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Full NO MORE WORK FOR ITO update
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What changed
- Gameplay
NO MORE WORK FOR ITO changes
“Want to share this earbud with me? Let’s listen to a song to celebrate!”
It's done. At least a part of me is... It’s done. At least… a part of me is.
As The Writer of this project, I have to admit... I sacrificed a lot of myself. There’s so much of me in this, and I love that. Being sincere in your work feels right. Even if I’m not 100% proud of it in every way, I still see it as something I’ll always remember with a lot of affection.
Daniel, Mia, April, Wayne… I don’t know if I’m ready to say goodbye to them.
I once heard that releasing a book feels like saying goodbye to a friend. I understand that now. Deeply.
The game was a lot of work. It was the first time I ever programmed anything, lol. So the feeling now is… strange. Vague and a little scary.
What surprised me the most was finding the ending of this story. That feeling when you finally reach the end. . . that’s what made everything worth it. When I found that moment in my heart, I knew it would all be worth it to finish this game. Even if it meant being evicted and almost becoming homeless (yes, that actually happened).
This game was born during the floods in Rio Grande do Sul. For my fellow Brazilians… you know how it was. We basically lost everything.
At the same time, I was forced to face the choices I had made up to that point. I kept going with games because, honestly… this what I love.
We delayed the game a few times… I know. But the truth is, the original idea was too big, way too big. We planned to release it in parts to pay the bills, but in the end we got an ultimatum. We couldn’t take that risk.
So we stripped it down to its core and rebuilt everything in four months.
Yes. This last version of ITO was made in four months. And I’m incredibly proud of our artist for that.
I’m deeply grateful to everyone who asked about the game since the first time we skipped a lunch date back in February. It’s so cool! It makes me smile every time.
I’m truly sorry if we frustrated you. That was never my intention. I never thought people outside of us would even care about our little game.
It feels surreal… releasing a game like this. Magical.
Having a game that feels alive…
There’s no more work to be done. ITO is alive.
This world exists.
I stepped into this office. I talked to these people.
I can still hear the rain…
And the rain is calling me…
And I’m calling you to experience this game.
Immerse yourself.
Get the password.
Ito is waiting for you.
Hey everyone, I’m the artist behind the game. Honestly, it still feels surreal to have released it like this After so, so much work, it’s almost unbelievable that it’s finally out. A lot has changed since the demo. Even so, I really hope you enjoy the story, because it means a lot to us. It’s something very real and very sincere. Illustrating this story was difficult, especially because we committed to such a big project with so little time to finish it. But in the end, I feel like it was all worth it. The story is honest, and its message is something I truly believe in. I’m incredibly grateful to everyone who checked out the game, followed us, or showed any kind of support. Even just giving it a bit of attention means everything to us, because we genuinely didn’t expect it. We had no idea people outside our circle would care, even when we delayed the game. So, truly, thank you to everyone who played the demo, who enjoyed it, who commented, who followed us. That support motivates us more than you can imagine.
Developing this game was an emotional rollercoaster, from moments of pure despair to moments of overwhelming happiness. I never imagined I’d be able to work with art and turn it into a real career, and I’m so grateful for that opportunity. I’m so grateful I got to be part of this game. Now it’s time to focus on translations and promotion… which is probably the hardest part for any dev, hehehe.
We’re also really curious (and a bit nervous) about your reactions. That’s all we can think about right now:
What are people going to think?
Are they going to love it like we do?
And of course… we’re hoping there aren’t any bugs, haha. Even though we’ve played it a million times, somehow something always shows up at the most unexpect moment.
I also hope you grow to love these characters as much as we do. It honestly breaks our hearts a little to think we won’t be writing new dialogues for Mia, April, Wayne, and Daniel anymore… not seeing them talk and laugh together like before.
They still feel so alive to us, and I think that now, they always will be, living on through this game. - Poética Software HQ.
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