Use this space to cheer the creator along, ask questions, and talk to your fellow backers. Please remember to be respectful and considerate. Thanks!
Excited to see the pig - keep up the great work gents!
I'm glad to hear that things are going well and I like the new trailer. For myself, "Summer" is specific enough :-).
Michael, We are working very hard and things are coming along. I can safely say the game is going to be better than we ever imagined. The date we are giving now is Summer, I don't want to get more specific then that but expect to hear more info soon. Did you get a chance to check out the new trailer?
Any update on a delivery timeframe?
Thanks for asking about this Jacob! We are planning on posting an update tomorrow, so please bear with us a little longer.
March is almost over; do you have an ETA for delivery?
works for me, i'm just happy to be playing when it went over the mark :D
It does, but we won't be revealing what it was. It's a secret to everybody afterall.
over the 9999 mark, does it still count?
Sorry Vincent, that was our mistake. The survey should have said "What operating system do you want your digital copy of Full Bore to run on _most_"
Backers will be able to download any PC port we make from our website. Sorry to make you worry! We just wanted to see who wanted what.
"What operating system do you want your digital copy of Full Bore to run on? Windows / Linux / Mac" Well, although I prefer Linux the only one of those I trust to actually work is Windows, so I'll have to go with that. Do I really have to choose? :(
Full Bore will get a Mac port, we just can't promise that we will have it ready with the Windows/Linux versions. Once Full Bore gets a retail release we will definitely have the resources to make a native Mac port, it's just a matter of time.
So will Full bore be available on mac? I supported it hoping I would be able able to play!?
WOOT WOOT YOU MADE IT!!!
Working on Hyakki Ryouran Taisen was really fun- that whole team at ARC System Works was yokai-crazy for the whole year XD
Congratulations guys. Great job done by all and pledges well deserved!
Read you worked on Nurarihyon no Mago: Hyakki Ryouran Taisen. I love Nura: Rise of the Yokai Clan :D Glad I funded somebody who in some way or form helped something related to something I liked.
That was a long way to go to find a connection...
Grats on the successful funding!
Grats guys on a success funding! 4k above your goal is awesome :)
Yeah, we've been sitting around the computer watching the seconds tick down. So awesome!
aaaand... Time up!
I never knew that KS actually counted down the last couple of minutes second by second without having to refresh the page.
That last room is the test/dev room, Dean's shack. The door is always locked unless you have the level editor/Creative Edition. But we, er... left it in the room count by mistake. Another thing for us to fix for the post-Kickstarter demo :D
Addendum: I did find the secret code room that required the use of my mobile phone, so that isn't it.
I believe I've fully completed the demo, but there's one thing a little off... http://znemesis.com/2013-01-12_00001.jpg
Thanks! That is a bug, both in that falling there should force a recall, and in that you should not be able to get there in the first place. We'll have that fixed in the post-Kickstarter demo.
Looks to be a bug: When I can fall off the leftmost long scaffolding in Deep Altar, and I fall endlessly, including off the map.
We want to keep demo progress where practical. What gets carried over is going to vary depending on what changes we make to the structure of the game in the next couple of months. Rest assured, we'll try our best to make sure you do not need to replay parts of the game that have not changed. Hang on to those save files!
Will the progress made in the demo be kept for the full game?
I am also very excited for a Mac OS X version to come to fruition! I am cashing all my karma points in for some extra hope that it will happen!
That sounds amazing.
A comment on the music's availability: Our plan is to use a service called Tunecore to distribute the album. This will help us reach a wide variety of outlets like iTunes, Spotify, Amazon, eMusic, as well as plenty of others. We hear you loud and clear about the lossless formats, and we'll see what we can do to make those available as well. In the meantime, we'll also be releasing another free track at the end of the month if we can build a big enough fan base. For more information and updates, visit us at https://www.facebook.com/AdjectivePluralNoun
Great project! Glad you got founded. Now I'll just remain here with my fingers crossed in hope that the Mac version happen.
Miguel recorded them in WAV, so they already exist in that format. I think some of the tracks on my laptop are the original wavs.
We'll absolutely put the early and final soundtracks up for download in FLAC! Thanks for letting us know that's something you want.
Regarding the soundtrack, will it be possible to obtain it in a lossless format such as FLAC or WAV? If not for the kickstarter, maybe you guys would consider releasing it for purchase on a site like bandcamp or something later on down the line?
Amazing work on the game, I'm loving the demo. Really happy you're getting funded, you deserve it.
IT WAS THE DEMO, WASN'T IT?
Help fund Full Bore to its release goal.
I'm really sorry you ran in to those odd bugs on your play through. I assure you that the game is not supposed to have nearly that much black in it. At the part that you got stuck on, Hamm is telling you to open your map with the backslash key and won't let you progress until you do. Thank you so much for backing the game in spite of all those problems.
Would you mind DMing me your system and OS specs so I can help figure out what went wrong for you and update our Win FAQ page? You've barely scratched the surface of the demo and I want to make sure you can play the rest. Also, until we can do a native Linux port, I want to make sure getting the demo running with Wine is as painless as possible for everyone who tries.
Tried out the demo under wine and it was pretty fun until part where I got chucked into the mines. I talked to the guy down & right of the start but all the dialog was black. I did hit 'e' a couple times until it gave all black thought bubbles coming out of my guy and that stopped doing anything & didn't know what to do next. I assume there was supposed to be actual dialog & instructions in those black areas.
Couldn't figure out how to quit it nicely (hitting escape just made the whole screen black until you hit it again & it went back to the game) so just killed the process.
All in all it was good enough to convince me to back this though :)
We plan on supporting xbox controllers for release. We may also support generic controllers depending on time.
That was a fun demo. You guys have got my money. Hopefully this hasn't been asked too much, but I didn't see it anywhere in the comments, but are there plans for controller support? I would prefer playing this on my 360 controller if at all possible.
You guys are getting gems so fast! We are coming up with more rewards now... we have some really cool ideas expect to see an update about them soon.
I've been enjoying the game and been playing this all afternoon.
40 gems now, trying to get to that goal
I am glad you are having fun with the demo and thanks for backing! Feel free to email me any feedback or concerns you have.
Anything criticism good or bad is helpful!
I'm really enjoying the demo. Good luck with the KS campaign!
And we appreciate it. Feel free to message or email us with any feedback on the demo you may have.
well, this is something i enjoy, you have my support
Thanks! Check out our previous updates, they have some more info on our development process. And tell your friends!
This looks awesome.
On the other hand, a mock-manual themed artbook would make a pretty cool pre-order bonus-type deal. Naturally, we'd give anything like that to backers too.
I think we would like to refine the way in which the game teaches the player and introduces block types better, and try and make the game as self-contained as possible. I think the devblog is a much more explicit way to talk about design process, and its a more public-facing medium than a manual.