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Post by Esperware on May 31, 2018 12:41:44 GMT -6
Ho, that looks pretty good. Putting Castlevania aside, Forest level gives me some Ghosts 'n' Goblins vibes for some reason. Or maybe Actraiser? Looking forward to it. Thank you! There is a lot of inspiration drawn from the Ghosts ‘n Goblins series (particularly Super Ghouls ‘n Ghosts), as well as Actraiser so it’s not surprising that they show their inspiration. Another I’ve heard the forest compared to is Rygar.
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Post by Esperware on May 30, 2018 19:31:51 GMT -6
I wish it was something new playable. I should be wrapped up with all this concept phase stuff soon (by the end of summer at the latest, I'd think) and can resume full development. With everything fully mapped out, it should go pretty quickly then.
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Post by Esperware on May 30, 2018 18:00:03 GMT -6
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Post by Esperware on Apr 29, 2018 11:52:21 GMT -6
Hello all. A new development update has been posted to Steam. We've been working with a 3D artist for new assets for the game and here is a look at the first new enemy. April 2018 Update
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Post by Esperware on Apr 17, 2018 16:24:33 GMT -6
Graphically speaking, it looks decent enough for a mobile game. Overall though, I'm not the slightest bit interested. It's a mobile game, so that's strike one; and Konami is just milking a cash cow at this point, so that's strike two. There's no real passion behind this game that is evident. I've made it a personal point to not monetarily or morally support anything Konami does anymore.
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Post by Esperware on Mar 14, 2018 16:56:38 GMT -6
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Post by Esperware on Nov 23, 2017 6:52:41 GMT -6
If I were asked this 10 years ago I would have had a small bit of faith that Konami might consider the idea. In their current state, I don't trust Konami to do anything. In fact, I would wager that if a talented developer pitched the idea, Konami would shut it down and sit on the IP just because that sounds like something they would do.
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Post by Esperware on Nov 22, 2017 17:59:24 GMT -6
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Post by Esperware on Nov 22, 2017 17:14:34 GMT -6
Thanks very much Mana !!! We hope you enjoy the demo! We would love to hear your feedback.
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Post by Esperware on Nov 21, 2017 17:54:07 GMT -6
Congrats Mike! Your time of 7'09" is going to be hard for anyone to beat. It was cool to meet and hang out with you. Thanks for your feedback and ideas too. As we wrap up the final planning of Anathema we just might be putting some of your suggestions to use.
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Post by Esperware on Oct 25, 2017 18:01:04 GMT -6
I have a real soft spot for Goetia. I adore the atmosphere of the game.
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Post by Esperware on Sept 12, 2017 18:16:01 GMT -6
Alright! Finally beat the demo. For some reason I don't understand how to get crossbow ammo *shrug*. I take back what I said about reasons to use the deathbringer and abilities. If it weren't for them I'd have not finished that last boss. I think I only died 3 times tonight, so practice actually does help. It has a very arcade feel. I like the game and will be playing the full version. As of now, crossbow ammo only replenishes upon respawn or advancing beyond a boss. This is so that the crossbow isn't abused and is reserved for the toughest of spots.
