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Viscerafest News

Forgive Me Father 2 is Out of Early Access Now!

Greetings, everyone!

Allow us to inform you, loyal players of Viscerafest, that another first-person-shooter from Fulqrum Publishing has just left Early Access and is available now - the game is none other than Forgive Me Father 2!

https://store.steampowered.com/app/2272250/Forgive_Me_Father_2/

Drawing inspiration from various FPS subgenres, including classic boomer shooters like Quake and Doom, combined with modern mechanics, unique visual style, and Unreal Engine 5 technology, Forgive Me Father 2 offers an action-packed retro-meets-cutting-edge love letter to all FPS fans.

Building upon the original with a darker story, players are now entrenched deeper into the mythos, with equipable Dark Tome pages to upgrade their madness skills. Be that healing wounds with Lifesteal, becoming more powerful with Might, boosting fire rate and reload speed with Haste, or reducing incoming damage with Resistance, players can give their mind to the eldritch apparitions to improve their chances of survival.

While Forgive Me Father 2 has seen multiple major updates over its Early Access period, today’s 1.0 launch introduces tons of new content including vast new levels, new weapons, eldritch monstrosities to battle, and much, much more!

Starting from today, players will be able to explore the suitably-named Nightmare Land, a low-gravity Hellscape filled with gigantic mushrooms, and of course, hordes of Lovecraftian monstrosities ready to devour their flesh and soul. If mushrooms aren’t your thing, why not face the chilly horrors of the new Arctic level, which also launches as part of today’s 1.0 release?

Players will also be able to get their hands on new tools of destruction, such as the melee weapon known as ‘The Suspicious Box’, which clears theirs personal space when surrounded by hideous monstrosities. Or if you’d prefer, why not kill enemies through sight alone? Then you’ll love the latest addition to the Dark Tome system, which wounds enemies within your sight at unbelievable frequency. No one is safe as long as you have a clear line of sight to your target.

Get Forgive Me Father 2 for a discounted price and if you think playing the second installment without even trying the first one, be informed that there is a bundle that includes both of these games and that offers a bundle discount (this discount applies even if you already own one of the included games).

https://store.steampowered.com/bundle/35903/Forgive_Me_Father_Franchise_Bundle/

Viscerafest - Developer Update: The End is Nigh

Well! This is somewhat bittersweet.

So, you've likely noticed that it's been a hot minute since our last dev log, and that was no accident. We're very much in the final stretch of Viscerafest's development, and because of that, there's been progressively less exciting things going on. More time and effort has been put toward just cleaning up what exists rather than doing anything fancy or new.

Truthfully, it's stuff that's not particularly exciting to talk about, and thus, I wanted to wait until enough interesting things had accrued to make a brand new post. Well just the other day we dropped a new trailer with a big announcement in it, so surely that means we've got more than enough to warrant a new post, and with that, this will probably be our final Devlog post. That's not to say we won't be posting anything; maybe as we get closer, we might give you guys sneak peeks and whatnot or talk about some fun craziness that's happened, but the posts like this one that we've been doing for the last year or so, are indeed coming to an end.

But before we get into the dev log part of this developer log,
we should tackle some more big-picture stuff first.



[h2]That New Trailer...[/h2]
As I said above, we released a brand new trailer and, in case you missed it, announced that the game would be released in April 2025 (aiming for early April).

[previewyoutube][/previewyoutube]

Now, obviously, that is not the 2024 window we stated in the Realms deep trailer we dropped about a year ago, so what happened?

Well, truth be told, we were actually somewhat adjacent to on track for a 2024 release. When we dropped that Realms Deep Trailer, we assumed we would see the game released in late 2024, probably sometime in October-November. With our current rate of progress (ignoring the OST), a December release would've been tight but feasible.

But in August, our publisher approached us and asked us to change our plans, and there are a couple of reasons why.

  1. Our publisher has a lot going on during the end of this year, and their marketing, QA, and Translation teams are currently and will remain busy through to the new year with the projects they have in the works. Adding another project to the fray means ours or another project would suffer as a consequence.

  2. There are a host of releases stealing the limelight right now, and that's likely only going to get worse toward the end of the year. The ideal timeframe to release would have been during September, but because that was not possible, business-wise it would be smarter to wait til the new year.

  3. They want to ensure the game is done by the time the release date rolls around.
    Initially, we proposed February, but for business reasons, they felt April would be a better time to drop the game, as well as give us more time to tidy things up.



[h2]Console Ports[/h2]
Being so close to the end of development has gotten our lead programmer, Elijah, thinking about one big thing we've been neglecting up until now: console ports! We proposed such to our publisher about a month or so ago, and we can now confirm that, yes, sometime post-launch, Viscerafest will be getting console ports.



Theoretically, development-wise, a simultaneous release could've been possible. However, as we have now been made aware, there is a host of fun, time-consuming legal nonsense involved in porting our game to consoles. Currently, we're mainly focused on the Xbox and Switch, but we'll likely be looking to tackle PlayStation as the other two to pick up momentum.



[h2]A Baby Boy[/h2]
So, a few days after the last major development update post went live, our lead programmer's bride gave birth to another healthy baby boy! Which is pretty cool, but pray my guy gets some sleep.



[h2]A New Composer Enters the Ring...[/h2]
So our boy Geoffplaysguitar was initially slated to do the OST for Viscerafest chapter 3.
However, his schedule was booked until about June-July, so we were left having to wait to start working on it until he was available again. Well... in reconvening with him, unfortunately, he was still working on said projects, which were supposed to be done by now. (Funny how that works :P) Unfortunately, there's not really a solid estimate as to when said projects will be wrapped up. (Funny how that works :P)

Thus (in what will inevitably be misinterpreted as an ingenious creative decision) each of Viscerafest's chapters will now feature the works of their own standalone composers, with Viscerafest chapter 3's OST being composed by Primeval (Aka John S. Weekley) whose body of work you may be familiar with if you've played the stellar DOOM mods composing the Ashes 2063 saga! (also, hi Vosty :>)

For the last month or two, we've been working with John on nailing the sound of Viscerafest Chapter 3's OST, and I'm very comfortable saying he will be more than capable of finishing us out on a strong note.

[previewyoutube][/previewyoutube]



Onto the Devlog


With all that preamble out of the way, it's time to talk about what we've been working on the last few months. To kick things off...



Chapter 3


Chapter 3 is done, or well... it's close to being done. Last we talked about chapter 3; we were working on taking the "Rough Draft" versions of the chapter 3 maps and cleaning them up to get them to a place we were more comfortable with.


That cleanup is mostly done, and the levels are in a far better place than they were when we left them. However, there's still more work to be done before they're ready for release. For example, the only playable difficulty in chapter 3 right now is Nightmare (the other difficulties don't have enemy or item spawns set up).


The chapter is missing some story dialogue along with its entire soundscape; there are several progression-blocking bugs, along with some performance issues in a couple of locations present in a few maps; the boss fights need some tweaking, some enemies have buggy behaviors, etc, etc, etc...

Mostly, a lot of minor maintenance work with a few big remaining things to tackle.
But the chapter is playable from start to finish and is in pretty good shape heading into the final polish phase.



Chapter 1/2 cleanup


With the bulk of chapter 3's work done, the focus has shifted to cleaning up the rest of the game, which is what we're focusing on right now. While we've done a bit of work on Chapter 1 and Chapter 2 on the side, most of the game's levels that you can now play in early access haven't been touched since our last major patch, which was over a year ago.

In working on chapter 3 (and some other stuff I'll talk about soon), a lot of stuff got updated, changed, improved, and optimized in such a manner that it inevitably rippled throughout the rest of the game. For example, we made changes to how explosions work and are triggered, as well as to how explosive walls work and are triggered. This resulted in several of chapter 1 and 2's levels having cracked wall secrets or progression points that no longer work because they used the old systems for these things. Thus, we have to go back through them and tidy them up.


In addition, we want to make changes to address some feedback we received during the early access period. For example, there's an elevator in C2L4 whose switch absolutely baffles and befuddles new players, some areas where players get easily turned around, and that one level in chapter 2 with lots of platforming that was remade mid-development and rushed out the door due to time constraints that has a tendency to really piss people off... You know, that kind of stuff.


But even beyond that, we had always planned to do a major balancing pass in the lead-up to the game's release. With the final chapter playable, we can establish a better throughline with the game's difficulty curve and by extension, implement the planned changes to the game's pacing to improve the overall experience.


My primary focus for the moment is stuff like this, along with making these old levels a little bit prettier.
But a bit more work has been done than just what's been mentioned with the chapter's stuff, so let's get to that.



The Hub


Welcome to Heuristic Halls! Viscerafest's hub!


