Name | Concealed Intent | ||
Developer | Jarrah Technology | ||
Publisher | Jarrah Technology | ||
Tags | |||
Release | 2016-08-02 | ||
Steam | 2,49€ 2,27£ 2,99$ / 80 % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  0  | ||
Steam Rating | Mixed | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
| ||
Owners |  0 .. 20,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 0 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 0 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | Concealed Intent (linux) Depot [584.78 M] |
Hello? It has been a while. Is there anyone still around here? It is probably time for an update. Back in April I stopped working at the startup where I have been the last 3 years. Now back home in Australia, I'm working on gamedev again! |
The Concealed Intent 1.3 release is out now! It is a few months late, but finally here. |
I have stated on a few occasions that I hoped to have a 1.3 Update complete and released by the end of this year. My apologies, I will fail to reach that goal. |
I have stated on a few occasions that I hoped to have a 1.3 Update complete and released by the end of this year. My apologies, I will fail to reach that goal. |
TLDR; moved country and got a day job, so gamedev work will slow; but still aiming for a small Concealed Intent 1.3 update before end of the year. |
TLDR; moved country and got a day job, so gamedev work will slow; but still aiming for a small Concealed Intent 1.3 update before end of the year. |
The Concealed Intent 1.2 release is out now! You may remember I said it would be out before the end of March. My apologies I am a week late, but on the bright side I now know a great deal about password hashing and HTTPS. |
The Concealed Intent 1.2 release is out now! You may remember I said it would be out before the end of March. My apologies I am a week late, but on the bright side I now know a great deal about password hashing and HTTPS. |
Hello everyone, |
Hello everyone, |
Another small bugfix. Anonymous feedback pointed out that the Reset button on the Loadout screen did not seem to reset the max number loaded for relevant components (e.g. Coolers). This was easy to fix (literally 1 line), so it is now fixed. |
Another small bugfix. Anonymous feedback pointed out that the Reset button on the Loadout screen did not seem to reset the max number loaded for relevant components (e.g. Coolers). This was easy to fix (literally 1 line), so it is now fixed. |
Another small release to fix a couple of reported bugs (thanks!). I know this release says the 7th and it is now the 8th - Steamworks was down all yesterday, so this is the earliest I could get it out. |
Another small release to fix a couple of reported bugs (thanks!). I know this release says the 7th and it is now the 8th - Steamworks was down all yesterday, so this is the earliest I could get it out. |
This is just a small release to fix a couple of small bugs as reported by players (thanks!). |
This is just a small release to fix a couple of small bugs as reported by players (thanks!). |
The Concealed Intent 1.1 update is now available. As pledged, this release brings Linux support and Steam async notifications (to see the notifications you will need to turn them on - start playing and then go to http://steamcommunity.com/id/me/gamenotifications/). |
The Concealed Intent 1.1 update is now available. As pledged, this release brings Linux support and Steam async notifications (to see the notifications you will need to turn them on - start playing and then go to http://steamcommunity.com/id/me/gamenotifications/). |
September is over and the scheduled month of dev work for Concealed Intent 1.1 complete. The amount achieved was about as much as expected, although not as much as hoped. Since the last update Steam turn notifications are working, but it was a little harder than anticipated. Then came a new skirmish objective (Gather) and a bunch of bug fixes (mainly for Linux). Unfortunately that means there was not time for extra work on campaign missions or online. Still, the update is a large body of work and I’m glad to get it done, the game will be better for it. Now I just need to test it extensively before release! The plan is to give myself a fortnight of testing, so look for the update in mid-October (barring major issues).
|
September is over and the scheduled month of dev work for Concealed Intent 1.1 complete. The amount achieved was about as much as expected, although not as much as hoped. Since the last update Steam turn notifications are working, but it was a little harder than anticipated. Then came a new skirmish objective (Gather) and a bunch of bug fixes (mainly for Linux). Unfortunately that means there was not time for extra work on campaign missions or online. Still, the update is a large body of work and Im glad to get it done, the game will be better for it. Now I just need to test it extensively before release! The plan is to give myself a fortnight of testing, so look for the update in mid-October (barring major issues).
|
It has been a little while since my last update, so I thought I should let people know what is happening with Concealed Intent. Previously I wrote about creating some prototypes and having time off. Both those achievements have been unlocked! If you would like to see my thoughts on prototypes, look here. After that I said there would be a month's work on a 1.1 release, trying to get as far down this list as possible:
Work began on this list at the start of September. Thus I will stop developing and start testing at the end of this month. Assuming no big issues are found, I'm still on track for an October release. So how am I progressing with the list? Firstly, there were a couple of things not considered. On the positive side, there was a 1.0.1 release that contained many of the Cosmetic and control improvements, so much of that task was done before I began. On the downside, my hard drive crashed the day I planned to start work, costing me a couple of days productivity (keep your backups up to date!). Also, I forgot to add bugfixes into that todo list. Thanks to more testing and the good work of a couple of players (obliviondoll and FridayBiology were particularly helpful) a few extra bugs were discovered and have (or will be) fixed as a priority. So how is that list actually looking as of today?
There it is. I would say progress so far is better than expected (especially considering the hard drive crash), but who knows how things will go for the remainder of the month. In any case, be assured I am working hard trying to improve the game! |
Here is the first Concealed Intent update since the release. I think the Steam release went relatively well. No major bugs were discovered, so I'm quite happy. Of course the influx of new players meant a number of smaller issues came up and I've worked through as many as I can here. |
Since releasing on Tuesday there has been an influx of new players (thank you all!). Many have been asking questions about where the game is going. So time to give my thoughts on the future of Concealed Intent.