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Post by Esperware on Sept 11, 2017 18:36:08 GMT -6
XombieMike - Thank you for the kind words! I'm glad to see the like list is longer than the do-not-like list. For the Lizard Men, it seems their placement is unfair and this has been a pretty common complaint so I will make sure they are moved into more fair places. After some testing, I was able to reproduce the bug where you fell through the floor and I believe I have it fixed now. Extensive testing will confirm for sure. But thanks for pointing this one out! For the branch to branch jump, was this in the Forest area? I actually did discuss a dive kick today and would love to see something like this in, but my worry would be if people accidentally performs this move over a pit. It makes sense in metroidvania games where you don't have pits o' death, but in a classicvania style game, it may cause some people to accidentally send themselves to certain death. I'll think on a control method that makes sense that may get around this. I'll see what can be done about shortening the period between slides. A lot of the AI does have certain random patterns that I do intend to revise and make more intelligent. For example, I'd like the see the Lizard Men jump up to your level when you're above them in a certain part of stage 2-B instead of chucking the sickles. The enemy AI is far from what I'd call finished. A speed running timer has been implemented, it just isn't active in the version out now. This will skip the cutscenes and will be used for the speed run contest at Good Ole Gamefest. Enemies have various responses to subweapons, and not all subweapons are used in the demo. But every enemy does have a weakness against certain subweapon(s). The crossbow is meant to be more of a power attack for when you really need it, such as against bosses. The deathbringer in the demo as it is now is actually an offensive one, that some enemies are weak against. There are more and they serve a wide variety of effects, such as resurrecting if your health falls below zero, temporary unlimited use of subweapons and more. I will see what I can do to implement a standard pause feature without use of the menu. The engine this is built in is very fickle about pause functions without looking like a standard windows app. Version 1.1 supports xinput and DirectInput controllers. We've tested with wired/wireless Xbox 360, Xbox One, Logitech F360, Logitech Chillstream, PS3 and PS4 controllers of various types and the only one that didn't work was the PS3 controller. Using Joy2Key actually causes more problems than it fixes but most controllers are supported out of the gate with v1.1. One useful key to fighting Aeron, the first vampyr is when she starts evading you after you whittle her health down a bit, slide at her and whip at the same time, she will mostly fall onto the whip. Using this tactic in tandem with your crossbow and/or soul fireball subweapon will really tear her apart. While the AI has a ways to go, the demo can be beaten without taking a single hit. The logs spawning is also still undergoing refinement. In the meantime, a shot from the trusty crossbow takes the Legion enemies right out. The AI being a bit randomized can cause the erratic puzzle-less aspect that you mention. The Legion skulls don't attack very fast and can be killed before you really have a chance to see what they can do so I can see exactly what you mean. AI refinement will go a long way in the end which of course is something I am absolutely going to improve. Lestaroth - For now cutscenes can be skipped using whatever is assigned as the jump button, but I can make the "back/select" button also work. That's no problem. I suppose I could make "escape" work for keyboard controls also since you're not going to launch the pause screen from here. The Wood Witch is technically a mini-boss since it's only halfway through stage 2. There will be more mini bosses of varying degrees of difficulty throughout the game. Some even guarding completely optional items.
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Post by Esperware on Aug 31, 2017 16:30:45 GMT -6
Lestaroth - Thank you for clarifying. If it's the spot I think you mean, I am raising a platform so it's more clear to the player the way to progress. Yes, the Torso Knight's were nerfed to encourage a faster pace of advancement in that area of Stage 1. Thanks for playing! purifyweirdshard - Trailers are a tough thing to approach. However, we think it will all make more sense once the game is released and the personas of the characters are further expounded on and stand by the actors as they represent the personalities for the characters perfectly. What we're trying to get across is the game will actually have a story that is pretty layered. We figured not going the extra story mile for the trailer would not give anyone that idea but again, trailers are a very tough subject. Sometimes it feels like "damned if you do, damned if you don't" with a lot of different things in game development. Can you shed a little more light on what it was about the trailer that gave you the idea you would play as the guy (villain)?
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Post by Esperware on Aug 30, 2017 16:03:23 GMT -6
Hello again Esperware , I have tried the second demo just a bit ago. I could defeat the Vampyr this time since I emptied Aurora's arsenal on her (thanks to the non-interactive tutorial that was added). I thus couldn't get a sight of the added checkpoint. This time either I couldn't survive the little surprise in the first level still, despite knowing what happens then. I guess that trying to slide or jump over the flaming skull was fruitless. I also discovered a new little glitch: If you try to jump on top of the vine on the left of this screenshot (and thus not climbing down from it so the ground appears), Aurora will die instantly. There is no screen scrolling happening then... Quite a strange occurrence, I may say. Besides that, the g ame goes pretty smoothly.
Good luck for the rest!
Hi Lestaroth ! Glad you got to check out the new version. There seems to be a missing screenshot. Can you please post that from the glitch so that we know where you ran into this problem?
