Use this space to cheer the creator along, ask questions, and talk to your fellow backers. Please remember to be respectful and considerate. Thanks!
Hi, HaikenEdge. We will be in touch shortly through the private messaging system, so that we can address your concerns with the project. Thank you!
I want a refund on this. It's three years past the original listed release date, and still no game. It's ridiculous.
Thank you for your feedback, and perspective on sharing our progress better. We were really wanting to share more experimental updates with backers earlier this year, but the current issue is that with Humble as our only build distribution platform, we can only have one build available. This means that we typically want this build to be as stable as possible... and unfortunately, that stable build is very (veeeery) old at this point. As we mentioned in some previous updates, we were working on a way to distribute builds through our website, but the friend of the team who was helping us out with the website update (and build distribution system) had some life changes and was no longer able to help complete that project. However, we now do have a new part-time developer who may be able to pick up where he left off. If and when we are able to work out build distribution, we would post much more regular updates, even if those updates are buggy or limited in features. We know not everyone would want to play such a build, but some of you do - which is why we are hoping to do this on our own site, giving us the ability to explain what people are getting into.
I know that's a lot of information, much of which will be coming in our next update. I apologize again for dropping out of communication. We are truly trying to get back on a regular schedule, with structured communication, and have made some changes within our team's workload and schedule in an effort to make this viable. We do want to re-instill our backers' ownership and pride in the project, and I'm glad there are backers like you who are still interested in participating in our process of development. Thank you!
In the mood to play something like Delver's Drop and it occured to me it's been quiet a long time. So while I'm happy to see that there is communication here on the Kickstarter comments I'm not so happy to see that it's been almost 10 months since a KS update, and all the improvements that have been talked about havent even been released for any of us backers to play with. We understand incomplete, but as backers we want to be a part of that. open up a bit, let us play builds, give the community back some ownershp and pride in this game.
Honestly, this has gone on too long. It would feel a lot more honest if the game's website wasn't still trying to sell pre-orders, with no news to offer would be buyers since a Feb 2014 blog post!!!
It's unfortunate, but this, and a few other smaller titles which have totally stopped any releases or communications have soured me and stopped me backing a lot of projects.
Hi, Craig. I'm sorry that you have lost interest - I hope that we might be able to re-instill some of your lost confidence, and we will also be in contact with you shortly to see if we can address your concerns. Thank you for your patience!
I would also like a refund. This is ridiculous. I get that we were backing knowing that the game may not be made, but man 3 years is ridiculous for what this game is. I've lost 100% of my interest.
Hi, Sergio. I will be in contact with you via private message shortly, to see if we can address any of your concerns about the game. Thank you!
Can i ask for a refund? 3 years man...
Just to clarify, there are more than 25 of them to be shipped - otherwise it would be fairly inexpensive. But we could not afford to ship every item individually (and it would be hard to decide which items to ship individually, since that would show favoritism to higher tiers), so the plan was to bundle them into groups.
Hi, Michael. Based on our shipment plan, the figurines are scheduled to go out after the game is finished, since everyone at that tier will also be receiving several other items in a larger box, including the boxed copy of the game. There is a chance we may consider revising our shipment plan so that people can get items sooner, but we will have to see what we can manage with the allocated budget. The figurines themselves are done, but it would just be a large additional expense to ship them by themselves, if that makes sense.
I hope that helps!
when can the 25 people who backed the level for the Sculpted 3" Clay Rogue Figurine by Leah Williams expect to get it?
@peterS — haha, is that a suggestion? :) Just kidding, our plan to is stay in the ancient lands of C++11 regardless of any cool newness that may come out.
@Aaron Warkworth — The game is very much still under development, albeit painfully slow development. All of the humble builds released were pre-beta, so still very early. We have made a lot of progress since then (fully randomized rooms/levels, improved combat, new art, etc), but we're still trying to stitch that progress into a more cohesive, release-able alpha build for all of you.