Anything not completed as part of the 1.1 update will be left for the 1.2 update. When (if ever) the 1.2 update is scheduled depends on what is left to do and the game's popularity. There are no plans for DLC or micro-transactions. At this stage, if I'm going to add something to the game, everyone will automatically get it as part of the planned updates. I read all your feedback. If you post in the Steam Community Hub, or send a message through the in-game feedback I will read it and take note of it. Same with Twitter or Facebook or email, or comments on the Jarrah Technology webpage. Although, just be aware that the in-game feedback is completely anonymous - I will not know who you are, so can not reply! I have already received some useful feedback and suggestions, which has resulted in the second item on the 1.1 update list above, and its general ordering too. Thankfully there have been no reports of crashes or other major bugs. So that is it. Comments and suggestions welcome as always! |
It is done. The launch button has been pressed and Concealed Intent is out on Steam, with a 34% launch discount for the next week (same as the recent Summer Sale). No longer does the game have the stigma of Early Access. |
Achievement Unlocked. |
I think this is it. Again my bug/issue list is empty, but the handful of fixes this time are quite obscure. They are not issues a player is likely to encounter in a normal play-through, or even notice if they did occur. Unless I have let through a bad bug, this will become the 1.0 version a few days before the release. |
I have just recorded & uploaded a couple of developer videos to YouTube to show off the game. |
Another small release, again emptying my list of issues//bugs. Since review keys will be sent out in the next couple of days, this release is to make sure the game looks as pretty as possible. No new features of course, as I'm only fixing existing features at the moment. |
|
This a small release with just a few little changes, other than combining the online feedback and game server into a single executable (which should use less memory). The original plan was to put this out on the weekend, but then I realised the summer sale will start soon. It seemed best to put it out beforehand as people like to play the games they buy and I didn't want their first experience to be an offline server. |
After the last "Feature Complete" release here is "Release Candidate 1". There are no new features, but extensive testing resulting in many little fixes and improvements (especially in the Hard AI skirmish modifier). There is very little left on my issues list. I'm not saying there are no bugs left (I'm sure there are) but I don't know of any in the gameplay. Let me know if you find any! |
The end is near. With this release all the previously promised features of Concealed Intent are now present.
Savior skirmishes are notable as they include the new neutral unknown system that means unidentified ships are shown as neutral regardless of what they really are (similar to online duels). I decided to enable this feature only in Savior skirmishes instead of making it a modifier. It didn't make much sense elsewhere, as in other skirmishes other ships are always the enemy (I tried it, and then removed it). Next up is a week off work on Concealed Intent, and working on a prototype of another game. Then it will be back for bug fixes and balancing and AI work (as always) for a mid-June release. That one will be the "Release Candidate". After that there will hopefully be no more than one version before coming out of Early Access *fingers crossed*. Finally, here is an example of the new neutral system in action when I was testing: --- Current Version: 0.9.30 (20th May 2016) Known Issues: * Steam Overlay can sometimes cause some Macs to hang on startup - need to disable Overlay Immediate Roadmap: * Bugfixes * Balance/AI/missions * Suggestions/feedback? * Performance enhancements - client & server? 0.9.29 (5th May 2016) -> 0.9.30 (20th May 2016) * Waves skirmish objective * Savior skirmish objective * Move back starting camera position in some tutorials & missions * Set minimum of 49 turns before declaring a draw * Darken starlight * Fix bug where target markers were being incorrectly reused * Ensure narrative panel is above objectives * Wider objectives in various screen resolutions * Better objective text in Exhumation & Extraction * Add Twitter & Facebook icons/links on main menu screen * Add victory stripe achievements to skirmishes * Fix rare coroutine start bug * Skirmish base objective requires at least 4 player ships |
My apologies again. Another stupid bug slipped through my testing. This release fixes that issue, plus reports are that the Steam restart bug was also fixed by the previous release. |
Like most releases, I started this dev cycle by looking at my list of annoyances and bugs. Most of the bugs are minor and don't cause too much anguish, but a couple greatly effect players. I always try to fix those immediately (so they don't even make it to the list). However, three have stubbornly refused to yield to my attentions. They sit as at the top of the bug list. |
I'm back now and recharged after a holiday. |
Looking at the Concealed Intent plan for Early Access, all the work originally promised (plus a bit more) is complete. Now is the time to work out when to fully release the game.
Possible New Work:
Unlikely Features (maybe for after release):
So that's the plan. Hopefully I can stick to this one (all the others turned out to be overly optimistic). So I'll be back soon and initially working on another pass of the campaign. Comments welcome!! |
This release comes with my apologies. It is both later and smaller than I had planned. I have been sick - spending 5 days in bed followed by a week of very low productivity. So this release adds the components stats to the tooltips panel (just hover over a component), but only a first pass of the campaign updates. The main change is the addition of a new 4th tutorial on combat tactics and the removal of the first mission. |
This release fixes some minor bugs (ones players are unlikely to have encountered) and cleans up some cosmetic annoyances. It is a small spacer release to empty out my todo list before working on some larger issues. |
This release mainly improves the AI in skirmish situations. The improved AI is accessible by selecting the "Hard AI" option in the Skirmish modifiers. This feature is very much a "work in progress". More tweaking and extra rules will be added over the next couple of releases, but I thought it would be useful to existing players and especially to get any feedback on whether it is still too easy or too hard. |