![]() You enter an area, fight some monsters, and then have a choice: take this reward and go left, or take that reward and go right. Originally, Witchfire offered you these vast regions to play through in a specific, very rogue-lite way. While that is somewhat the case, there’s a pretty big chance we would have released in a month or two if not for the redesign.Īll right, so what that redesign is about? I honestly thought that if we were ever late it would be because we tried to make a game that was too big or too complex for a small team like ours. We’ve upgraded combat and exploration from arena style to semi-open world style, and that took time. But the way the player experiences the world has changed significantly. To be clear, Witchfire is still a rogue-lite dark fantasy first person shooter. But a certain crucial element nonetheless. However, in our case, the reason is different.Īnd that reason is: we have redesigned the core experience of the game. While we have not 100% committed to a day, month or even a year, we can also admit we will release later than anticipated. Usually, games miss their target date simply because developers underestimate the time needed to make a good game. ![]() That is three “early words” in one paragraph. It’s only the second week of Q4 2022 but I am here early to tell you: we are not going to launch to Early Access in Q4 2022. You only have one chance to make a first impression and we respect your time and money. ![]() But we will not release, not even in Early Access, until we’re happy with what we have. In the blog post with the Summer game Fest trailer, we wrote:
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