What's the status of this game? There's a download via my humble store but is it beta?
If this takes any longer I fear another engine rework using C++17! SCNR!
We definitely understand all of your concerns. We have indeed over-promised and under-delivered, especially with respect to the schedule. However, it is our hope that the added development time will ultimately allow us to over-deliver in terms of quality -- and it is our belief that the promise of quality is what ultimately led the majority of our backers to support the project. But we understand that others may have pledged based more on our delivery timeline, and many pledged due to an interest in our genre, though some tastes may have changed over the course of time. We do apologize for any degree to which our under-delivery or delayed delivery may have led you to regret your support.
But please know that the game is still in development. All of you, our backers, are not going to see your pledges evaporate. We are a team that (while not necessary timely) does fulfill our promises and obligations. You and all other backers will eventually receive all promised rewards, the most important of which is the best game we can possibly make.
I feel like I have to say something here - I'm sorry that the "negativity" on Kickstarter is bothering you guys, but this game was due out in October of '13. I get set backs and delays; I work in software and web dev myself, but if my company put a deadline for three years previous and we still hadn't delivered, customers would be screaming for our heads and we'd have lawyers kicking down our doors. You don't post regular updates (last update was from February for god's sake), you've vastly overpromised and have underdelivered, and while you seem to be okay communicating here under the comments, we still don't have any firm dates or release windows. People gave you guys $150k because of what you guys promised.
So when is this game coming out? Is this game coming out? Or are all your backers out their money? At least be honest if that's the case, because this is ridiculous.
@Glenn - thank you for the kind words. We are very grateful to know that backers like you are still supporting us. We know it can be discouraging for everyone, and we understand the lack of patience that many feel. But it always improves our week to hear encouraging feedback like yours.
@Pixelscopic - Thanks for your reply. I can see how posting updates could start to feel like a negative process when you've hit a series of setbacks and delays. Try to keep in mind that while there is a fair bit of negativity on kickstarter, the vast majority of your backers (myself included) want to see you succeed. I hope the team is able to figure out an update schedule that works for you and also keeps us backers in the loop. Best of luck to you all! :)
@Glenn - Thank you. You're very right. I think we begin to feel like releasing an update is an admission of our failures rather than a celebration of our accomplishments. You make a good point about showing artwork and other forms of progress. We were hoping that the livestreams would provide the steady source of information and art progress, but that hasn't been the case. Thank you for the encouragement and suggestions. We're going to be discussing as a team, to talk about some ways to provide shorter, but interesting updates, and will keep you all posted soon.
I realize you've been waiting for a big breakthrough in your engine before posting an update, but it's getting a bit ridiculous. I mean the last update is one day away from literally being half a year ago. I'm not posting this to make you feel bad, and I'm really glad you're still working on the game. I'm still eager to play it. I'd just like to be kept in the loop a bit more, ya know? :)
Generally speaking a lot of KS projects I've backed have an easier time communicating with their audience if they change to short updates rather than long ones. Even just sending out an update that literally says "Hey, we're still working on a big physics update to the engine. It's taking longer than we'd hoped, but here's what our artists have been working on." followed by a couple pictures would be better than radio silence. Short updates reassure people that the project is still alive, and they're way easier for you to make so they aren't as much of a distraction to development. Just some food for thought.
Keep up the good work. The game still looks amazing! :D
Hi, ddbelyea. Thanks for getting in touch!
I'm very sorry that we've gone so long without an update, both on Kickstarter and our website. We have been in the process of updating the website, but we want to make sure we don’t take time away from development..
On the game itself, we’ve been working toward a major engine revision which (now nearly finished) makes physics checks literally several thousand times more efficient. This means that the game will run MUCH better on some low-end devices. We also eliminated a huge amount of physics bugs in the process, which were causing the gameplay to be broken in certain situations.
