Why did you even submit it if it's not finished and you know it won't pass?
I could have sworn I covered this in the topic, but looking back, apparently I didn't.
The reason why is because when you submit a game to Steam, there's a
lot of little checks they do to make sure the submission is, well, submitted right; things like files being in the right place per their system, the right "filters" or "tags" on things, lots of other stuff needs to be done correctly.
When we submitted the NextFest demo earlier this year, we submitted it, only to wait around a week and be told "yeah, uh, you didn't even put your build in the right place", as there was a specific location we needed to submit it to, for that specific type of demo build, etc.
So by submitting it this way, we did so as sort of a "check" to make sure we were submitting the final build right; if we get it back and it says "yeah you need to fix this and this with your submission", then we'll know that going forward for when we submit again, reducing the potential that we get it all ready, send it off, and... we get rejected because of some small mistake on our end.
I really hope there wasn't a fee for doing so. Not wanting to come off as overly critical but I seem to remember you saying you needed it out by this date for financial reasons.
Oh no, there's no fee for
submitting a build, there's only fees for when you initially get your game up on the Steam Store (like, the store page everyone can see right now).
If you need the game to make it's money back then releasing an unfinished product is the absolute last thing you should do. The early reviews (from both Steam and websites) will be negative and it will turn people off of buying the game. Even if you fix it later it'll still have that stigma from launch. Best example is Assassin's Creed Unity which still has the reputation for being a disaster from launch even though they fixed it and now it's one of the best city based AC games.
While I do agree with this, the game is going to be mostly complete by launch (like 95%); that said, we can't really push it too much farther because I've literally maxed out my credit cards, so unless someone just suddenly drops $4k on us or something (and I don't want anyone to do this, to be clear), we've got to release it at the start of November at the latest.
I've been following this project for years and really want to see it succeed. You clearly put a ton of work into it, it plays fantastic based on the demos, and you've been a class act with your community interaction. Please don't self sabotage at the finish line.
Same here, but I don't think it's as in dire straits as you might think; when we launch, we should have all cutscenes in-game, it's just that some of them may not be voiced, and there may be a few things to polish through the first month of launch.