Use this space to cheer the creator along, and talk to your fellow backers.
Have a question?
@Michael - The plan has been to send the figurines with some of the other physical rewards in order to combine shipping. So while we may still wait a bit longer to send them, there is no chance they will get lost! We are keeping them quite safe. We're also looking into some better shipping options too, which might improve our plan for getting some items into everyone's hands sooner than later.
cant you just send me out the Sculpted 3" Clay Rogue Figurine by Leah Williams (maker of Little Lazies) that you must already got created (I just dont want them to be lost...)
Time to update to C++17! :D
@David — It seems that you're frustrated with our slow progress, which is completely understandable. We apologize for this, and hope that we can answer any questions you might have regarding development — we'll reach out and message you personally. Thank you.
Delver's Drop is definitely not dead! It's just like a hobby for the developers. Surely you were improving the camera and dungeon generation for like 5 years... hope it's going well, take your time
@Gary — Delver's Drop is definitely not dead! Things have been going slowly, but we are still in active development. We most recently put our developers on a new phase of the dungeon generation algorithm, which will expand our previous room generation work into more goal-based dungeon layouts, in order to better achieve the goal of Zelda-esque dungeons (as opposed to simple randomly connected rooms like many other Roguelikes/Roguelites).
@Chris — Glad that the shirt is still (barely) holding up! And yes, we can definitely hook you up with a new shirt for your generous help at PAX — we'll probably have a few extras after the rewards go out if anyone wants to buy one.
This is dead right?
I wonder what'll happen first, my Delver's Drop shirt from back during PAX East wearing out or the game coming out. If it's the former you guys totally owe me another shirt at least. (Because that shirt has been well-loved) ;)
Hi, Jesse. Thank you for your insight — especially your differentiation between backers and customers. We sincerely apologize about the lack of updates, since features are moving along but some aspects of the game are not always video- or screenshot-worthy. We agree that more artwork/concept art would be great, and though our artists have been working a bit on UI and animations, we should have some more enemy concepts and weapons soon. I think more tech demos (screenshots or GIFs) are also just around the corner, so we appreciate that suggestion as well.
I think something that would be great for the community is to offer us something, anything really, as far as content and preview.
Most of us at this point that are still active are understanding of long/slow development of complex games, so we're not entirely surprised by a lack of updated demos. BUT! Surely you have something you can show us? If possible small tech demos (like a single room that shows off updated physics) would be cool as well.
And even if that's not possible then videos and even game art are highly appreciated. Showing us the progress you've made, rather than vaguely speaking in its direction, is what we really want right now since we are you BACKERS, rather than your customers!
Hi, Quirken. We still do not have any news on a playable build, though that is always our most important target. Progress is getting faster on the programming front, so we are hoping to have more frequent news / updates soon. We're sorry it's still been slow going, and we haven't had an update in a while. Our latest work has been a much improved camera that can focus on multiple targets (so it will zoom out to show your character and a boss or a 2nd player dynamically), as well as smoother movement that we hope will accommodate those who had motion-sickness issues with earlier builds. Our artists are also working on assets for new zones that have not yet been shown in any updates, so we hope to have more on that soon too!
Any news on when the next update (either as in kickstarter update, or playable build, or both) might drop?
@Amosdragon – Thank you for your support and understanding in spite of our delays, and for continuing to look forward to the potential of our concept, and the game's eventual release. I'd be curious to hear what you found less than satisfactory about other Roguelites, and we hope that we can live up to and exceed your expectations!
One day it might release. I backed that project when I was in high school. I am now studying at a University :^] As much as I'm disappointed it's not released yet, if it does come out and comes out good, I'll be satisfied. I've seen too many roguelites releasing in the past years that were ok, but not great so here's hoping this one will be in a better shape if it ever releases.
Hi, Marc. Thanks for checking in. We understand that it may be a surprise for some to find that there hasn't been a build in a very, very long time - and for many others, it may simply be a disappointment or point of frustration. But we hope you can understand that our change in course to fix the engine and implement much better random generation was born out of a desire to live up to our Kickstarter promises, and to deliver a better game to our backers. We are very upset, just as you are, that it has taken so long to work toward a more stable and enjoyable version of the game. However, good things are on the horizon. I can't say exactly when a build will be coming, but I can say it will be a huge improvement over the very basic gameplay that we were able to show in the previous builds. We thank you for your patience through this long wait, and we hope you can believe that the final product will be something you will enjoy.
I just popped on to catch up on comments and download the latest build... from 2014.
I know you ran into problems but bloody hell.
Hi, Jenny. We understand the need to update backer info, especially for those who will be receiving physical items. We will send out a new survey at some point, and Kickstarter has helpfully updated the way that surveys work since our campaign, so it should be very easy to get everyone's shipping address updated. We will keep you posted when we are ready to start shipping things out, so we get your most up-to-date info. Thanks!
ETA on release? I need to update my backer info since I moved about 3 times since backing this project. I can't believe how long it's been... yikes.
@Brianna - thank you for your support! We are looking forward to letting you play the game as well!
@Matt - We definitely understand the frustration you must be feeling, and apologize that things are taking so long. As you may know, we had a number of large setbacks due to our engine tech, and had to rework several large aspects of the game in order to work toward achieving what we had promised to backers, and to make sure the game would be playable and perform well on all of the promised devices and system specs. We have recently added two more part time programmers who are helping us make progress. Please let us know if you have any other questions.