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Post by Esperware on Aug 18, 2017 20:34:32 GMT -6
Hello Everyone! Apologies for the delay in the patch. We had hoped to release it last week, but there were unforeseen delays with our group of external testers so we did as much internal testing as possible. Unfortunately, there are only so many bugs that we could squash in this patch and really wanted to get more external testing in. So please note that this patch has only been moderately tested and you may run into some bugs. Please do not hesitate to forward any information on bugs you find as it will help us ensure a higher quality experience. Being that we're just a few guys and rely on the goodwill of outside testers when they can test, it's tough to catch everything. But please know that we do want to whip this into top shape, we just don't have many avenues to get the feedback needed before releasing to you publicly but this may be the best avenue. Below is a list of everything changed/updated/added in this patch. Thank you all so much for playing! Hopefully this will expand play for many more users that had issues with the prior version. STEAM: store.steampowered.com/app/375390/Anathema/INDIEDB: www.indiedb.com/games/anathema/downloads/anathema-demoITCH.IO: esperware.itch.io/anathemaDIRECT DOWNLOAD: Click HereDEMO VERSION 1.1 CHANGELOG * Added launcher so players will be aware of what options can be adjusted. Players seemingly overlooked these options in the pause menu. * Added DirectInput Controller support. * Added support to use the left analog stick on controllers for movement. * Added keybinding for Xinput and DirectInput controllers. (Keyboard keybinding already existent.) * Refined "Controls" sub-menu. * Improved video file compatibility so that cutscenes should play on all machines now. * Darkened "Continue" on Title Screen to reduce confusion as this function isn't used in the demo. * Fixed a bug where the crow placement in the Title Screen was not proper. * Fixed a bug in the Options Menu where the sound volume could be set below 0. * Fixed a bug where zombies didn't provide souls if killed using the crossbow. * Removed controller rumble as it would cause certain controller types (such as the wired Xbox 360 controller) to become unresponsive and you must disconnect/reconnect the controller to regain input. * Added controller refresh. If controller becomes unresponsive, unplug, replug and press F5, wait 1-3 seconds and functionality should return. NOTE: This is implemented in response to a rare issue we've heard about where a controller randomly stops responding that isn't related to the rumble bug listed above. We've been unable to reproduce this to discern if it is a software issue or a hardware conflict on the user end. * Discovered a conflict if you have multiple instances of controllers installed. Open "Device Manager" and select View > Show Hidden Devices. If you have multiple instances of the same controller, uninstall all of them and reconnect your controller to install the drivers. You should then not have any further issues due to multiple driver installations. * Deathbringers now operate on a recharge system, rather than using souls. They will recharge automatically over time, although only the Bone Dragon is available in the demo. * Changed the effects for the deathbringer power-up animation. The prior effects were hitting the frame-rate hard. * Revised Options menu UI text to make it cleaner and more legible. * Revised boss name text to make cleaner and more legible. * Added additional checkpoints before bosses. * Added a soul font to power up players should they respawn at the boss. * Buffed your main attack against the wood witch boss. * Improved load time between opening cutscene and stage 1. * Statue removed at the beginning of stage 1. Players were confused by its purpose. * Increased hitbox size on whip swing latches to make it easier for players to connect a hit. * The game can now be exited using Alt+F4. * Pause can now be activated via the "Escape" key. * Added physics to the crates in the Stage 1 Lookout Tower...why not? They also give souls. Look for the secret. * Reduced frequency of in-game vocal effects. * Reduced volume of sound effect when player lands on the ground from higher falls.
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Post by Esperware on Jul 24, 2017 18:20:31 GMT -6
Sorry for the delays getting back to the thread here. I've been busy working on the upcoming patch with new features, bug fixes and mechanics tweaks. Thank you everyone! Was it perhaps when the Spine Flower fired its projectile? The enemy has a fixed movement pattern, but perhaps there was a hiccup that we've not encountered with its movement? I tend to stress a lot over the level design and details and I'm constantly adding more as time goes on and the ideas and opportunities present themselves. While there are checkpoints, the game doesn't specifically clue the player in when you've reached them. Part of the reason is we want a player to feel some intensity when they reach a new area. However, we are adding checkpoints near bosses to alleviate some of the complaints we've heard. I personally feel the checkpoints put the player relatively close to the boss, but I guess others didn't feel that way. While it is a simple mechanic, I'm constantly thinking of new ways to spice up the level design so it isn't just a simple gallop to the right. However, exploration mechanics will be expanded upon as there are many things we aim to include in the final game. This is a known bug that is due in part to the engine we use, but it should be fixed in the upcoming patch. So far, tests have proven positive that it is working as it should now. The upcoming patch will allow more controllers to be natively compatible. We haven't tested PS3 or PS4 controllers yet, but it does add support for DirectInput gamepads. I'm glad he liked it. It seems a lot of people are skipping the controls explanation. I've debated adding an interactive tutorial, but my fear is that people will claim we're "holding their hand" at that point. However, we did come up with an idea to make this a little less patronizing while still being optional. Thanks for your feedback and sharing the game with others. We're always glad to hear feedback from anyone who wishes to give it! Thank you very much! We fully agree. We knew from the outset we wanted a very large amount of music and we wanted it to be as catchy as possible. We grew up humming the tunes of many great games and hope others will end up humming ours. This particular point makes me personally feel very good. I sink an awful lot of time into the level design, pondering the aesthetic, trying different things and trying to get a certain kind of vibe. I always felt atmosphere is one of the most important things to games, movies and music and it is far too often overlooked. Some of them do feel a bit slow to me also, and I tweak them in small increments every so often. The ladder animation is one that I still feel needs improvement. It does have a lot of hip-swinging and is a result of the motion capture performance so until we can get more mocap data to work with, we'll have to continue with this animation but the speed can always be tweaked until a right balance is found. I agree. It makes the threat feel a little more real, to me anyway. Thank you! We're just glad you gave it a try. Thank you! When we made the original version that was more of a straight-up Castlevania clone, the character had an unfortunately stiff walk so when we began the revamp work, I knew from the start we had to the running animation perfect. I've found myself just running against a wall because I'm very proud of that.
