The beginning of 2017 has been a frenzy. The game is going to be released in two days: Tuesday, January 17th, to be exact.
We are nervous, excited, terrified and very much looking forward to reading your opinions, seeing you play, and just generally, hopefully enjoying what we have worked on in the past 3 years.
If that wasn't enough, we have are among the IGF 2017 finalists. We have been nominated for an award for Exellence in Visual Art and we have even garnered an Honorable Mention for Excellence in Design. How incredible.
Oh, and we are among the nominees for the IndiePrize of Casual Connect Europe (Berlin) 2017!
Oh.
O_____O
That's us.
Thank you so much, all of you!
Within Reach Not Quite Yet > Release delayed until early 2017
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. ^____^
10k downloads and a demo update
Wow. Just barely two months ago we released the demo not knowing how well it would do… And now? We made it past the 10k downloads milestone of the demo! Thank you so much.
Here is a list of the changes we’ve made since then:
Added surface sounds when characters walk
Added text for menu buttons
Added a screen with proper credits
Added sounds for menu buttons and the spinning hexagon
Added glowing position lights to the skyscrapers in the City Zone
Added the story segment to the in-game menu for those who (accidentally) skipped/missed the text
Menu in start screen now similar to the in-game version
Updated background of the start screen
Removed the blur transition at the start and transition between levels
Improved transitions between levels and when resetting a level
Replaced sprite based text with a new custom font
After merging Purple now walks across caterpillars in an arch, hopefully
Steam Achievements should be more reliable now
Thanks again. Hugs, cheers, and a toast to you!
Daniel & David
Meet us at PAX West 2016!
For everyone who ever wanted to meet us in person, talk about game development, ask questions about SRC or just hang out! We will be at PAX West and the demo will be playable at various locations.
6th floor with Ysbryd Games at booth 6003
Indie Minibooth] on Sunday and Monday
Intel in the Expo Hall booth 625 (Monday from 2 – 6 pm)