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Full We Are Live update
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Repeated intro
Hello all. I'd like to say thank you to those who have participated in the Early Access version of We Are Live. I'm here to announce that 1.0 will release on May 2nd, 2022! I know this is a bit sudden but I feel like now is the right time to do so.
What changed
- Gameplay
- Compatibility
We Are Live changes
What does this mean for updates?
From here on out there will be no major content updates for We Are Live, the game itself has reached a point where I'm happy with it and feel as though it's a complete package. However, I will be continuing to fix bugs as they come up. I've also been feeling burnt out on working on this as it took up a lot of my time even when I wasn't working, now that I have a full-time job it is much harder to find the motivation and the time to work on it. I also feel as though the content I've added since the original release has been a little lower quality because "I just want to get it out there", while it might not be noticeable now if I continue to force myself to add new content to the game, I feel like it will continue to get worse. As such, I've decided to cut it off here. I never had a concrete plan for everything from the start, which is causing me to second guess if the game is done. However, there is one thing I might add... so keep an eye out for a future update.
What about controller support?
This was something that I worked on for a while during the Early Access period of the game and ran into a major problem. The spell crafting menu. This would have to be completely re-designed to enable controller support and I never felt as though there were enough requests to do so. If you would like controller support please reach out and let me know, because otherwise, I will not be implementing it.
Consoles?
Back when I was creating We Are Live I planned to port it to Nintendo Switch, however, this is unlikely to happen because of the controller issue stated above, and other issues with the main design of the game which wouldn't be easy to work out. As well as the amount of time to make that possible is likely not worth it in the long run. Not saying it's impossible, but it's highly unlikely.
What next?
This has been a fantastic experience creating a game and releasing it on Steam, and I'm thankful to everyone who has talked with me about it and helped me get this far. I've learned many things from this, and I hope that I provided an enjoyable experience for those who play We Are Live. I'll be gathering my thoughts as a whole and seeing where I want to go next. I might make a game 2, but that is a ways off.
Thank you all once again!
Ryan | Ventus Games
Source
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