A Message from the Developers
Hello everyone, I'm Jay, the director and producer of SEDAP! A Culinary Adventure.
Together with my friends JT and Toi, we spent the past year developing SEDAP! from a student project prototype into a full-fledged game.
On behalf of the team, especially to our Chinese players, I'd like to apologise to everybody for the bad state that SEDAP! was released in. It wasn’t where we wanted it to be, and I would like to take full accountability for that.
We've been hard at work over the past week working on bugfixes and improving the game's experience. We have been reading every review and piece of feedback submitted to us, whether via Steam, e-mail or Discord. We acknowledge that the game was launched with many bugs that affected the player experience, as well as network stability issues that had our players disconnecting frequently.
Ultimately, our players spent money to buy a game riddled with bugs and had a frustrating experience. -- there are obviously no excuses for this, because as a player, I would be upset as well. As a producer, this was a failure on my part, and I would like to sincerely apologise to everybody.
Admittedly, we rushed the game's release due to budget constraints. I was afraid of delaying our release further, but in hindsight, it was much needed. We were working with a limited budget and a core team of just 3 people for most of the development time. I can surely say that we did our best to release our first game, but the final result didn’t meet player expectations, and we completely understand. We will use everyone's feedback to push SEDAP! to a better version than it was before.
We sincerely want to deliver a version of SEDAP! that is much more enjoyable and reflective of our heart and passion to create games. So, as we continue working toward that goal, I'd like to kindly ask for your patience and understanding.
We are doing whatever we can, within our means, to work on fixes (and eventually balancing -- goodbye killer chicken). Our current focus right now is to resolve network instability, so JT has been testing solutions using Steam's relay server and stabilising the code as much as possible.
We’d like to start by thanking all the players who bought and supported our game — we really appreciate you giving us a chance. We're also thankful to everyone who has helped us along the way, especially our volunteer playtesters who took the time to share feedback. And finally, thank you to our publishers for their patience and support as we navigate our first game launch.
If you have any questions, please reach out to us via commenting on this post, or via our Discord channel! Please stay tuned to future updates.
Best,
Jay
Together with my friends JT and Toi, we spent the past year developing SEDAP! from a student project prototype into a full-fledged game.
On behalf of the team, especially to our Chinese players, I'd like to apologise to everybody for the bad state that SEDAP! was released in. It wasn’t where we wanted it to be, and I would like to take full accountability for that.
We've been hard at work over the past week working on bugfixes and improving the game's experience. We have been reading every review and piece of feedback submitted to us, whether via Steam, e-mail or Discord. We acknowledge that the game was launched with many bugs that affected the player experience, as well as network stability issues that had our players disconnecting frequently.
Ultimately, our players spent money to buy a game riddled with bugs and had a frustrating experience. -- there are obviously no excuses for this, because as a player, I would be upset as well. As a producer, this was a failure on my part, and I would like to sincerely apologise to everybody.
Admittedly, we rushed the game's release due to budget constraints. I was afraid of delaying our release further, but in hindsight, it was much needed. We were working with a limited budget and a core team of just 3 people for most of the development time. I can surely say that we did our best to release our first game, but the final result didn’t meet player expectations, and we completely understand. We will use everyone's feedback to push SEDAP! to a better version than it was before.
We sincerely want to deliver a version of SEDAP! that is much more enjoyable and reflective of our heart and passion to create games. So, as we continue working toward that goal, I'd like to kindly ask for your patience and understanding.
We are doing whatever we can, within our means, to work on fixes (and eventually balancing -- goodbye killer chicken). Our current focus right now is to resolve network instability, so JT has been testing solutions using Steam's relay server and stabilising the code as much as possible.
We’d like to start by thanking all the players who bought and supported our game — we really appreciate you giving us a chance. We're also thankful to everyone who has helped us along the way, especially our volunteer playtesters who took the time to share feedback. And finally, thank you to our publishers for their patience and support as we navigate our first game launch.
If you have any questions, please reach out to us via commenting on this post, or via our Discord channel! Please stay tuned to future updates.
Best,
Jay