Use this space to cheer the creator along, and talk to your fellow backers.
Have a question?
@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)
Hi, Chris. Thanks for reaching out! It is true that we currently do not have a release target — but this is not intended to be viewed as a lack of any goals or deadlines. We are trying to work on the game as quickly as we possibly can, but the completion dates for some aspects like the recent engine rework are difficult to predict. In an effort to not set unrealistic expectations for the game or our backers, we have not set a final end date, but have rather been setting internal goals for individual milestones (such as the engine rework, endless drop mode, etc). We are currently revising our goals based on the recent completion of the engine work and the responses to the survey, so that we can focus on the most necessary aspects to complete a successful game that satisfies our backers.
So in short — we do operate with internal goals and deadlines, but we are not yet prepared to issue a (potentially unrealistic) release date.
What's your current release target? Anything at all? I get things were hard but operating with no deadlines whatsoever is very dangerous.
Hi, Zesty. We are sorry to hear that you are dissatisfied with the project. We will reach out shortly via private message to see if there are any questions we can answer, or anything we can do to restore your confidence in the project. Thank you!
I would like to request a refund for this game, please advise. Thank you.
Hi, Hardy. Unfortunately, we currently do not have a release date, but we are continuing to work on making the game the best it can possibly be. We're sorry to hear about your friendship coming to an end - but we hope that the silver lining will be an amazing game for you, and hopefully your copy can be shared with someone else that will enjoy it!
So... is there an announced release date for this? I backed this project to give my extra copy as a gift to someone who was excited about this game, but I'm not even friends with that person anymore... I'm not holding out high hopes that this will turn into a great game, but even shovelware on Steam beats nothing at all...
Hi, Darewind. We are sorry to hear that you are unhappy with the state of the project - we definitely wish it was done as well. We will be in touch shortly via private message to see if we can answer any of your concerns and restore your confidence in the project. Thank you!
I want a refund on this. It is three years past the original listed release date.
Thank you for the info! After all of the required ports are complete, and if the game is successful, we may consider additional ports. It's hard to say which system(s) we might support, since it's so theoretical, and we've had backers request ports to several different systems. But it's great that development kits keep going down in price. Unfortunately, the largest expense is the programming time required to port our engine to each additional system. So we would have to weigh whether that cost would be worth it, based on the potential sales. And depending on the system architecture, some ports may be easier than others... for example a PS4 port is easier than an XBox One port. Being an artist, I'm not as familiar with the architecture of the Switch, but I believe it's much easier to develop than the WiiU or 3DS, so that is good news for devs like us!
There was a recent article with NintendoEverything that the Nintendo Switch development console will only cost 50,000 japanese yen ($500). I felt a port for that device would be more apt than other big video game consoles. The control flexibility of the Nintendo Switch seems perfect for this game. Give a look if you're interested. Cheers.
Hi, Jeritza. We have discussed the platforms previously, but it's buried somewhere in the comments, so I will simply restate it here. I'll also post this information in a future update, since I'm sure many others are wondering too!
We are still committed to PC/Mac/Linux for the initial release, as promised. After that, iOS and Android will obviously be the next release goals. After the Android port is complete, Ouya would have been the next port (since it was Android-based). But since it seems that Ouya is no longer viable, we will consider other options. At that time, our goal will be to swap the dead-on-arrival Ouya port for support of one or more Android-based or Android-like devices or platforms.
After we begin porting to Android, we will likely allow backers to vote on a short list of these Android-based devices that are still relevant at that time — such as Amazon FireTV, NVidia Shield, or Razer Forge TV (which might be the successor to Ouya?). We only will make these porting decisions when the port development process is ready to begin, 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.
I hope that helps! Feel free to let us know if you have any other questions!
Have there been any updates on platform release information?
The Ouya seems to have vaporized.
...we address all of your concerns. I don't know how the end of that sentence got cut off!