INDUSTRIA 2 Dev Update #4: Wrapping up gamescom, the demo and feedback
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[/p][p][/p][p]Hey everyone![/p][p][/p][p]August was a crazy time for us here at bleakmill. For the first time in 10 years, we brought together almost the whole team in person. As some of you know, we all work remote from all over the world on INDUSTRIA 2. But with having a playable showfloor demo at gamescom this year, we decided to finally step into planes and hug each other for a 4 year late “congrats-for-releasing-industria”-hug.[/p][p][/p][p]
[/p][p]As if that wasn't enough, we had six computers constantly being used by people visiting the gigantic booth our publisher Headup set up. We had some hardcore INDUSTRIA-fans popping by, as well as people from Naughty Dog and Crytek checking out the demo and giving us super sweet feedback on it. After two official days, we already said goodbye to each other, warmingly overwhelmed from these few intense days in Cologne.[/p][p][/p][p]
[/p][p]The demo itself ran like a dream and apart from a few crashes here and there (despite running almost 24/7) we had no issues really. A few small Level Design and UX issues were pointed out and are already on our list for fixes.[/p][p]Now it's time for us to move on to the rest of the game. But not without preparing the same demo as a Steam Playtest. The last few weeks were spent a lot on performance and technicalities like FSR implementation, much deeper graphical settings as well as a difficulty selection on the demo start.[/p][p][/p][p]
[/p][p]Very soon you'll be able to also play the demo. We are awaiting your feedback, which will directly impact the rest of the development time.[/p][p][/p][p]Thanks for the ongoing support and all the best from everyone at bleakmill!
David & The Bleakmill Team[/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p]
David & The Bleakmill Team[/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p]