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Post by Esperware on Jul 17, 2017 18:28:29 GMT -6
Hello all! Thank you all for your feedback again. Hopefully I didn't miss anything here. I understand now. Unfortunately, at this point, it would require a heavy adjustment to the engine to alter the startup times for wall sliding. Understood. I know that some of the powerups placements are still being refined. There's one in particular in the swamp stage I intend to nudge a little. I completely understand where you're coming from. I've said myself to people I know that the gaming industry is under a lot of unnecessary pressure from various sources and it would be nice if people would let the developers make the games they want to. Publishers have tons of market research and just because they show that cowboy hats are popular among men or women age groups 18-24, doesn't mean they should be forcing that on players. It's sad when something like a character's gender is simply shoehorned into a game. If it's any consolation, we have discussed making Aurora's father, Corbin, an unlockable character. I can't promise this though, but it is one of those things we have discussed. What's held me back from going ahead and making that a real deal is I'd want him to be different and that would require a lot of mechanics and design changes that would also take time away from finishing the game. Plus, this game isn't his story, but we would love to one day make a game about his story also. I can understand that - first impressions mean a lot. The first person to inherit the powers of the angel of death was indeed a guy, but in the story he grows old the family enemies get the best of him. I don't want to give too much away though. I'm glad to hear it. All we ask for is a fair chance and if it still isn't your cup of tea, then we're grateful you've gave it a chance. We know the game isn't for everyone, and this is the kind of feedback we enjoy because it's topics we don't get to discuss often. That makes sense. We will see what we can do about the enemy placement. Be glad you didn't see where he originally was. It was not fair at all. I actually discussed this with another team member on the game today and you have a great point. We may need to look into a second checkpoint right before the boss area. If it's the area I'm thinking of (where you go through a small ruin-like area), there shouldn't be any leaps of faith here. There are ladders that lead down into the area unless I'm thinking of the wrong area or you ran into a bug. For now, the only method is via a life recovery subweapon. There is one found in the forest, but I have debated on adding health recovery items of some sort. It would be. That's not a bad idea. In the full game, there will be a world map (similar to a Megaman level select) where you can revisit areas to obtain items you might have missed. The game will autosave when you arrive at the map. If you complete a level and move forward it will autosave for you. However, you will also be able to exit a level if it has been completed already and it will save for you then with any items you might have found. Thank you everyone once again! I'm enjoying discussing this with everyone here. It's nice to get fresh new perspectives.
