Update #65: And Now, An Update From Our Creative Director
Hey everybody,
This is Len Stuart, creative director behind Pixel Noir and co-founder of SWDTech Games. I decided to personally come out and give you a brief summary of how I see things at the moment to let you know what's happening at this stage of development.
You can't see it from this picture, but yes I am chained to my desk. :D
While implementation is complete, a lengthy polish/bug extermination phase has been underway in these last four months to increase stability. In parallel, we are continuously testing to make the game balanced via player/enemy character stat and gear tuning, while also factoring in collectables/skills. It's a large game for as small as it is... (if that makes sense? -may only make sense to me!)
Have a look at our funny but frustrating bug collection...
Surfs up..?
What are you doing Shade!? Why can't you climb a ladder like a normal sprite!?
Party poopers...
We even have our own version of that truck sliding down the street in Texas!
For those asking about a release date, although we are very close to finishing from a development standpoint, we‘re not yet ready to predict a release date. Its because this last leg of the journey is fraught with new bugs and balancing difficulty hurdles we are continuously jumping. We want to put out a nicely polished game upon release because Pixel Noir is a project that has always focused on the quality of our game instead of profit. Not only that, but for as long as we all have been working on this project (and all the time you all have waited), we firmly believe it's worth putting in the effort at this point to make sure we can all be proud of the game we brought to life--dev, backer, and fan alike.
Now more from the bug collection...
I think the clerk is in on it!
This band is horrible but I can't leave- the eternal struggle...
She... walks her own path.
...Don't ask...
With all that said, let me remind you of the things we are currently working on at the moment with Pixel Noir:
As outlined in Update #63, this phase is one of the longest parts of our development cycle outside of the environment implementation that we finished earlier last year. So just sit tight, stay tuned for more, and know that we’re still motivated to get this game out to everyone!!

Waiting like...
Your next update will be on June 3rd. As always, follow our official Roadmap / Twitter bot and don't forget to check follow Leo's Pixel Noir dev streams on Thursday nights to check in on progress in realtime!
//Len and the rest of Team SWDTech
This is Len Stuart, creative director behind Pixel Noir and co-founder of SWDTech Games. I decided to personally come out and give you a brief summary of how I see things at the moment to let you know what's happening at this stage of development.

While implementation is complete, a lengthy polish/bug extermination phase has been underway in these last four months to increase stability. In parallel, we are continuously testing to make the game balanced via player/enemy character stat and gear tuning, while also factoring in collectables/skills. It's a large game for as small as it is... (if that makes sense? -may only make sense to me!)
Have a look at our funny but frustrating bug collection...




For those asking about a release date, although we are very close to finishing from a development standpoint, we‘re not yet ready to predict a release date. Its because this last leg of the journey is fraught with new bugs and balancing difficulty hurdles we are continuously jumping. We want to put out a nicely polished game upon release because Pixel Noir is a project that has always focused on the quality of our game instead of profit. Not only that, but for as long as we all have been working on this project (and all the time you all have waited), we firmly believe it's worth putting in the effort at this point to make sure we can all be proud of the game we brought to life--dev, backer, and fan alike.
Now more from the bug collection...




With all that said, let me remind you of the things we are currently working on at the moment with Pixel Noir:
- Battle / Skill / Stat Balancing - This is the longest, most tedious with the battle testing and all that must be done over and over and over....
- Collectible Placement / Shop Stocking / Traders + Grifters + Black Markets - Items and gear need to be factored into balancing as there is some complexity in the later chapters of the game. We've done this for about 35% of the game as of this update.
- Battle Encounter Placement - Turn down a wrong alley in Pinnacle Ci--never mind you get the point. (25% finished)
- Bug, bugs and more bugs - Of course, we are still dealing with these... However we are tracking less with every play test!!
- Polish - Continuing to fine-tune audio, cinematics, dialogue, and flesh out extra features such as CRDTech encounters. This will be ongoing until we finish...
As outlined in Update #63, this phase is one of the longest parts of our development cycle outside of the environment implementation that we finished earlier last year. So just sit tight, stay tuned for more, and know that we’re still motivated to get this game out to everyone!!


Your next update will be on June 3rd. As always, follow our official Roadmap / Twitter bot and don't forget to check follow Leo's Pixel Noir dev streams on Thursday nights to check in on progress in realtime!
//Len and the rest of Team SWDTech