We are conducting the October Kickstarter testing sessions here at .Īs we resume open development, you will also see more communications from us. Your feedback will inform our work to polish and refine the Descent experience ahead of our Retail Release. In each one, we will ask you to try out and give feedback on different aspects of the game, including the single-player campaign. These testing windows have important jobs to do. This will then lead into the PC Beta, which will be open to anyone who got the desktop version before the Retail Release. Later this month, we will invite Alpha backers, then Beta backers, to a special Kickstarter testing window to help us further refine the game and make it shine. We intend to complete it in open development, too. We began this project in open development with you, the gamers. We are also getting ready to finalize our list of names for the game credits, so we need you to update your profile on our site by the end of the month.Īt the bottom of your profile screen is a “Name for Credits” field to help us know how you want to be identified in the credits: We ask for your backer number to help make sure no one else can claim your rewards. If you click the blue + (plus-sign) button to the right of Descent: Underground, your backer number will appear at the bottom of the pop-up window. Your backer number is located in your Kickstarter account here: Here is the link to collect your rewards: If you have not yet redeemed your Kickstarter rewards, it is very important that you do so in the next few weeks. Because you believed in this project from the beginning, you will also be eligible for any PC pre-order rewards advertised by Little Orbit. Very soon, our friends at Little Orbit will announce a couple of releases- a PC Beta and a full Retail Release that includes console versions.Īnyone who got a copy of Descent: Underground during our Kickstarter or Early Access will have access to the PC Beta and receive the Retail Release. As we promised last year, you will soon be getting your hands on the reimagined Descent! Thank you all for your help, your encouragement, your patience… and your love of Descent! On a brighter note… It’s almost video game announcement season, which means the official announcement you’ve been waiting for is not far off! Keep your eyes peeled watching the gaming news and on social media for all the hotness! We’re very sorry that we’ve missed the last couple of weeks of streams- between Internet issues and being just plain busy, we haven’t been able to. The sad news is that we’re not going to be streaming or updating the blog while we’re finishing things up. The good news is that we’re getting closer and closer to that day when you’ll be playing alongside people who discovered this game in their friendly, local game store! It’s also a LOT of work to test, test, test, fix, test, fix, and test! Hours in the office grow to Godzilla proportions… This is basically the whole game, minus a bit of polish and a few bells and whistles- so it’s a huge achievement. We are in the very intense process of finalizing our console porting master. However, we wouldn’t take this step unless it were the best and most efficient way for us to deliver the gaming experience we are all dreaming of. We understand that stepping back from early access is unusual. As we mentioned this summer, we are focusing most of our communications on BrightLocker to save time for development. ![]() You can continue to follow along with us at, where we are posting regular updates. ![]() However, if you’ve already bought the game, you’ll still be able to play the current build while we work to finish the game. This means we aren’t planning to update our Production environment until around the time of our official release. We want to speed the game-making process back up, which requires dedicating our time to creating new content rather than supporting a work-in-progress as if it were a finished game. We’ve found that for a small team, early access requires a tremendous time investment that slows down the development cycle. This was a tough decision and the deciding factor was our commitment to you. In order to make that release happen sooner, we are taking the game off of Steam Early Access to focus on implementing single-player, tech trees, and the other cool features we’ve talked about. We very much appreciate your support and your trust as we finish the storyline campaign for our upcoming official release. We want to thank you for coming along with us on this journey and for all of your playtesting feedback in early access.
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