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Post by Esperware on Jul 16, 2017 13:04:33 GMT -6
Hello all. I'll try my best to touch on the above comments. Thank you all for your feedback. Our original concept from 2015 was much slower paced and more akin to original classicvanias in terms of their movement and speed. However, we revamped it into the version you see because we decided that we wanted to try to be a little different instead of an outright Castlevania clone. One method we decided to make this happen, was to ramp it up a little bit and make your movements faster and create a sense of urgency through the controls. The wall sliding activates as soon as the sprite begins the falling sequence. Megaman X actually follows this same principle, the difference with Megaman is you can release the jump button to control your jump height and that makes your fall sequence begin, thus enabling the wall sliding. Do you mean hitting enemies with the soul fireball powerup? They did initially move faster, but a slower movement felt a little more intimidating while keeping it fair. Plus, we are trying to keep an essence of Castlevania without straight-up making it Castlevania. This was another factor to slowing their movement down. We changed the enemy placement to a higher platform at this area, as he was originally more even with the player and that caused a lot of issues. Did you have an instance where when you landed on that leftmost platform you still took damage? I ask because it should be low enough where you don't take damage off of the whip-swing unless you double-jumped into his path. Enemy placement can always be refined. I just wanted to get a better understanding. Do you mean you expected the checkpoint to be closer to the boss? Can you elaborate on what area you are referring to by "jumps into the unknown?" There aren't any areas that require leaps of faith, unless there is a camera issue I'm unaware of. I've debated on adding a tutorial area. I haven't ruled it out yet. Do you mean because it isn't as floaty as games such as Symphony of the Night or the demo for Bloodstained? Or rather, in the sense that it has more weight to it? This is something that always bothered me deep down in secret. The issue is, it's all pre-rendered sprites instead of 3D graphics so if I use an animated sprite I have to keep the frames of animation reasonable otherwise it eats up a lot of ram. If I slowed the current animation down it would look robotic, but I am looking into changing this into more of particle effect type of effect that I can slow down. I wouldn't say our intention is for the player to feel they are in a hurry with the sky, it just seemed to fit that the clouds move fast. I can definitely see your point here. This is one of those things on my list that I do intend to smooth out in the future. What kind of controller are you using and were you using anything like x360ce or Joy2Key? Do you feel it is because the jump is more weighty than floaty? The wall slide activates when the player begins their fall sequence. I wouldn't think it's your controller, but rather, how the game lets you begin your wall slide and jump. We are always looking for feedback. We definitely want to know how players feel about anything, down to design, controls, etc. I'd say we're approximately about 20% into development. We had a prior version that was scrapped and we rebuilt from the ground up into what you see now. This is indeed the first level of the game. We're glad to hear that you overall like it. And thanks for your feedback! I'm new here, so I haven't seen the other threads where you've stated your feelings but I completely understand where you're coming from. And I can honestly say that I do agree with you that female leads are becoming overdone - I would even say "tropey" to the game genre itself in my own personal opinion. We didn't institute a character creation system for a wide variety of reasons, mostly because our game is more of an arcade game and also for a variety of technical reasons that would make character creation not very conducive for our goals. Making spritesheets for multiple genders, outfits, etc. would take development time away from crafting a more focused gameplay experience. Our story is focused on a central lead character and as we're just a couple of guys funding this out of our own pockets, we unfortunately cannot afford to pay multiple voice actors of two genders to play the same character to allow a player to choose a particular gender. I've not played Monster Hunter so I can't comment on that series, but Dark Souls and Pokemon both do not feature voice acting for characters beyond grunts, screams and similar sounds so this contributes to letting them get away with multiple genders. As far as a random citizen goes, our story is focused on a mortal that has inherited the powers of the angel of death. Making it about a citizen would essentially ignore this character dynamic and change our story around as well as the skillset. We really want the story and voice acting to take a large part of the spotlight here and this required not instituting a character creation system to make it a game we can effectively complete within a manageable time frame. Lastly, this game was originally conceived to fill a void that Konami has abandoned, as we haven't received a classicvania title since 2009's CV: Adventure Rebirth. Part of that concept was to also fill a void where Konami mostly ignored Sonia Belmont. That said, I do completely understand where you're coming from and I hope I don't come across harshly, challenging your opinion or disrespectful, as I don't intend to come across that way at all. I respect your opinion and am just trying to share some insight to the reasoning behind this particular choice for our lead. Hopefully over time as we show more, since the gameplay and story make it the kind of game you like to play, maybe we can change your mind about female leads. As a sidenote, since I haven't seen the other threads with your stance on female leads, I was curious to know how you felt about Miriam being a female lead? I know Koji Igarashi said he wanted a female lead because it was overlooked at the time, and is now a thing. The only counterpoint I could make is that we announced our game in 2014 (in the original form before we revamped it) before Bloodstained was announced. In closing, thank you again everyone for your feedback! We are grateful for it and hope you share more as we show more of the game!
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Post by Esperware on Jul 15, 2017 21:08:18 GMT -6
We've got a long ways to go and there's plenty of room for polish. What areas do you think could use some fine-tuning? We're gathering as much feedback as we can to make it as good as we can. All suggestions are welcome.
Thank you! There's a lot of story packed into the demo, believe it or not.
There are actually, but they haven't been legally executed so we can't really say at this time. We've been in talks and things are going well, but we're a little hesitant to jump into a PC and console multi-platform release simultaneously just simply due to how small we are.
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