![]() When I pick a destination in the game, the unit automatically computes the best path to reach this point in the minimal time. Consoles? We have very good options with top tier publishers willing to port the game on every existing platform but we've been super clear about this: focus on EA and full release on PC first.On the left, you see in blue the zones where the unit can walk. along with the community-related activities we've teased a few weeks ago. We have to say that we are working on a very special anniversary sale and something could happen at some point and of course we have to evaluate special events from time to time, to set-up things properly but again, no promises and new info as soon as possible. This is the best moment to start your adventure in Plamen, then don't wait! That's because we thought it was due to the people that supported us at the very beginning and because we are not going to undersell a product that we think is worth the price, considering that we are talking about one of the biggest indie RPG on the marketin terms of contents/repliability value. For sure, we are not going to discount the game more than 20% at least for the first year and yes, we can confirm that the full release is not going to change the price point, despite the huge number of contents we already put in/we'll put in in the future. About sales: yes, we are going to discount the game in the future of course, because special sales are the best thing to raise numbers and it's pretty normal doing like this for any studio in the world. Many were asking about three main things: special sales, console versions and retail. Last but not least: we've received hundreds of messages, mails, DM with suggestions, feed and precious comments and we want just to confirm once again that we are trying to answer to everyone as usual. Giulia, our Producer, with Rick from Fextralife and a very promising young Game Designer sharing some prosecco at our booth! everything is constantly under discussion and be sure that we'll give 110% as usual to move on and be able to improve the game as much as possible. Full coop campaign, multiplayer, online features, battlegrounds, sieges, new companions, new modes, DLCs. No rushes on our side and again, we are not going to promise things that we can't deliver but we have a ton of options to consider now and many cool ideas to work on. We have now data and info validating what we've always thought and what we've always said when pitching the game: we have something unique here and there is nothing else like this on the market, which is something that everyone knows, apparently. After the issues we had in the past, we decided to set-up meetings with trusted people only, big guns and people we really feel could help to make Alaloth great. To summarize: no secret that we had a great GamesCom and we were there to catch-up with new potential partners to help with the future of the game and the brand. Not talking about dragons, completely new FA with more puzzle elements, traps and so on, introducing new mobs and features that we thought would have been a great addition to the gameplay. We are going to update the roadmap soon, because we've already finished these areas, other new locations and we've just started working on new FA as well. We'll probably be back on this in the next days because once again, we ended up in something bigger than expected. ![]() We had a lot of meetings to discuss how to set things properly and we are thinking to split the upload of the new locations as soon as we'll have ready what we need, instead of sending out a massive patch. As we already said, we are going to add 4 new areas with new NPC and new quests and we are at work to dress each area the coolest way right now. September is even the month of the first world update. We are running an extra week of testing on our internal branch. We hope to be able to release the new patch next week, just let us check the last changes we did. We are testing right now and even if we were expecting a bit of regression and UI-related issues, everything seems to be fine now. We already explained why we had to release with partial support only, so we are not talking about this once again. Time for a new update, fall is coming and we can't wait to show you what we are working on! The good news is that we've been incredibly fast during the summer, so the stronghold update has been released before leaving for GamesCom and we had the chance to gain some extra time for the next features scheduled.
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