What changed
0 fixes1 addition0 changes0 removals
addedHi All! It's been a while since the release of Drifting Lands. 7 months, and I have to admit we gave very little news or spend very little time improving the game. To be honest, the game didn't perform as well as we hoped. It's probably my fault, and for multiple reasons, but the sales barely covered 20% of the development cost. I can't really give steam sales publicly (it's supposed to be under NDA) but you can get a pretty accurate estimation by looking numbers on steamspy. Anyway... We're still around because Alkemi has another source of stable income and we finally found some time to complete unfinished tasks we had on the game! At this point though, it would not be reasonable to expect a lot of new content or any console port for Drifting Lands. We lost enough money in this project as it is. In the future, Alkemi will still work on games but probably with scopes A LOT smaller than for Drifting Lands. At least until, we have proven to ourselves that we are not only able to make games but that we are also able to actually sell them decently :) Here's a changelog for this update : FEATURES: * We finally changed the gamepad control in the menus. It's now a focus based control system. If like me you prefered the virtual cursor, you can still switch back to the old mode in the options! IMPROVEMENTS: * Most SFXs of weapons have been revamped and are now much more present in the global mix (stronger and louder pew pews!) * There is now less notifications when you start the game. Some have been removed, others less important are triggered later in the game. * 2 mandatory missions were removed in grade 1 to allow a quicker progression in those boring levels without suicide bullets :) * There is now a helper window to remind you that you have cargo in your hold each time you return from a mission. You can empty your hold into your stash directly from this window.
Drifting Lands changes
addedHi All! It's been a while since the release of Drifting Lands. 7 months, and I have to admit we gave very little news or spend very little time improving the game. To be honest, the game didn't perform as well as we hoped. It's probably my fault, and for multiple reasons, but the sales barely covered 20% of the development cost. I can't really give steam sales publicly (it's supposed to be under NDA) but you can get a pretty accurate estimation by looking numbers on steamspy. Anyway... We're still around because Alkemi has another source of stable income and we finally found some time to complete unfinished tasks we had on the game! At this point though, it would not be reasonable to expect a lot of new content or any console port for Drifting Lands. We lost enough money in this project as it is. In the future, Alkemi will still work on games but probably with scopes A LOT smaller than for Drifting Lands. At least until, we have proven to ourselves that we are not only able to make games but that we are also able to actually sell them decently :) Here's a changelog for this update : FEATURES: * We finally changed the gamepad control in the menus. It's now a focus based control system. If like me you prefered the virtual cursor, you can still switch back to the old mode in the options! IMPROVEMENTS: * Most SFXs of weapons have been revamped and are now much more present in the global mix (stronger and louder pew pews!) * There is now less notifications when you start the game. Some have been removed, others less important are triggered later in the game. * 2 mandatory missions were removed in grade 1 to allow a quicker progression in those boring levels without suicide bullets :) * There is now a helper window to remind you that you have cargo in your hold each time you return from a mission. You can empty your hold into your stash directly from this window.
Hi All! It's been a while since the release of Drifting Lands. 7 months, and I have to admit we gave very little news or spend very little time improving the game. To be honest, the game didn't perform as well as we hoped. It's probably my fault, and for multiple reasons, but the sales barely covered 20% of the development cost. I can't really give steam sales publicly (it's supposed to be under NDA) but you can get a pretty accurate estimation by looking numbers on steamspy. Anyway... We're still around because Alkemi has another source of stable income and we finally found some time to complete unfinished tasks we had on the game! At this point though, it would not be reasonable to expect a lot of new content or any console port for Drifting Lands. We lost enough money in this project as it is. In the future, Alkemi will still work on games but probably with scopes A LOT smaller than for Drifting Lands. At least until, we have proven to ourselves that we are not only able to make games but that we are also able to actually sell them decently :)
Here's a changelog for this update
FEATURES: * We finally changed the gamepad control in the menus. It's now a focus based control system. If like me you prefered the virtual cursor, you can still switch back to the old mode in the options!
IMPROVEMENTS
* Most SFXs of weapons have been revamped and are now much more present in the global mix (stronger and louder pew pews!) * There is now less notifications when you start the game. Some have been removed, others less important are triggered later in the game. * 2 mandatory missions were removed in grade 1 to allow a quicker progression in those boring levels without suicide bullets :) * There is now a helper window to remind you that you have cargo in your hold each time you return from a mission. You can empty your hold into your stash directly from this window.