May Dev Update


Happy May everyone! I hope you've had a wonderful Easter with plentiful chocolate eggs to eat (or vore?). We're going to start this post fairly simple and get right to the point, since we have a few things to cover about this month.

First and foremost, I would like to offer my full honesty that we've been having a rough time getting the Void done. Like, done done, with mental health (and a dash of diagnosed ADHD maybe) being a key factor. Implementing the entirety of the assets needed to wrap it up in a nice bow, and chase down every edge case, has been a more daunting task than we may have expected. This, on top of the architectural changes we are still implementing, it will be some time before we can truly call it finished. 

However, we are pleased that it is as playable as it is right now.  Despite the rough state, like the Night in the Woods was when we first released that, it can still be played from start to finish enjoyably. That, and we have made some interesting progress on the Tower stage that will come before the Void as the game's real introduction. While I realize we had said we would be working on this after the Void, it's occurred to us that it may be necessary for these to arrive together, due to the importance of a focused preliminary sequence to the game that doesn't just drop you in as it does.

So we'll be changing a few things: first of all, our priorities are going to shift towards reaching a playable state for the Tower, and we will be releasing these together while we work on the Void and the Night in the Woods all simultaneously. We feel this is the best approach to play nice with our own difficulties with the Void, and it may improve our ability to get the Void in the best state possible. This means the patch release will include all of these, together, rather than separate.

All that said, we're a little disappointed though that none of the changes have been worthy of a test build. So, we'll be giving you one within the next two weeks, once we have the new mapping and positioning system in place, along with what will be an in-game vocabulary. We hope you'll enjoy it.

With that out of the way, we hope you'll stay patient with us. It's a game we're making, after all, and we want to make it the very best we can and (hopefully) manage it right.

- Tenebris

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