What the actual fuck is taking you so long?
Looking forward to future updates, and to play the game!
Hi, Alexander. Thanks for your suggestions about providing more regular patch notes / development notes. We apologize that we've been so slow with major updates again for a while, and short patch notes could be a good solution in the near future — especially since our new part-time programmers are trained up, and getting involved in some of the deeper systems for dungeon generation and combat.
Hey guys. Release anything. Do notes, please? You guys can rally your team together and get a patch list up at least, right?
Hi, Mike. We currently do not have a specific release date. But since you asked about Ouya — since the system is no longer being sold or supported, we will be swapping that platform for one or more similar popular and/or Android based platforms. Examples might include the Amazon Fire platform, Apple TV, NVidia Shield, or Razer Forge TV (which might be the successor to Ouya?). We only will make these porting decisions when the game is closer to release, so that we do not pick another platform which may be phased out, bought out, DOA, or generally a bad fit for our backers / fanbase / market.
But the good news is that Android devices are plentiful (and should continue to be for years), and we may be able to support more than one after that initial port has been completed.
We hope that helps answer your question! Thanks for your support :)
When is the OUYA release?
Hi, Russell. Thanks for checking in. Unfortunately we do not yet have a release date, but we are continuing to work on the game as fast as we can. We are also hoping to issue another update soon — sorry for the long delay between them.
Do you have a release date set? It's been a while since an update.
Hey, Chris! Things are going pretty well. Our newest programming team members are working hard and are now very fluent in the game's systems. This is helping us to collectively make a lot more progress. On the art side we're still working on some monsters and level artwork, so that's mostly business as usual.
How're things going guys?
Hi, Jeritza. Thank you for the encouraging Miyamoto quote; but we are sorry that you have deep concerns with the game. Rest assured that we continue to have the game's original vision and Kickstarter promises in mind, and continue to refer back to our original vision statements for guidance. We will eventually deliver on those commitments, and promise that we will produce a quality game. We'll reach out via PM to see if there are any other questions or concerns we can address. Thank you for being a backer, and happy holidays!
"A delayed game is eventually good, but a rushed game is forever bad" Shigeru Miyamoto
And a game fallen into development hell loses sight of what it wanted to be in the first place and ends up terrible anyway.
@Mickaël — yes indeed! We will have another update about our progress and current developments shortly. Thank you for checking in!
Hope the game is still going
@John - Yes, we noticed there is an issue with our hosting provider, and have not had a chance to fix it yet. We will need to do some cleanup, so it may take some time. Thank you for brining it to our attention.
@Ben - So sorry for the delay! Yes we will post another update very soon.
@Blue-Demon - Thank you for the persistent encouragement! It means a lot, and thank you for your patience.
FYI - The pixelscopic forums are throwing a database error. I hadn't seen any activity on there for a while as of the last time I checked, but it seems to be down completely now.
Any updates soon?
I just wanted to say that i, one of many, appreciate that you guys are still trying to make a great game instead of simply dropping it. As long as the game gets released right, i don't care if i have to wait 20 years for it to happen.
"A delayed game is eventually good, but a rushed game is forever bad" Shigeru Miyamoto
Hi, Claude. We're very sorry that the original schedule was far too optimistic, and that development has been so difficult, causing such a long delay. But we thank you for your patience, and for continuing to follow the project.
4 years anniversary of initial estimated delivery date (October 2013).
Hi, Aaron. Development is continuing at a good pace. We are currently working toward some improved collision features so that collision boxes more accurately match everything from fast-moving objects to odd-shaped enemies to weapons with more unique swing-arcs. More details to come soon!
So, where are things at currently?
Hi, Morse. Yes indeed, we're still kicking! Sorry we did get behind on the update - we're trying to stay on schedule and apologize for the delay. We'll have another post out shortly!
Hi guys. I hope the project is still kicking. Could you post a brief update in here if you have the time? It would be appreciated I'm sure.
Hi, Raaxis. We definitely understand your concern, and our Kickstarter funding amount is not a lot compared to what it costs to run some companies or make some videogames - but it is definitely still a lot of money! We've done a number of things to keep our business expenses limited, and we have made a number of personal and professional sacrifices to ensure that development continues. Feel free to private message us if you are still curious or have other questions about our business practices. Thanks!
How can you guys survive for 4 years from these few bucks? �
Hi, Duncan. We definitely understand your concerns, and we are working as hard as we can to get another version of the game into everyone's hands. We'll be in touch shortly to see if we can address your specific concerns. Thank you!
Hi there, I'm wondering where I can report this project to Kickstarter? I'll look around some more and figure it out, just seeing if you guys have any insight. Mainly because paying $50 for a pledge 4 years ago is getting... old?
Hi, Quirken. We definitely like that way of commutating progress, and it's something that we'd like to start doing again for our backers. It was pretty difficult for a while to break the engine work down into percentages, since so many systems affected other systems. But now that we are moving back into more direct "feature" work, it should be easier to quantify. Thanks for the suggestion!
In a broader sense than release dates, can you give a general idea of progress, something like "X milestones remaining for feature-complete alpha" or "70% feature complete" or what not? I understand not having an exact date, but having a sense of how much there's left to do would be nice (even if the remaining parts are nonlinear and take up more time than other parts)