Book of aliens book of demons1/30/2024 ![]() ![]() PS4 and Switch are two consoles that we’d love to add to the mix, but this is something we can’t produce internally. Hopefully, we’ll figure it out soon and we’ll have the game out shortly as well. As for other platforms, we also have a working iPad version of the game, but we haven’t yet figured out a good way to do controls. Either way, we hope to have the Xbox port out in the first half of 2019. The Xbox port is almost complete, but we haven’t decided yet if we’ll be self-publishing it, or if we’ll go with an external publisher. We already announced Book of Demons would be coming to Xbox One, but it would be silly of us not to port it to other platforms as well. ![]() This shouldn’t come as a surprise to anyone. Book of Demons is coming to more platforms We’d love to tick off all those things in 2019, but history teaches us this might be… well, challenging. We’re also not giving any exact timeframes, as there are simply too many unknowns at this point and as usual, we don’t want to overpromise. Therefore, the plans outlined below must be treated as a rough sketch and they are subject to change. The next few months will be the most critical and probably chaotic, as every transition period is. This is a scenario in which so many gamedev companies fail, so we need to be extra careful about the decisions we now make. This is easier said than done, but we see no other choice – we see the successful launch as an obligation, especially to our R2G supporters. Our internal goal is to grow our team and invest so that we can build things faster and do more things simultaneously. As of today, Book of Demons development costs have paid off and we can start planning for the new shiny things to come. Even though most of the copies sold were discounted due to various promotions, it’s still a huge thing for our small team. A successful launchĭespite it took so long, our hard work seems to have paid off, as the launch of the full game was a success! We launched on December 13 th and before 2018 was over, we sold two times more copies than we did during the entire two and a half years of Early Access. Having known it back then, we’d probably try to be better prepared and we’d have scheduled things more cautiously. The game was already a huge undertaking for a small team, but rebuilding and adding major systems on a living game proved to be much more time consuming than we anticipated. This is the main culprit of why it took two and a half years. It was something we weren’t really prepared for, but we were keen on fixing the biggest limitations coming from our original design. Book of Demons was supposed to be a midcore take on a hardcore genre, but soon it became apparent that catering to a diverse and enthusiastic Steam audience would mean much more than doing a few bug and balance fixes. The ever-abundant feedback from the Early Access community steered our development into territories that we never anticipated. After all, it shouldn’t take long to balance 2 more classes, add some cards and some sounds, right? Back then we felt the game was already pretty solid, and we were planning to stay in Early Access for about six months. When we launched Book of Demons into Early Access in July 2016, we’ve been already developing the game for more than 3 years in a team oscillating between 3 and 6 members. Also, it’s the beginning of a new year, so what better time to make new and bold plans? But before we jump to the point, let’s take a step back and look at what we’ve accomplished so far (and why getting here took us so long). It’s been a whole month since Book of Demons went out of Early Access and the launch dust has settled a bit, so we feel it’s the right moment to talk about the future.
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |