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Sooo the good news is that while my release date estimates are crap upfront, it gradually gets more and more accurate the closer we get to the end! And we're really quite close.
Here's the situation: Right now most of the game is completed, and the things left to do are: The final montage sequence, pre-credit sequence, credit sequence, and revisions/polish for the last 1/3 of the game (we've been doing private demo release & feedback polishing throughout the years of development already, so I'm fairly happy with earlier parts already).
Additionally, at this point, all the parts of the game with dialogues are essentially completed; so this week I'll be cleaning up an internal build with all existing dialogue content for Andrii, who helped organize the localization for Finding Paradise. This time we'll be attempting to have multiple languages at launch as opposed to only in English like before, likely including: German, French, Spanish (European + LatAm), Portuguese Brazilian (+Portuguese), Korean, Chinese, Russian, Italian -- so we'll be trying to work with Andrii and his teams in a more organized way compared to the community translation system from before.
The plan is that as the localization process is being started, we'll then go back to finish the last montage and pre/credit sequences, as well as cleaning up anything else left. All in all, I'm currently looking at finishing up everything content-wise in August, and launching around early September.
As always, thanks for the patience guys. To be honest, the delays to all of To the Moon, Finding Paradise, and perhaps this game, although annoying, are some of the biggest factors that contributed to them being able to fulfill their potential. Although planning issues are a part of it, a large part of the poor estimates and delays are actually due to the flexibility to work with ideas and opportunities that come up during development that didn't occur at the initial planning stage. And unlike a lot of larger and more rigid projects, the freedom to pivot and refine things freely has been so key to realizing what the series is capable of.
So to sum it up: The team and I are working hard to wrap this up in a couple of months, and we'll try our best to ensure Impostor Factory makes the wait worthwhile even if we have to kill Neil.
Cheers & thanks all,
Kan
P.S. For weekly updates of the "progress" please follow @freebird_games and the thread here:
https://twitter.com/freebird_games/status/1395084027804139520
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