What changed
0 fixes5 additions1 change0 removals
changedThere are some reasons why we haven't launched too many updates. A lot of things have happened in the last year, and so many plans have changed. I'll give you a quick update on what those things are and where we are going next.
addedOnce MIRO's was released, I immediately started working on a new project. It was an action-packed game set in MIRO's universe. The game featured online multiplayer and procedural cities to explore and battle enemies. Of course, it was too big for a one-person team! Who could've thought!? I backported a lot of this project's features into MIRO, so that's why we had a few updates during this year.
addedDuring this time, I've also been approached by a publisher, promising to work on MIRO's marketing and help me reach out to new audiences. It was an interesting interaction. They were all very cool people, and I truly believe in their project. Sadly, things have not gone well for them, and we had to part ways. #RIP Cult Games.
addedAbout 9 months ago, I also received the amazing news that my wife was pregnant, so that forced our plans to change quite a lot. With a baby on the way, I could no longer rely on the income from a small indie game that barely sold 500 copies. So I had to cancel the new project and get a real job at a software house here in Brazil. They have a really nice team, and I'm working on amazing tech.
addedI still have weekends! And I still have a few minutes here and there, where the baby sleeps and I don't. At some point, I'll have a vacation! I expect to keep adding stuff to MIRO as long as I can, after all, this is my dream project.
addedIt will have a bunch of visual updates, as I have redone a bunch of textures and added detail to most tree assets, but it will also have some new mechanics that will make these worlds even more interesting to explore.
MIRO changes
changedThere are some reasons why we haven't launched too many updates. A lot of things have happened in the last year, and so many plans have changed. I'll give you a quick update on what those things are and where we are going next.
addedOnce MIRO's was released, I immediately started working on a new project. It was an action-packed game set in MIRO's universe. The game featured online multiplayer and procedural cities to explore and battle enemies. Of course, it was too big for a one-person team! Who could've thought!? I backported a lot of this project's features into MIRO, so that's why we had a few updates during this year.
addedDuring this time, I've also been approached by a publisher, promising to work on MIRO's marketing and help me reach out to new audiences. It was an interesting interaction. They were all very cool people, and I truly believe in their project. Sadly, things have not gone well for them, and we had to part ways. #RIP Cult Games.
addedAbout 9 months ago, I also received the amazing news that my wife was pregnant, so that forced our plans to change quite a lot. With a baby on the way, I could no longer rely on the income from a small indie game that barely sold 500 copies. So I had to cancel the new project and get a real job at a software house here in Brazil. They have a really nice team, and I'm working on amazing tech.
addedI still have weekends! And I still have a few minutes here and there, where the baby sleeps and I don't. At some point, I'll have a vacation! I expect to keep adding stuff to MIRO as long as I can, after all, this is my dream project.
Hi!
It's me, trevizor (or Glauber, in the offline world)
It's been a while, no? I hope you are all doing well.
There are some reasons why we haven't launched too many updates. A lot of things have happened in the last year, and so many plans have changed. I'll give you a quick update on what those things are and where we are going next.
Once MIRO's was released, I immediately started working on a new project. It was an action-packed game set in MIRO's universe. The game featured online multiplayer and procedural cities to explore and battle enemies. Of course, it was too big for a one-person team! Who could've thought!? I backported a lot of this project's features into MIRO, so that's why we had a few updates during this year.
During this time, I've also been approached by a publisher, promising to work on MIRO's marketing and help me reach out to new audiences. It was an interesting interaction. They were all very cool people, and I truly believe in their project. Sadly, things have not gone well for them, and we had to part ways. #RIP Cult Games.
About 9 months ago, I also received the amazing news that my wife was pregnant, so that forced our plans to change quite a lot. With a baby on the way, I could no longer rely on the income from a small indie game that barely sold 500 copies. So I had to cancel the new project and get a real job at a software house here in Brazil. They have a really nice team, and I'm working on amazing tech.
So yeah, sadly, the truth is that, with a daily job and a newborn to care for, I won't have as much time to work on MIRO or any other independent projects, at least for a while. However...
HOWEVER!
I am stubborn.
I still have weekends! And I still have a few minutes here and there, where the baby sleeps and I don't. At some point, I'll have a vacation! I expect to keep adding stuff to MIRO as long as I can, after all, this is my dream project.
And I have been working on an update scheduled to release closer to the end of the month, when MIRO turns one year old.
It will have a bunch of visual updates, as I have redone a bunch of textures and added detail to most tree assets, but it will also have some new mechanics that will make these worlds even more interesting to explore.
I still need to test these changes and make sure that nothing is incredibly broken, but expect more news soon.
Thank you all so much for the support, this whole journey has been amazing.
Let me know if you run into any issues! Have fun!