Hello, my friends, it has been a crazy month and so much has been completed on the game and it's getting so very very close to a full, final version on Steam Early Access. The Costumes have been completed (and will be in the next build!), the weapons have been completed (currently playable!), there are story elements, new bosses, a lot of tweaks to gameplay, new gameplay elements introduced.. it's been absolutely nuts! Sorry for the lack of images in this update... Must. Finish. Game...
In this Update:
- A Release Date!
- Wii U Update & Final Decision
- Cosmochoria @ PAX East in Boston!!
- Final Stages of Development
- Check the Release Notes for Details
A RELEASE DATE: March 17th, 2015!!
With the progress that has been made, I am finally confident in announcing a hard release date for Cosmochoria's final, full, complete edition. MARCH 17th, 2015. This is the day Cosmochoria will exit from early access and become a real, fully released game ready to compete with the likes of.. hmm Binding of Isaac... and omg... Don't Starve... ok, I'm panicking again.
Wii U Update & Final Decision
Gotta pull off this bandaid. Ok. It has been a painfully hard decision to make, but after weighing all the information I was given, and running through countless testing scenarios, I have had to come to terms with the fact that Cosmochoria is not able to run via Construct 2 on the Nintendo Web Framework. There was too much up in the air that is required in order to get Cosmochoria running optimally via the Nintendo Web Framework, and there was only so much I could do with my own abilities / within the Cosmochoria code itself. There has to be a lot of faith placed in future updates of both/either Construct 2 or the Nintendo Web Framework to support certain optimizations &/or accelerations but with no guarantees it will even help, I just simply couldn't afford to "wait and see".
With that said, I am not letting it end there. I have been focussed on making Cosmochoria an amazing game—and with 99% positive feedback on the Steam reviews, I am confident I am on the right path. The goal is to focus all my efforts on making Cosmochoria as extraordinarily dope as I can for the full launch and work towards using a successful launch as a platform to form relationships with either an outside publisher or development team in order to make a Wii U port a possibility.
As it stands right now, a Wii U port is outside my present abilities, and is being put on hold. If you backed Cosmochoria specifically for Wii U, I am more than willing to refund your pledge, with my deepest apologies for the way things worked out. Also, if you would like to transfer your Wii U pledge to a Steam or Humble Bundle key instead, I can certainly do that as well. If you would like a refund or an alternate (Steam/Humble) key, please email us at email@example.com and either Jessi or myself will be able to get you sorted immediately. I appreciate everyone’s support and understanding on this but if you have questions, or just want to unleash words of dissatisfied wrath upon me, I welcome a discussion in the comments, or even privately via email - firstname.lastname@example.org <3
Cosmochoria @ PAX East in Boston!
Ok... now some good news. I am very excited to report that Ilkae (Musician), Jessi (Supporting Art & Community Management) and Nate/Me (Weirdo) will be attending PAX East to showcase Cosmochoria!!!!! If anyone is either living in Boston, or travelling to Boston for PAX, we should schedule some kind of Meet Up / Dinner thing to hang out & chat. Let me know in the comments, on the 3030.ca forums, Steam Community or via email email@example.com if you want to hook something up!
It would be amazing to meet you, and knowing how busy it gets during the conference itself, I know there wont be much quality time to chat unless we’re actually sitting down somewhere after the conference floor closes. :) Will have more details on the actual showcase in the coming weeks, but IT'S GONNA BE AWESOME!!!!!
Final Development Stages
While so much has been done to get the game ready for full release, there are a few key elements still in the works:
Three More boss fights… There have been a couple new bosses added to the mix since the Early Access launch, as well as a posse of new enemies, but there are just 3 more bosses to introduce, 2 of which are being worked on with Kickstarter backers who pledged at the “Powerful Deathlord of Space” tier! More info on these bosses will come soon, but one is named “Exceedingly Overweight Alfred” and another will embody the horrific terror steez of a diabolical space wizard. The third remaining boss will be a bit of an homage to one of my favourite video games of all time: Earthworm Jim.
The Final Boss! Ive called it a few things throughout the development process: Planet Eater, Galasstus, and most recently "The Wreckening”, but I am finally settling on ‘The Cataclysm’ as it’s name. The story that will unfold will explain some things about what ‘The Cataclysm’ is, and what it all means exactly. Im trying very hard to not spell it all out so it becomes more of a thought exercise while you're playing to put together pieces of a background story and what series of events led to you being there, naked.
The Artifacts… The latest update introduced treasure chests, which will now feature bounties like Crystals, Bombs, Bricks for building towers, etc, only now I’m going to start putting in collectible (ie permanent) artifacts you can find while you travel the galaxy. These artifacts will each carry with them a way to modify the gameplay. The process will first involve you finding the artifact. Then once it has been discovered, you will need to bring it to someone. Once you’ve brought it to someone, it will be stored permanently on the title screen of the game. You can then activate the powers the artifact holds by using your crystals to activate it. Activating the artifact is permanent - ie once it has been activated, it will remain activated until you de-activate it.
Hard Mode / Easy Mode?
All this talk about activating / deactivating leads me to explain that the artifacts are—in effect—the gameplay modifiers that will bring hard & easy mode to Cosmochoria.
For example, finding certain artifacts while you play, you are effectively unlocking various modes you can then activate either independently or as combinations to change the gameplay. Here are a list of various modifications that you can make through the activation of these artifacts:
- Bosses Have less HP
- Planets Store More Health
- Less Enemies
- See Warp Markers on Map
- See NPC’s on Map
- See Bosses on Map
- 1/2 Touch Damage
- Egg always on the First Planet
- Refill Health When Not Shooting
- Instant Planting
- Instant Base building
- Unlimited Jetpack
- EVERY Plant is Evil
- UFOs Shoot Spread
- Robot Toasters Appear While On Planet Surfaces
- ALL Enemies Have More Health
- Planets Don’t Heal You
- Jetpack Only Refills with Kills
- Enemies spawn more frequently
- Twin Bosses
- No Ultranovas Allowed
- No Bases Allowed
- No Eggs
- Double Touch Damage
By using the artifacts, you will also be gaining access to rewards that are not available by playing just the ‘normal’ mode of Cosmochoria. For example: If you have unlocked a hard mode modifier, and activate it while playing the game, you will increase your chance of finding some of the other easy mode modifiers or even have the chance of finding a special costume.
I will make sure the whole system is not overly convoluted, but essentially just know that by activating hard mode you are improving your chance at finding some rarer stuff. :) Chances are, even if you ignore the hard & easy mode modifiers, you will still discover and unlock a few of them, so it really just becomes more of a ‘late game’ or replay value sort of thing, as they are technically not even necessary for the completion of the game.
Im going to leave it at that for now. If you’re interested in seeing some of the specifics of what has been done to the Early Access version, please feel free to have a look at the full release note list at either the official forums, or on the Steam Community forums.
As always, if you have any questions, don’t hesitate to send them here, on the forums, via twitter or even via email. I'm going to get back to making this game as awesome as I humanly can.
Thanks for everything, my friends.