I'm sorry you guys feel that way but, in the end... we do need to make some money and our workload is slammed because of how much we are trying to accomplish here. We've done things like allowing guest characters for monetization but we simply cannot push that as our primary funding source since that would end up with feature bloat... stretch goals and such? Well, again, unless we have mile in the high goals that can hire people for full-time wages we simply can't do that either.
We chose a model based off of what nearly every other project we see out there is doing and we honestly don't see what we are doing is any different? Voting for upcoming content and then staggered public release... that's what we see across most the patreon community so if we are EA of Patreon then, I guess we all are? Some games have three separate versions for different tiers of payment (one has six for instance) and others have years between public releases so, I thought we were doing pretty well in keeping the option open.
In the end, this funding is what largely what lets us have such a focused dedication to this project... without said funding we can't put nearly as much focus or dedication on this. And much of the funding now does go to contract work to make this a better game, what's left over is what some of us get for groceries, basically. It's a good thing Arbuz likes Ramen so damn much!
So if there is a better system you know of that we can do that won't drastically increase feature bloat we are open to hearing about it. And on that note, we are open to hearing any and all criticism, critiques, and suggestions on the discord, here, other forums etc, we are trying to be much more reactive and responsive than other dev teams and dedicate a lot of our time to giving people access to our people.
So as much as it pains me to see people upset with how we're operating and functioning... there's simply no other way we can see. Every other project with similar scope works the same way, and some much, much simpler copy paste games do the exact same business model... which, this is what it is, we are looking to making more than just this game after we are done and making this a career. We don't expect to get rich and let me tell you, we sure as heck aren't getting rich off this project now haha, but we do want to make it so we can live off of this studio as gainful employment.
But I am going to get on topic on the actual state of the game.
Going Forward:
We've already begun spurring up the next updates before the release of our last patch. Writing department was finished pretty and already began working on the layout of the next two companion quests, and more importantly, a village that will feature our first intrigue and mystery quest (moved away from The Velvet Oasis so we can have a more matured method for that quest) and several busy work quests with lore and general dialogues.
We expect updates to return to normal scheduling from this point onwards, our last update took a lot of infrastructure, architecture, and base programming updates and retooling. The inventory system went from non-existent to functional, our quest system needed an overhaul, enemy AI needed to stop agro'ing through walls and objects (no small feat in a painted isometric game), combat is actually working now and isn't just absolutely broken... just completely unbalanced haha. We have the levelling system actually framed out. Others include;
- Fog Of War
- Atmospherics
- Bug Chasing
- Collectibles
- Looting
- Exploration
- Interactable Objects (beyond just looting)
- Card Behavior
We had to handle a lot in this update and we wanted to move forward with a solid foundation rather than building a ton of features on top of a house of cards. That ends up completely destroying projects later on when they are stuck in the situation of needing to deliver so much content per update or they receive public backlash. This makes them pile more and more things on an unstable framework that will eventually hit a point it is no longer sustainable, they when they go to address the architecture and slow down on content... they get a massive backlash during a "content dry spell." So this update was us trying to chip away the bulk of the heaviest architectural issues we had.
As said earlier, we expect out upcoming updates to return to a more stable schedule. We will be having a poll soon to ask what sort of update schedule would they prefer, after which we will internally discuss the situation more on an internal level.
As for those supporting us, as always, thank you so much for that. Without you, this project would not exist.