The hub that you guys experienced in the early access period was effectively a placeholder;
there was a bunch of stuff that we had yet to add, and the overall visual presentation of the hub effectively used Chapter 1 textures due to time constraints. We've been planning on making these additions and changes for AGES, and it is so awesome that we finally have been able to make them.

This was teased in the game's tutorial screen when you guys reached the hub after the Prelude, but Bestiary and the Lorebrary are finally accounted for. As you progress through the campaign in the Bestiary, you'll unlock little statuettes of the enemies you face. These statuettes feature placards with more details regarding the enemy's species, faction info, etc...


In the Lorebrary, you'll unlock more general info about the world's history, characters, and locations, accompanied by a little companion named VIX, an A.I. character who was actually cut from early drafts of Chapter 2.

Obviously, as implied above, the game's hub has been given a massive visual overhaul to separate it visually from the rest of the campaign, and it's even got a funny little name now. Hooray! There's even more stuff in the new hub I've not mentioned, mostly for spoiler reasons, but to close the hub stuff out...


There's also the shop! With our own little shopkeep! So you'll finally be able to spend all those Skullies you've been collecting! Speaking of which...



The Gameplay Modifiers


As mentioned in one of the prior updates, the content you can unlock in the shop includes gameplay modifiers and cheat codes. This is another big thing we've been working on for the last while.

28 of the 30 gameplay modifiers are now implemented, with most of them being finalized. The last two remaining ones that have yet to be implemented are an enemy randomizer and a pickups randomizer. Also worth noting... Some of the gameplay modifiers (the randomizer included) will feature enemies you will not see in your standard playthrough of the campaign. These are enemies we will be primarily featuring in an NG+ Mode we intend to add post-launch, but we thought we would sprinkle them in for you here.


In tandem with this, the game's save system had to be entirely rewritten to account for how a modifier playthrough deviates from a standard playthrough, and with that, improvements have been made to the game's save system in general.



Stackable Powerups


So, because I hate myself, I decided to add mugshot sprites for every variation of the different combinations of powerups (Even across the OG Caroline and Dopefish skins) that you can pick up at any one time, and with that, you can now stack powerups. There are not too many times in the campaign where you will see this happen (though powerups appear much more frequently than they did in the early access version). Still, a couple of the cheat code unlockables use powerup functions as their base, invincibility, for example, and thus, with being able to mix and match those, you'll be able to see the effects reflected on the hud.




Plague Rifle Tweaks


For a variety of reasons, a number of semi-significant changes have been made to the game's weapon, "The Plague Rifle." Without getting into it too much, the two big ones are that the Plague Rifle now has the second fastest player-side projectile in the game, as well as an arching path through the air.



Lots of Writing... So Much Writing...


I mentioned the Lorebrary and Bestiary above, and a big thing we've been up to lately, in addition to all that we've mentioned prior, is writing up their contents. With about 30 critters to write up Bestiary entries for and about the same amount of Lore entries, there's been a lot of writing to do.




Chapter 3's Ending Cutscene

The art for Chapter 3's final cutscene is done! And it has also now been fully animated!
The only thing left to do for it is a sound pass!



And Finally, the Usual...


Art updates! So... So many art updates...
This obviously, in part, is due to us revisiting those old levels from chapters 1 and 2.
There were lots of old, ugly textures that needed fixing, but beyond that, there were still 1 or 2 enemies (such as the Watchers) that hadn't gotten an art update yet. Also! A good chunk of props needed a good brand-new lick of paint.




But that is all for now...


As I said, somewhere overhead? This will likely be the final developer log before release. It certainly won't be the last time you hear from us before then, especially not if you're following us on Twitter or hanging out in our Discord Server. Viscerafest's release is rapidly approaching, and I cannot tell you how excited and terrified I am to say that.

But thank you for taking time out of your day to read this!
May the Lord of Glory multiply and bless your days.
And I pray you have a wonderful morning, evening, night,
or whatever frame of time you currently dwell within.
Adios!

Sci-fi fantasy singleplayer arena FPS 'Viscerafest' launches in April 2025

After building up in Early Access to a Very Positive user rating, retro singleplayer arena FPS Viscerafest is going to properly launch in April 2025.

Read the full article here: https://www.gamingonlinux.com/2024/09/sci-fi-fantasy-singleplayer-arena-fps-viscerafest-launches-in-april-2025

Viscerafest Release Month Announced!

Hello everyone!

The day has finally come! As Viscerafest is a part of the BOOMSTOCK event, we can announce that the game will leave Early Access in April 2025!