However, this large revisions has unfortunately meant that we've had very little to show or talk about for some time. Due to this, and honestly just being a bit discouraged that we've been working so hard yet are still behind, is why we've been waiting until we are able to announce the completion of the engine revision before we post another big update. We should have been sending smaller updates in the meantime, and we're sorry that we dropped off the radar again.
But all of that to say that the game is definitely not dead. We just wish that we had better news to share more often. But the good news I can share with you is that we're over the hump in terms of engine work, and will be able to start showing gameplay improvements and feature completions again soon. This will be the focus of our next update.
In the meantime, we still stream twice per month on twitch.tv/pixelscopic, every first and third Thursday at 6:30pm CST. We usually on on concept art and characters / enemies / weapons, etc. while on the stream. We tweet out a reminder on our streaming days, if you want to follow us on Twitter @delversdrop and/or @pixelscopic.
Thank you for checking in on us, and definitely message us if you have any other questions or feedback, and I'll be happy to respond.
— The Pixelscopic Team
Is there another location to get information on this project? From the comments it seems like you guys are still active so I was wondering if there is some other portal for information outside of kickstarter. If not it isn't a big deal; things happen. I've figured that about 10 - 20% of kickstarter games I've backed turn into ghost towns for one reason or another. I was just going through my list of "dead kickstarter games" and was surprised to see that you guys don't seem totally dead.
Thanks for asking! We are currently focused on the PC/Mac/Linux versions, and will be porting to iOS/Android after that, so that we make sure we fulfill all of the Kickstarter objectives. Since we had promised an Ouya port, but that is no longer as viable, we will also target one or more Android or iOS-based variants next, such as Amazon FireTV or Apple TV, etc.
After those goals are achieved and all of our Kickstarter rewards are fulfilled, we may begin to consider ports to additional platforms. This largely depends upon how well the game sells, since we would want to fund the port out of revenue generated by the game itself. If additional ports seem like a wise decision, we will begin the process of deciding which platforms have the best benefit-to-cost ratio — in other words, which ports are the most cost-effective for us in terms of development time, which also have high demand from our backers, and high potential sales? This question may be easier to answer after Nintendo/Sony/Microsoft all fully unveil the final versions of their newest hardware in the coming months. But ultimately, all of this depends upon how Delver's Drop sells upon its final release. If additional ports become a reality, we will likely turn to you all (our backers) for opinions on which platforms you would prefer for a port. It will definitely be an exciting day if and when we can consider it!
Thanks as always for your comment!
Will this come out for 3DS, Wii U or NX? (or rather, are there any plans to release this game on actual gaming devices) Nintendo has recently overhauled the development process and is available to anyone now. (would maybe need a second Kickstarter due to devkit prices, though)
Hi, Peter. Thank you for the encouraging words — we really appreciate it. And you are right, we have been taking a long time to finish the next update. We were very close to a nice breakthrough on the engine, but hit a few more setbacks, so we have had less to report while we are finishing that fix. But we will have an update ready soon, and are continuing the art livestreams every 1st and 3rd Thursday of the month, at twitch.tv/pixelscopic. More info coming soon!
Came here expecting to see a lot of disappointed posts from backers but am pleasantly surprised that you are still responding. Thanks a lot for your effort to do this. I hope to see some form of an update maybe just a basic hello we are still alive! thanks!
Hi, Tom. I'm sorry that you did not receive your postcard! We will get another one sent out to you right away. I'll send you a private message to confirm your address in just a moment. Thank you!
Just wondering what addess you guys have for me since you're sending physical rewards soon. I sent an email a while ago but didn't receive the postcard you said you would send me.
Hi, @Kaedryl. Yes, we are still on track to deliver all physical (and non-physical) rewards, though obviously everything is running very late. We are trying to wrap up one more item for the first round of physical rewards, and when that is done we will start mailing them. But many of the higher-tier rewards (such as the boxed copy of the game) are dependent on finishing the game first, so those may take a bit longer. I'll send you a direct message to discuss your "likeness" reward, and see if you have any other questions. Thanks for your generosity and support!
