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First off, thank you all again for your patience. We realize every time you hear from us, you are hoping we'll announce the official release of the game. We all wish that were the case as well. The main reason for this update being so late coming is because we were feeling like the problems would be resolved within a couple of more weeks of development.  That mindset kept going on and on. All we can do at this point is assure you that the game is going to be released and that we are very close to finishing.  

SO WHERE ARE THINGS WITH THE PROJECT RIGHT NOW?

Within this whole year, the main focus has been to fix existing bugs and to finish the save load system. After doing more testing and purposely trying to break things, we discovered even more issues with our existing system. Unfortunately this means further time spent in development. The issues discovered weren't just on the save load system itself but on how certain scenes of the game dealt with relating information back in ordered to be properly loaded. 

We do have some encouraging news on that though. In the next two weeks, a couple of our developers  (one of which is the lead programmer) are going to get together in an office and put in some 16-18  hour days to try and solve these existing issues. We are feeling pretty confident that this will stamp out the remaining bugs on the system and get us where we need it to be for releasing the actual game. 

As soon as we have more to update you all on, we'll post it here.

BESIDES THE SAVE LOAD SYSTEM, WHAT ELSE HAS HAPPENED DURING THE LAST FEW MONTHS?

NOTE: This info will be especially helpful if you played the Beta

  • Bugs have been fixed in the Nostradamus areas of the game
  • Missing narrative comedy has been added to the Nostradamus area of the game
  • Missing SFX have been added to the Nostradamus area of the game
  • Bug fixes for the objective system not working correctly in the Escape Pod area of the game
  • Bug fixes on the cutscenes between the Nostradamus and Scraps Garage areas of the game
  • Bug fixes in the Scraps garage area of the game including issues where sequences weren't happening in the correct order
  • Bug fixes have occurred involving the Objectives System for helping players know what they have accomplished
  • A SFX has been added for when the player has scored points
  • New 3D music added for Scraps radio being heard higher or lower depending on which area you are in
  • New music has been added to the Rooter Repair sequence
  • A "Wimp out" (Think Space Quest 4 Monolith Burger) button has been added to the Rooter Repair sequence for people that really don't enjoy the kind of puzzle that is being used in that area
  • In the Crane Pit area there have been some much cooler polish animations added 
  • In the Crane Pit area there has also been a lot of polish added to SFX management involving junk piece collision
  • Bug fixes have been added to the Crane Pit area involving Aces PDA not working correctly for downloaded Apps in the game. 
  • Bug fixes to landing on Tatoorakis
  • Bug fixes to Tatoorakis Hydrolator and Desert areas of the game involving a missing component sometimes not be available for finishing the sequence
  • Bug fixes to the finishing cutscene for the Tatoorakis area of the game including ship take off
  • Bug fixes to landing at Taco Nova
  • Improvements to the Taco Nova mini game including a fun reason to get a high score
  • Some artwork changes to Andromecon, including some additional alien creatures added

ART BOOK TEASER

One of the things that Mark Crowe has been working on along with game testing and artwork polish is the official art book for SpaceVenture. This is something he had not spent time on putting together since the game artwork wasn't officially complete. Now that 99.9% of the artwork is complete, he was able to put some time in on getting it together. We wanted to show you all a little teaser of what it will look like.

Remember, even though he has completed the book, this is just a teaser. The full artbook contains over 30+ pages.

CLICK HERE FOR THE FULL TEASER or use the QR Code from your phone

To be clear, I didn't write that (the way it's phrased We realize every time) - this was a copy and paste of their update released today. :)

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While it sucks that they're still having issues, it's good to have an update. Albeit they're pulling a Dark Knight as soon as we look away. lol

Development Hell is an unfortunate layer of the Seven Floppies to be in, but with time, courage, and perhaps enough caffeine <Never enough>, they'll emerge with only 1d4 emotional damage. But then again the Machine Spirit they're working with might just be cranky.

I love that you made a D&D reference.

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Ironically, the 1D4 damage is the most painful, when you step on a D4 vs any other dice. :D

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Indeed. Made Healing pot dice shakers for my group and was wary anytime I spilled, or lost a d4 in the process. Thick soled house shoes only provide so much protection.

Ah, sweet! So you play D&D?
Do you play in person or online?
I've been DMing my current game for several years now. We were in person, till COVID - then went online. Which worked out better, because one of the players lived far (so long drive) and another was out of state and the only one who was on Discord. Now we're on all Discord, and use the Beyond20 app with D&D Beyond.

I need to get back to updating these. I now record my games - so I can use them as notes for the website I have for my game. I got permission from my players to upload the audio. But the recording has only been the last few years; so the first sets of these are me recapping notes from the games, until I get to the games that were recorded. Channel is called Last Time On D&D...
https://www.youtube.com/channel/UCvoNQbO9-u9j2spetnbdpVw

(+1)

Sweeet. We started out with a DM for in person Phandelver, but we got one session in and he dropped for personal reasons, feelsbad.

With the desire, nay need to play the game, one of our group took on the mantle of DM and we're currently running Waterdeep with his player character as a semi DMNPC. Started with In person sessions for that, with the idea of rotating hosts, then shifted to online using Discord, D&D Beyond, and Foundry Virtual Tabletop.

Right now the party consists of;
Ivanov Steelhand - Mountain Dwarf - Bard/Paladin.
Anna Maria - Half-Orc - Life Cleric
Raphael Pridefist - Halfling - Monk
Aruta - Half-Elf - Ranger/Hunter

So far there's been some shenanigans consisting of my Bard convincing the Ranger to surf down Mount Waterdeep on his shield, not quite sticking the landing, but survived overall. Our Life Cleric nearly TPK'd us when casually tossing an, at the time unidentified, Necklace of Fireball onto the table we were all sitting around. Skibidiba mm dada BOOM!! It was defused in time, but we now have a literal tactical nuke. No seriously, it leveled a house nearby and used only one tiny gem.

We're all still learning, but most importantly we're having fun, and recreating some moments in Heroforge, like the home run swing the Life Cleric got on an imp with her mace.

Currently we're in jail at the moment, so I figure we've arrived as a D&D party. lol