Full notes
Full Epitasis update
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What changed
- UI and audio
- Gameplay
Hi all! Lucas here with an Epitasis development update. We've been hard at work on continuing to build Epitasis, and it finally feels like the game is coming together. We're very close to a fully playable build - I am hoping that we should have one at the end of November or mid-December! That will give us the remaining time to do QA, localization, and continued polish of the game (and anything else). We seem to still be on track for a Q1 2019 release. Last time we talked, we were preparing for Microsoft's Pre-PAX event - it ended up going very well! Overall people seemed to like the demo we brought quite a lot, and it gave us some good feedback to polish some of our gameplay systems. It also gave us a lot of good experience about working on the Xbox build of the game. Lately for Epitasis, we've worked on introducing some cool new technical features, such as a music "queue" system, which allows various tracks to play and be queued up as you progress through the game. It's very dynamic, and pretty cool! I'll be excited to when I can show more of this, and more music from the game (its wrapping up very nicely). We've also continued to work on dynamic weather in Epitasis - you can check out a quick sample of rain here. There's currently a few different weather systems that randomly place throughout levels (some more than others). Areas of the game we're beginning to wrap up is that of the city ruins areas, which you can see a few pictures of below:
Lastly, we recently worked to update our Press portal for journalists and streamers. You can check it out here ! If you're either of the two, feel free to reach out and/or request a press copy - we'll add you to our list! The site also has a ton of screenshots, gifs, and other media you can view. As always, for more frequent updates, you can be sure to follow us on Twitter and Facebook, or even here on Steam. Thanks, and see you all next month! - Lucas
Source
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