Holy cow, forgot about this. I went in big ($300 level.) Are we still going to be getting all the listed physical rewards (art, collector's box, clay figure, etc...). Also don't remember if I ever submitted my "likeness" or item information. Thanks!
Hi, Kristel. We did send out postcards (I hope you received yours?) but we are still working on completing the remaining rewards. We have some of them ready, but are still working toward completing some of them (depending on your reward tier). I'll get in touch with you via private message to see if we have your current address, or if you have any other questions. Thanks!
Did the physical items ever get sent out, the extras to the tiers? If so I never got mine. What should I do?
Hi, Damien. Yes, we definitely still plan to put the game on Steam! We have talked about Early Access, but it seems that many games gain a negative reputation if they are released too soon on Early Access. We think that it would be best to release an early access version when the game is closer to 80-90% complete, with a lot of polish.
Of course, our backers can always get an early version of the game via Humble. We know that many backers would also like a version on Steam, which we hope to make possible, even before a public Early Access version is available. The game is technically Steam-compatible, but we will need to make a massive "private key request" from Steam. We actually submitted a request a while ago, but we are still waiting on a response, so we may have to try again. We will keep everyone posted if/when we are closer to having a Steam version ready for backers. I hope that helps!
Are there still plans to put this game on steam? If so, I'm curious why you haven't decided to put the game up for sale as early access.
Hi, Robbie. We are very sorry for any dissatisfaction that has led you to ask about refunds. We will be getting in contact with you shortly via direct message to see if we can address your concerns with the game. Thank you!
Are you guys offering refunds at all?
Hi, Josh. Unfortunately no, we have not released the game yet, and that's why it's hard to find on retailers. Since you are a backer, you probably received a Humble code to download the Alpha through Humble, though this would only be in your library and not on the Humble Store. I'll send you a link to your Humble Key just in case. Thanks!
I have yet to play the game it self but I was under the impression that this was released, lest on the humble bundle it looked like it was. Is it still in beta or? Hard to find this game, not on steam or listed on humble bundle, or even a review of this game, all I have seen in alpha previews and lets plays.
Sure thing, Austin! We definitely want to make sure that everyone has a prompt answer to their questions and comments :) And we are still working hard on the build, but we guarantee it will be worth the wait when it arrives.
Glad to see you're still responding. Hope to play a new build soon.
Thank you for the encouragement! We definitely understand the varying points of view on our game and its delays, and we appreciate your enthusiastic input, as well as respect (and hope to improve) less positive outlooks. So while we are striving to renew confidence in those who are dissatisfied with our progress, it is a huge boost to our morale when we hear from people like you, who are looking forward to the game even more as time goes on. It's also encouraging to hear that you still view our gameplay and game world as interesting and exciting in the midst of similar games like BoI, Nuclear Throne, etc — since the Action RPG / Roguelike scene has exploded since we began our journey. And it’s great to know that in spite of increased competition, we still have something to offer both in theme/story and hopefully also in gameplay and overall quality.
Thanks again, and we hope to only increase your interest and excede your expectations as we finish the game!
— The Pixelscopic Team
Contrary to Rik's comment about losing interest in the game, my tastes have changed in that I'm even MORE excited for this game! Games like The Binding of Isaac, Nuclear Throne, and the soon to be released Enter The Gungeon have solidified my love for the top-down rogue-like. What makes Delver's Drop even more interesting to me is the medieval fantasy aesthetic, which none of those other games have, and which was one of the reasons I backed in the first place. Rather than being dismayed with the lateness of completion, I'm more impressed with your dedication to finish the game despite the long development cycle. Keep up the hard work, and I'll still be here when your done, ready to play a masterpiece of a game that combines elements of all my favorite games.
I'm probably in the minority here, as I see a lot of commenters below me getting impatient, but the majority of my Kickstarter pledges on other projects have been fulfilled, so I don't feel ripped off for having pledged on one or two projects that took longer than expected and I'd rather the money I pledged still be of some use to you guys.
