We’ve been receiving a lot of questions about the state of the game, our current progress, and future plans. First, we apologize for not addressing all of these details more quickly — we realize we’ve been too quiet, and that's not good for anyone. Things have just been extremely busy with both work and life, and being the small team that we are, we’ve struggled to keep all the plates spinning as rapidly as they should.
What have we been working on?
As a small operation, everyone here at Pixelscopic is always working on crucial tasks, and unfortunately things like customer service, updates, livestreams, and social media simply fall to the wayside. That sucks though, because then you (our backers) don't know what's going on, and we seem to be lacking in terms of presence, etc. As you may guess, progress has been slow since our last update. We hope everyone has played the newest build on Humble, which was released in October. We’re not sure when the next build will be available, but we’re striving to make it a massive improvement.
We’ve been putting some extra time into the controls in an effort to help the player feel more accurate and agile. We will soon have aiming with the mouse (or controller analog sticks) implemented for charged attacks, which will be especially fun for projectiles and thrown items. We’ve also been stewing on some physics adjustments, which will allow us to make the characters more agile for dodging and dashing, as well as the the combo system we’ve been planning for some time.
Why the delays?
Unfortunately on a game this complex (especially with physics), a lot of our original goals became more difficult to achieve than we originally thought. Many aspects have taken much much longer than anticipated, and things have gotten tight for our business. Some of our team members have been working second jobs or side-projects to keep everyone stable. We’ve also undergone some changes on the personal front (one team member has a new baby!), and have had to adjust as individuals and a company.
As the new year approaches, we will be making changes to improve our progress and speed up the pace on Delver’s Drop. For one, we are bringing on an additional part-time programmer to help speed features along. Secondly, while we will still exhibit (and hopefully see all of you!) at conventions like PAX East/Prime, and possibly IndieCade, we plan to partner with other developers to keep the logistics simple and the expenses as low as possible. And finally, we are going to just simplify and cut back on some of the minor fiddly bits of the game that keep eating up our time.
But when will the game be released?
A hard release date is something that everyone here would love to know, but we simply aren’t sure yet. What we do know is that we are working towards making the next build very incredible, with more improvements than the last few that you’ve received. That is our goal #1 right now: awesome build, fix broken things, add cool new things. Once we get there, hopefully we'll have a better idea of how the remainder of development will play out.
In terms of platforms, our commitment remains the same: PC / OSX / Linux at launch and iOS / Android / Ouya some time after. With an additional programmer coming on in January, we’re hoping that the Linux version will start gaining some good momentum, and that port will flow nicely into the mobile versions over the course of the coming year.
Where are the physical rewards?
We have a *lot* of stuff already packed in mailers and ready to go, but we are literally just lacking one more item design to get the first physical goods shipped out. Due to some of the control changes, we didn’t want to print the manuals with totally incorrect information. So we are making adjustments in order to have it printed very soon. Shipping out this first set of physical rewards will be a huge morale boost for us, and will also vastly improve our office space (no more dodging boxes)! The second shipment of physical goods will happen after the final release, since those things require the game to be done. Posters will most likely be shipped somewhere in between.
Thank you very much for your support and patience - without you all, this game would never be happening in the first place, and we are grateful for everyone who has chosen to be a part of this journey.
Delver’s Drop WILL be finished someday. The timeline is obviously a bit of a disaster, but we will see it through… and we hope that you will continue to see it through with us.
Thanks, as always, for sticking with us and the Delvers.