[previewyoutube][/previewyoutube]

We can't describe how happy we are to finally share what we've been working on during the past years. Of course, it would not be possible without your support throughout the Early Access period, we are lucky to have such an awesome community!

We are not there yet though, so, please, keep those thoughts and feedback coming, whether it's here on Steam or on the Viscerafest Discord server where you'll most welcome!

The exact release date will be specified once we get closer, so keep your eyes peeled.

And if you don't have enough, check out the rest of the BOOMSTOCK event participants, as there are many great games showing new trailers, adding new content or even launching!

Viscerafest - What's Changed?

Viscerafest has been in early access for a little over 3 years now,
and its last patch was over a year ago...


Now when I say that out loud boy howdy am I slapped in the face with just how much time has flown us by. But beyond that, it certainly raises the question "What have we been doing during all that time?" Today we aim to answer that question for the folks who have not been obsessively stalking our every move. 

If you've not been religiously following our every update, then this one will catch you up to speed.



So... Why So Long?


Well for starters, Viscerafest is primarily only worked on by 2 individuals, Me (Noah or Acid Man Games) and Elijah (or Fireplant Games). We certainly have other folks working with us to make the music, sounds, cutscenes, and Voice acting, but the "game" part of the game, the content that most everything else is scheduled around is only being handled by Elijah and I.


Viscerafest is a big game for only 2 (formerly full-time but now part-time) developers, which has certainly contributed to the slow progress. But more importantly, life has been pretty rocky during the game's development, and very little has seemed to go our way.

To give a small sampling of what has taken place since we dropped into EA, I've dealt with sickness, major technical issues that left me unable to work for weeks, unplanned game updates and patches that interrupted our development schedule, I got engaged, had my fiance break up with me, my grandma passed away, my family moved, etc, etc...


Now more could indeed be said on this front. However, I'm primarily aiming to give you a sampling of why things have been slow, not a comprehensive breakdown, which would take much... much longer.



But Why a Year Since the Last Patch/Update?


There are two primary reasons for this. The first is that after the last major patch we released, we had a host of changes and improvements we wanted to make to the game. But before publicly releasing these changes, we would have to completely rebalance the entire campaign's enemy and item placement. This is because said changes would alter various aspects of how the game played, and would not mesh well with how the game was balanced at the time.


The big issue here is that once the game is done, we are going to need to completely rebalance the campaign's placements anyways. So if we were to push said changes in an update, it would have meant that we would need to have rebalanced the game not once but twice, which is a waste of time.

The second reason is chapter 3. Our primary focus has been working on the game's final chapter, and whilst yes, in our spare time we have gotten lots of other stuff done (as you will soon see). The time spent getting a patch ready is fairly significant. It can take a good 2-3 weeks just to get an update approved for a public release, and thats time we could instead spend on more important tasks.


Now there are indeed other factors that have contributed to the following choice... But as a consequence of the above, we chose to refrain from updating the game until its full release. This is also why we've been frequently posting development logs to keep you all somewhat in the loop. We didn't want it to seem like the game had died, or we'd fallen off the face of the earth.

But Enough Preamble... 

I'm making this post because far more has been tweaked, changed, and added to the game beyond just the new chapter 3 content. So that of course inevitably leads us into the question...



What's Changed Since the Early Access Version?


The answer is a lot... A lot has changed...
So much so that I'm going to structure this as if I were writing up a semi-detailed list of patch notes to keep things simple... ish.

Viscerafest is a much... much better game now. It almost hurts to watch people play the early-access version, and hopefully, as I lay out what's changed below you can get a sense of why...

[h3]The Player:[/h3]
  • Updated Spritework for fists and Legs.

  • Coyote Time has been added to the player's move set. Now for a brief duration after falling the player can jump in the air.

  • Hold To Bunnyhop is now by default set to on, many players did not know the option existed, and having it on will make the game more approachable for those with poor muscle memory.

  • Various tweaks have been made to the player's movement physics, speed, air speed, ground friction, acceleration, etc... both to make tasks such as platforming more approachable and add a further layer of polish to the player's movement.

  • The speed and duration of the player's dash has been tweaked and refined.

  • The player's Health and Armor caps have been buffed from 200 to 500.

[h3]The Arsenal:[/h3]
  • Most weapons have received major sprite improvements and revisions.

  • The visual effects of every weapon have been substantially improved with major art improvements and revisions as well as new art drawn up for some of the effects.

  • Every weapon in the arsenal has received a substantial balancing pass. Weapons that were formerly not very useful are much more so now.