Yes, the project is still alive. We hope you’ve been able to catch up on the last few updates, though we apologize that we have been issuing them after about 6 weeks instead of exactly one month. We are trying to get back on a regular schedule with them, but between all of the other work we do, weekly livestreams, and general business management, it’s just been hard to keep up. We also apologize that the Delver’s Drop (and Pixelscopic) websites have not been updated in a long time. (A friend of the team has been working on a new site for us, but it is WIP). As you can imagine, working on the game takes priority over website updates, and a lot of aspects of our PR tend to fall by the wayside.
As for the status of our progress: The one very concrete news item worth mentioning is that we are finally done with the major engine (physics) rework that was holding up game features. We are currently working on some remaining physics bug fixes and a few gameplay updates in preparation for a new build. More information on this will be available in our next update, which should be making its way to your inbox(es) within the next week.
As for Ouya support: We’ve mentioned that it will most likely be supplemented or replaced by the support of a similar Android-based device. When we are closer to launch (or perhaps shortly after the PC/Mac/Linux launch), we will begin porting to Android, and at that time, we will likely allow all backers to vote on a short list of Android-based devices, such as Amazon FireTV, NVidia Shield, or Razer Forge TV (which might be the successor to Ouya???). We will make the decision on the voting list when the Android porting process begins, so that we do not pick another platform which may be phased out / bought out / dead on arrival. But the good news is that Android devices are plentiful, and we may be able to support more than one.
However, after reading the rest of your comments, it seems as though few further replies we might give would be satisfactory for you. I wish this were not the case, but unfortunately you might find that we would be repeating things we have already said in updates or below in the comments. If indeed this type of game has lost your interest, or is no longer to your tastes, then even if we could release the game today, we may not be able to satisfy the full breadth your concerns. We definitely understand that tastes change, the industry changes, and people lose interest in a product like ours, the more time passes — and we certainly do not fault anyone for deciding they have moved on from what we offer.
The best and only way we can make good on our promises is first (and most obviously) to finish the game. And secondly, we are attempting to make a game timeless, which will be just as fun and beautiful twenty years from now as it would have been if we had released it on our original timeline. We realize that the delays have led to much dissatisfaction, and we apologize immensely. But the truth is that this very long extended wait for Delver’s Drop is in service of making it into a game that is worth the wait, because it will be a lasting joy rather than a disposable fragment of entertainment generated by the Indie-dev and crowdfunding-boom of the 2010’s.
We will be contacting you shortly through private message to see if there are any particular points about the game or gameplay, or more technical aspects of our development status (and delays) that you would like to discuss, since the full replies might flood this message queue :)
Thank you all (anyone who is reading) for your patience, support, and encouragement. We appreciate all of you, and your concerns, and look forward to discussing more with each of you. In the meantime, please look forward to our next update.
Hi, Rik. Thank you for checking in on our status. The short answer is that the project is still alive, and we are still working on it. We will address the rest of your concerns in a full response as soon as possible. Thanks for your patience, since we would like to take the time to respond as thoroughly as possible.
is this project still alive? The latest update was from more than 5 weeks ago, the latest build I see on Humble is of june 2014!!! All I see is a fancy website with big pre-order buttons. It's still coming for Ouya, even though Ouya doesn't exist anymore? The forum seems to be dead as well, the latest reply in the "Info + updates" board is from November 2015. Looking at the "most recent posts on the forum", it seems that there is around 1 post every 2 weeks or so...
