What changed
0 fixes1 addition0 changes0 removals
addedDear all, a new post, long overdue with pictures an important announcement: Like every year, the holiday season combined with sales makes visibility and competition a challenge. After careful consideration and with support of our publisher we have decided to push back the release date to early next year. Competition will remain tough in 2017 but the additional time will give us the opportunity to polish the game further, add a few localisations, and prepare a beautiful new trailer. And... the past few months have been intense. The game is in a stable pre-release state now, entered into the IGF competition. All background paintings are done (in 2560x1440 no less) and the UI has been implemented almost completely. Many of the remaining tasks are polish: fix tiny animations issues, add a few beautiful fx, and the above mentioned translations. After many so doubtful months I am happy to see everything come together like this. Below a few images: The main menu, chapters (or levels) unlock in sequence, each with its own tiny quasi-scientific diagram. Chapter 15: Moldy air, preserved in crystal halls. Chapter 24: Petrified, reaching out, never touching. Thanks you for your support so far and your patience. ^____^
She Remembered Caterpillars changes
addedDear all, a new post, long overdue with pictures an important announcement: Like every year, the holiday season combined with sales makes visibility and competition a challenge. After careful consideration and with support of our publisher we have decided to push back the release date to early next year. Competition will remain tough in 2017 but the additional time will give us the opportunity to polish the game further, add a few localisations, and prepare a beautiful new trailer. And... the past few months have been intense. The game is in a stable pre-release state now, entered into the IGF competition. All background paintings are done (in 2560x1440 no less) and the UI has been implemented almost completely. Many of the remaining tasks are polish: fix tiny animations issues, add a few beautiful fx, and the above mentioned translations. After many so doubtful months I am happy to see everything come together like this. Below a few images: The main menu, chapters (or levels) unlock in sequence, each with its own tiny quasi-scientific diagram. Chapter 15: Moldy air, preserved in crystal halls. Chapter 24: Petrified, reaching out, never touching. Thanks you for your support so far and your patience. ^____^
Dear all, a new post, long overdue with pictures an important announcement: Like every year, the holiday season combined with sales makes visibility and competition a challenge. After careful consideration and with support of our publisher we have decided to push back the release date to early next year. Competition will remain tough in 2017 but the additional time will give us the opportunity to polish the game further, add a few localisations, and prepare a beautiful new trailer. And... the past few months have been intense. The game is in a stable pre-release state now, entered into the IGF competition. All background paintings are done (in 2560x1440 no less) and the UI has been implemented almost completely.
Many of the remaining tasks are polish
fix tiny animations issues, add a few beautiful fx, and the above mentioned translations. After many so doubtful months I am happy to see everything come together like this.
Below a few images
The main menu, chapters (or levels) unlock in sequence, each with its own tiny quasi-scientific diagram.
Chapter 15
Moldy air, preserved in crystal halls.
Chapter 24
Petrified, reaching out, never touching. Thanks you for your support so far and your patience. ^____^