  • The pacing and revealing of certain weapon types has been altered to help improve early-game combat.

  • The Player's starting pistol (The Skull-Piercer) has had its damage buffed from 35 to 150 damage. It now costs 10 ammo per shot to fire, and is now a glorified mini-railgun that can instagib several low-tier enemies.

  • The Shredders now have a small AOE stunning effect that can easily stun-lock most enemies.

  • The Bunker Buster now does double damage to enemies if you risk receiving splash damage
    by point-blank shooting an enemy.

  • The Pung Cannons explosion now does double the damage of hitting direct shots, making it more useful when aiming at the feet of enemies rather than directly at them.

  • The Deus Mortis now has a new mechanic where you can call the pellets you've fired back to your current location. This new mechanic allows you to hit the same enemies twice with the same pellets.

  • The Plague Rifle and Deus Mortis have swapped weapon slots with the Plague Rifle being in Slot 5 and the Deus Mortis being in slot 6.

  • The BBQ Belter and Warhound have swapped weapon slots with the BBQ Belter being in Slot 7 and the Warhound being in slot 8.

  • The Warhound now uses Pung Canisters as ammo, with the Plasma Grenade ammo type being cut from the game.

  • The Warhound, rather than releasing a flurry of cluster bombs upon exploding, now detonates in a cross pattern similar to the Firebomb from "Rise of the Triad".

[h3]The Enemies:[/h3]
  • Most enemies have received major sprite improvements and revisions.

  • The Visual effects of enemies firing and or otherwise attacking the player have been substantially improved with major art improvements and revisions as well as new art drawn up for the effects.

  • The game's Gore system has been entirely reworked with major art improvements and revisions as well as new art drawn up for the effects.

  • All enemies have received a substantial balancing pass.

  • Several enemy types have received new attacks and behaviors.

  • 3 New enemy types have been added to chapters 1 and 2.

  • The pacing and revealing of certain enemy types has been altered to help improve early-game combat.

  • Melee-resistant enemies now have purple armor or purple skin to help the player visually identify whether or not an enemy is melee-resistant. Enemies that were formerly purple but not melee-resistant have had their color scheme changed.

  • Melee-resistant enemies have new visual and audio effects that play when the player punches them to help the player understand they are doing less damage.

  • Melee-resistant enemies are no longer stunned by melee attacks.

  • Drones, which were formerly melee resistant are now weak to melee attacks. (But they still have their melee counterattack.)

  • There are now 2 types of shielded enemies. Enemies with "Red" shields can deflect all attacks with the exception of explosive and fire-based attacks. Enemies with "Yellow" Shields can deflect all attacks with the exception of explosive, fire-based, and melee attacks.

  • The physics of enemy grenades have been tweaked and refined to make them feel less chaotic in combat.

[h3]The Pickups:[/h3]
  • Most Weapon and Ammo pickups have received major sprite improvements and revisions.

  • Ammo and Weapon Pickups now have rings around their base that make them easier to spot mid-combat.

  • The Collisions for most pickups have been improved which has also helped to resolve various bugs.

[h3]The Prelude:[/h3]
  • The opening Cutscene has received updated artwork and minor editing tweaks.

  • The game's opening tutorial level has been completely remade. It has mostly retained its original layout, but now features various minor improvements including, better texture work, improved visual clarity for elements important to progression, better combat spaces, as well as additional areas for tutorialization.

  • Brand new Secrets along with a few revised old ones.

  • Tutorials are now triggered by question mark pickups rather than invisible walls to make their appearance feel less abrupt and annoying.

  • Accompanying Tutorials the text explaining what you need to do are videos that showcase the mechanics discussed in action. Furthermore, Tutorials such as the melee tutorial are broken up into multi-part sections, in order to better introduce players to the nuances of the mechanics. Finally, the mechanics are often put in a context that will see you actually being forced to use them, such as with using the dashes I-Frames.

[h3]Chapter 1:[/h3]
  • The Chapter 1 levels are being completely remade. They have mostly retained their original layout, but now feature various minor improvements including, better texture work, better flow, improved visual clarity for elements important to progression, and better combat spaces.

  • Brand new Secrets along with a few revised old ones.

  • New scripted sequences, some of which help to contextualize the jump from level to level.

  • Brand new as well as revised old dialogue some of which has been tweaked or added to better set up events that take place later in the game's story.

  • General pacing changes.

  • Some super special stuff I don't want to spoil :>

[h3]Chapter 2:[/h3]
  • Various visual/aesthetic improvements such as better texture work, and improved visual clarity for elements important to progression.