I find all of this not really convincing that there is a clear vision of where the game is headed and when things are planned along the roadmap. The initial estimated release date was August 2013. Now I understand that ambitions have changed and I already thought back then that it was a very ambitious release date. But okay, things change and you guys adapt, which I actually admire. However, it is now March 2016! That's 2,5 years delay on Delver's Drop. The game has totally lost my interest to be honest with you. What are your plans to make progress on the game and have a solid release? In the december update you write that will be a solid and playable build in early 2016. In my view, next week marks the end of "early 2016" and I'm at this point assuming, there is no build coming over the Eastern weekend. Also you write that have people started to ask for refunds and that you try to talk with them to "alleviate concerns and meet the needs of customers while they wait for the game to be released". But it's 9 months after infamous update #41 where you explain why the game is taking so long. 9 months! In my opinion, stating that a backer asking for a refund is harming the game's quality is very rude. People that have waited 2,5 years on a game that was expected to be finished between February 2013 and August 2013 are not the ones to blame I would say.
My last worry is the actual amount of money that you got via the Kickstarter. You got about 150k back in February 2013. With a 3 man team working for 2,5 years this must be running low (more likely it has been spent a long time already), so how do you expect to even finish the game?
My feeling right now is that I'm going to await your response to my concerns and make a decision whether or not to ask for a refund based on this. The game to me still looks incredibly fun to play, but I have lost interest because a) the game has been delayed so much and b) my personal taste has also changed the last 2 years, so I'm not really into these type of games anymore.
Yes, sorry we've been taking longer than usual. But we do have an update written up - just need to add a few more relevant bits of info and some images before it's ready for publication. Thanks for checking in!
Thank you for waiting for our full reply (and sorry that it is rather lengthy). We may include much of this in one of our Kickstarter Updates in the near future. But until then, we wanted to make sure that we addressed all of the concerns here in the comments.
On Our Development Plan & Schedule Visibility:
We have gotten a lot of momentum back recently, but it has still been a much slower process than it ideally would be. We know the wait is frustrating for all of you — it is equally (or even more) painful for us. In general, development has been quite difficult. We have to be extremely resourceful and scrappy, and have had to look for inventive solutions to keep everything moving smoothly.
We are not subscribing to an "until it’s done" philosophy, and we are trying to avoid that kind of working mentality. However, there are some features whose timeline are hard to predict, especially in programming. And there are some hard-to-schedule features that simply have to be done (completely done) before we can update the schedule with confidence. So we do have a plan, and a very clear plan — but unfortunately, some aspects of that plan have taken and may continue to take more time than we had originally thought.
And though we’re now making better headway, we’ve been hesitant to provide schedule updates on a regular basis. And as a small team that does all of its own PR (or the next best thing to it), it’s hard to know how often and when is best to update a public schedule, especially when we’ve been wrong in the past. Consequently, we are even more hesitant to provide another schedule update until the current round of features is complete. We want to avoid a situation where we put up a public schedule only to have to change it again the next month because something didn’t go as planned.
More concrete scheduling, and build releases:
We're currently aiming to get a number of mission-critical features implemented before the end of January, leading to a solid and playable build for backers early in 2016. Once we get there, we should be able to better map out remaining features — and hopefully provide a more complete schedule to backers. But until we finally demolish the current programming features that are blocking a solid build, attempting to nail down a firm release date would be wading into murky territory indeed.
We do understand that many backers like yourself are not interested in beta / early access builds, and that is totally valid. Some backers are happy with beta builds, some are content to wait until it’s done, and others simply want it to be done now. So in the meantime, we are trying to work toward fun, playable builds for backers, and make them more readily available on our website. This is a bit of a stop-gap (as any beta build would be), but it is the best solution we have short of a 100% complete game.
The next goal will be to create a stable and cohesive version of one mode of the game, so that players like yourself have something that is “release ready” with only minor updates and content additions coming afterward. We’re hoping that this tiered approach will begin to satisfy more and more backers, though we’ve been waiting to fully announce this plan until we have 100% firm, not-gonna-change dates.
On the content in our Kickstarter updates:
Our goal for updates since March has been to provide news on our progress on code and art or content. We would be willing to explain more about what’s technically going on behind the scenes (exactly what’s happening in the game code and engine, etc), but that’s not really what most backers would like to read each month. And while updates will often contain some information about when features or builds are expected, we don’t want to create a cycle of hope and disappointment with play-by-play updates to the schedule each month.
