Roam is not dead.
Development has been slowed down a little, but we have plans to get back on track and speed it up again. I would like to take the time to go over what has been happening and address some important issues.
First, I would like to apologize for the silence. There are a lot of things on our plate, but even so, it isn't acceptable to leave everyone in the dark for so long. During this time of silence we have been working on internal systems and networking with the world generation, networking for AI, and finishing up systems that were at around 80% completion including the inventory and item system, base building, and internal tools that allow us to speed up the creation process. We have hired freelance programmers and artists to assist us in speeding up the workflow.
Along with hiring general labor we have plans to bring on a dedicated public relations representative to assist in communicating with you all while being able to devote as much time as we can to the development. With that being said, we have also hired outside help to assist with the website. This should be going up soon.
As far as game content showcases go, we are going to make an extra effort to keep everyone informed on progress from here on. I hope to have something to show everyone once we get the last final files plugged in from a freelance contractor.
As I have said in the past, the game will be released. We wont give up on it until we fulfill our end of the Kickstarter agreement that we and our backers have. It is taking a lot longer than originally expected to provide everyone who supported the project what we think they deserve.