  • Performance fixes to levels such as C2L6 which originally did not run very well.

  • Brand new sprites for the boss variant of the Interdimensional Shambler

  • New/tweaked dialogue.

[h3]The Menu's/HUD:[/h3]
  • Menu's/The player's HUD has received major sprite improvements and revisions.

  • Added new art for level title cards as opposed to using the in-game font.

  • An option to disable the difficulty warning that plays upon booting up the game has been added.

  • An option to adjust the frequency of Caroline's one-liners has been added.

  • An option to disable the camera bob that occurs when you land from a fall has been added.

  • An option to disable the death counter has been added.

  • The Layout for the controls menu has been tweaked for ease of use on a gamepad.

  • Menu's are navigatable keyboard only.

[h3]Misc:[/h3]
  • Too many bug fixes to count.

  • Various backend tweaks to help the game run better.

  • A bunch of new Combat one-liners for Caroline (A few of the older/more cringy ones were cut, but even still we now have over 100).

  • Even more sets of difficulty names! (there are now 30)

  • New death messages.

  • Reworked the Sacrifices A.I.

  • Completely redid controller support, should now be plug-and-play.

  • And more...


I'm not going to lie... this actually ended up being even longer than I was expecting it to be when I started writing it. But as you can see, when I said a lot, I was not joking. Truth be told, there's honestly probably even more I just forgot to include, and it's worth noting more work will be done before the game's full release, so the above list will get longer...
Probably not too much longer...
But still longer.



But What's New?


Now as shocking as this may indeed sound, all of the above... that's just stuff we did on the side.
About 80-90% of our time was spent focusing on the brand-new content, though there is a lot less to say about it because well... we don't want to spoil it.


First chapter 3...
Chapter 3 features 11 brand-new enemy types, 7 brand-new levels, all of which are notably longer than the former chapters' levels. A small bevy of brand-new mechanics, and a couple of uh... neat little boss fights ;>
Chapter 3 is where we've been spending most of our time. It's been a bit more ambitious than the former chapters, and let me tell ya it's a blast... but it's still not quite done yet. Soon though... (TM)

Secondly the ending.
Yeah I uh... I won't say much about it, but make no mistake, the ending has been just as much of a time sync as the bulk of chapter 3's maps.


Thirdly... Dem Skullies...
As you parade your way through Viscerafest you will collect a host of fun little grabbems that go by the name of Skullies, and with these in the game's hub you will be able to buy cheats, and gameplay modifiers that you can use when replaying a map. Some of them we have in already, others we're still working on. But I think in total the final game will have about 30...
Also one of them lets you play as dopefish.

Fourthly! LOOOOOOOORE!!!
So if you did not know, Viscerafest has an obnoxious amount of Lore, and I entirely blame Elijah for recommending we include it in the game. As you play through the campaign you'll be able to unlock chunks of the game's lore that you can read up on in the Hub. Shockingly writing up said lore can take a little bit, but I'm not joking when I say at one point shot Elijah a message telling him that "I am hiding a political thriller in Viscerafest" Which let me tell you was not on my to-do list when I started working on this game.
And I Think That's It?


I was hoping to make this a short and relatively accessible post but that's very hard to do when I'm also trying to catalogue all the progress we've made over the course of an entire year. Trust me there were some things I wanted to go into far more detail about, however... we do have the old developer logs you can back and look at if you want more information as to why we made certain decisions.

Heck... you can also always just ask us a question! I frequently check the comments on all the posts we make, so rest assured if you have something you'd like to know about the game, I will likely be there to respond ASAP.

I think the only major thing left to address is at last year's Realms Deep we announced a 2024 release date. If that happens it will likely be toward the end of the year just so you all know. I really want the game to come out this year, and I know Elijah does too. Things keep happening that make that seem harder and harder to pull off, which has not left any of us happy on the development side trust me. I have been working on this game for 12 years of my life, and I don't want to make it 13, but I also want you all to receive a finished game, and I'm sure my publisher feels similarly... ;P



But That is All For Now...


Thank you all for your support, seeing the encouraging comments, fanart, and general support always brings a smile to our faces. I don't thank the Lord for the blessing you have all been to us nearly enough, and I want you all to know that you've routinely lifted our spirits through frustrating and difficult times. We pray the Lord bless ya, keep ya, and make his face to shine up ya.
And we hope you have a wonderful day.

Sincerely,

Noah