We have been waiting until we have a firm hand-hold on the current build before we post a new public schedule. It has probably been too long of a wait for many of you, and we apologize. We are cautious in the sense that we try to only provide information when we know it is accurate, and while this may seem like we are holding back information, we are actually trying to avoid a situation where updates are actually a disservice to our customers.
On Retaining Backers, and Refund Requests:
It is our desire to retain all backers, and always address everyone’s concerns as we are best able. Kickstarter does not officially offer refunds, though their policy suggests that project creators offer refunds if and when they feel unable to complete the project. However, we do still plan to finish Delver’s Drop. So we are left with a bit of a quandary when someone asks for a refund, and therefore we have a direct conversation with them about their concerns and the reasons for their request. It turns out that many backers are unaware that a build is currently available on Humble, or they may have missed some information in our updates. Our goal is to always attempt to alleviate concerns and meet the needs of customers while they wait for the game to be released, rather than harming the game’s quality and our ability to work toward release (since this is the ultimate result of trying to provide refunds).
Why we may respond to some comments via a private message:
I understand your concern with how we respond to comments — that it has seemed in some instances like we are putting the burden of customer service on the user. And we agree that this would be a poor practice.
We attempt to address all public comments immediately (even if we are out of the office), even though we may not be able to fully respond to the request right at that moment. We would not want to leave a customer service comment overnight (even if it goes up after business hours), so we try to at least respond with a quick reply to make sure no one thinks we are ignoring the concern.
What is not apparent (publically) is that I always try to reply to these comments myself within 24 hours via a private message, rather than waiting for the commentor to do so. And in the case of the comment to which you were referring, I did follow up with the backer myself rather than waiting for them to contact us.
We will be changing our wording to make this more clear to all backers in the future — that we do (and always will) follow up those concerns ourselves by contacting the individual via private message.
Ultimately, we want everyone to know that: we are responsive; full customer service is available via private message or email; you can always contact us via PM or email if we somehow make a mistake or forget to respond to you directly; and we want to simultaneously let everyone else know that while we are attempting to immediately meet the customer service concern, we will not be addressing that concern directly in the public comments — but rather via private message.
I hope that I’ve adequately addressed all of your questions and concerns. If not, I’m happy to explain further.
We are truly sorry for the difficulty and frustration that our development process is causing all of you. All I can promise for now is that we are trying desperately to make amends, make real progress, and (we really really hope) release something great in the coming year.
— Ryan Baker, Co-Owner / Vision Director
Hi, @iamuhura. We appreciate your honest critique of our current situation, and customer service practices. We are deeply sorry that you and many other backers are dissatisfied with our performance, and the lateness of the project — and especially that our project's lateness has damaged your interest and confidence in Kickstarter. We will be in touch (here in the comments) soon with a more complete response. I just wanted to make sure we followed up immediately, but it may be tomorrow before we respond to each of your concerns in full. Thank you for your patience — both for our delayed response and for the project itself.
I really appreciate the thoroughness of the updates, but honestly the one question I care about is never answered: what's the schedule on finishing the game? Do you have a set development plan still or is it just ongoing "until it's done"? I really loved the first demo way way back at PAX, and I'm not a player interested in Alpha builds or what we now call "Early Access" titles. Even if your date is, say, Jan 2018 - I'd really prefer to see that at the very beginning of your update emails instead reading 6-10 extremely detailed paragraphs that don't mention the most important milestone of the project. It's disappointing because this was the very first video game project I backed, and it has soured me against supporting other video game projects.
Lastly, replying to comments about refunds and release dates on this backer page with directions to direct message the team privately is poor customer service. Backers shouldn't have to do that to get an answer to a very, VERY basic and obvious question. If you're committed to giving refunds, say that. If you want one last chance to change our minds, say that. But dodging the issue and trying to keep it quiet really hurts your credibility as a company.