
Basically what's left
-Couple combat bugs
-Placeable objects bugging / saving correctly
-First quest feature testing
What's the word on 1C? I've been anxiously waiting, and I've been put on bed rest for a week, so I was hoping I could spend some of that time playing :D
@Jason: Sorry for lack of update we ended up doing a lot of additional work for 1C than originally anticipated. We're putting the final touches on it and it should be coming out in the next couple days. I'll also do a update as well in regards to all of that. We may release 1C to all backers, we're still deciding that.
how's it looking?
@Tommaso: If you'd like to be an alpha tester early just toss me a message we'll get you right in, since you were on the forums you'll have noticed that there was an open invite for people to help resolve these bugs.
We're resolving some major issues so additional alpha roll outs have been slightly delayed but there are plenty of people testing. A delayed roll-out is just for QA reasons it's better to have a few people testing and fixing these bugs then move on to more people.
Again if you'd like to help out just toss me a message, we'll get you right in.
In fact, I'm asking people: here no one has answered, the forum is dead. Where are the proof that someone is testing?
@Tommaso: You can expect it in two to three weeks with your pledge level, appreciate the patience.
It is very much an alpha so I like to fix problems that arise before including more people.
@Tommaso: There are quite a few people testing already. We've slightly delayed the next round by a couple days simply due to fixing bugs.
Anyone got the alpha?
Thank you, Sir
@Tommaso Already started messaging people
I think Chris' response on March 14 is a very real and genuine statement. It's something many project creators go through who don't have massive external funding. Arakion was the first game I ever pledged to on Kickstarter, and it inspired me to create my own project. I've had all the faith in the world Chris would get this done, and now that his alpha is going live that is final proof for even the most pessimistic of backers that this project will be completed. It takes a lot of self respect and care for your backers to push through what Chris has gone through, and I appreciate all of that work.
I agree with Ithilien. I've backed many a campaign in my day and, so far, I've been lucky in that even with the ones that never see completion, the people or person in charge made every effort to keep the backers informed and up to date even when the news was bad. As far as this project goes, Chris clearly has dedication to seeing this through despite the inevitable delays and setbacks and has been open and accessible from the beginning. I look forward to playing the game, and should the worst happen, I'm still happy I helped someone chase a dream that they most likely never would have been capable of pursuing otherwise. As long as you "fail forward" and the lessons learned allow you to become better at what you love to do, I'm content.
@Redeicarciofi: Been posting regularly on the forums.
Still no news...?
@Chris Taylor; The only thing those who contribute at Kickstarter can expect is honesty and dedication, and I think you've shown both. Best of luck with the initial release - hopefully you will gain a bit of momentum (money wise) as soon as you get the game on Steam.
Well, I just hope thing'll be manageable from henceforth. All the best.
You seem surprised that people are getting unruly over this project? Delays happen all of the time and are expected so that's not the issue. It's the lack of updates and constant stream of broken promises that I think riles people up, and that is certainly in your control to fix. I posted something similar to this over 1 year ago in the forums, and nothing changed, so I don't expect any changes now either. But it sure would be nice if it would.
@redeicarciofi: I'm probably going to give too long of a response, but I'm going to explain myself since you felt it was necessary to report the project. Lots of projects take multiple additional years, due to time constraints, money constraints and any number of other issues. Go look at a number of games or technology that received millions of dollars from Kickstarter and still are late to deliver by years, haven't yet or worse canceled with no refund. Look at Clang for a perfect example, they took 500k and canceled taking the money.
With Arakion I've invested a large portion of my own money and blood developing it. It’s late, and I've repeatedly taken full responsibility for that. I'm also developing an extremely large classic RPG on a limited budget, if there is even a hint of an error it can take us days to fix because we don't have the team size to quickly resolve it. For instance we wanted to move enemies to a behavior tree, instead of being able to give an extra coder that job, the whole team has to basically pitch and get it done or else it would take forever.
Additionally, some things are out of the my control, if I invest a few thousand dollars in a coder or artist only to later find out they had no business working on the game and inflated their resume, I've lost that money. I use it as a learning experience and realize I'll have to freelance to get the money to hire someone else. This takes time from the project.
With 47k there was a very low amount of room for error with hiring. After taxes / kickstarter / amazon, you only end up with a fraction of what was invested in the first place. So now I'm down to ~30k. Add in the failed hires and suddenly what looked to be enough quickly became not nearly enough. I manned up, worked my butt off and refilled the reserves to continue developing, eventually I found a fantastic team who deserves every cent they are paid.
Should I have launched the Kickstarter when Arakion was further developed? Absolutely, but life is a learning lesson. Kickstarter is the spark that launched Arakion, I can't thank everyone enough for believing in the project, backing and joining me on this journey. To repay, I'm taking the time, putting in the hours, spending the money and making sure we get to the right destination.
December 2013...and still I'm here waiting for an alpha?!
I reported the project.
@Chris Taylor: that is much appreciated! Thanks!
We have lots of fun events / bonuses / benefits planned for all backers. All backers will be getting alpha once my freelance contract is finished and I have spare time to get all the cogs in place.
@d10sfan: that would certainly be a nice gesture!
Who all will be allowed into the alpha? Considering the length, would it be possible for lower tiers to get into the alpha as well?
Good to hear you're still working on this, Chris. Making games is hard!
Hope everything's going alright?
Will have an update on the 16th, my freelance got pushed a little longer than expected. It wraps up on the 16th and alpha will launch shortly after.
Will have an update this weekend, still finishing up that freelance to pay for production through beta.
Any news Chris? Starting to get a bit worried about this.
Yeah will give an update soon, been finalizing some freelance to finish paying for the Alpha and Beta.
Can you give an update?
Still rolling out alphas, running a little slower than expected but we're adding tons of new features and fixing a lot of broken things. Thanks so far for everyone help and everyone else you'll be in soon!
Just so everyone knows looks like we're going to be closer to the Thursday end of things on the alphs release, we're working extremely hard we're just finalizing everything for you all!
Good to hear. I'm very excited. Arakion was my first backed project.
@Andre: Alpha will be linux as well although we don't know what adjustments need made, so that's why it's alpha!
Is the alpha Windows only or is it possible to test it on Linux?
no problem. Good to read you are able to fund development yourself as well. I've backed a few Kickstarter-campaigns that ran into financial trouble after some time, having to spend funding on factors that they estimated to be lower (taxes, promotion etc.). I think the Early Access option is a good idea. It did wonders for the Legend of Eisenwald team: not only did they gain additional income, but build a large fan-base and did an extensive beta-test to boot.
@Zerotown : Appreciate that, I'll add a little more to that by saying we're still self funding.
Chris has posted a small update on July 19'th. You can read it on the game's official forums (http://bit.ly/XOULGM). I'll paraphrase some highlights for you and other backers:
- The game is still being developed, but at a slower pace than expected.
- The team hope to release an alpha-version in august, but emphasize that this is an internal goal.
- The team are exited about the playability of the current internal build.
- The enlisted community member (mentioned in update #50) has not been able to free up time to help out.
- The Kickstarter money has basically run out, with the exception of money reserved for physical rewards.
- The team are considering selling the game as Early Acces to generate additional income.