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Happy March everybody,
It's time for another Neowsletter! Wow, thank you for the March Neowsletter banner image, melohdy. It's so nice, beautiful, and featured! You too can get your art up here if you submit something through our Discord or email us your 800x450px artwork to fanmail@megacrit.com (and make sure there's no text but has room for us to add text.) It's true, only one submission can be the header... but we'll feature the rest in the Community Roundup section! Next month's theme is: Neow donning cat ears or otherwise looking catlike :3 (we have a reason okay, trust us).
This is a wild month because a lot of us are playing Monster Hunter: Wilds, but outside of this bad joke, development progresses at a good pace. Okay, let's show off a new thing. Behold...
Winter has arrived in Seattle... in February!
While it's intermittently snowing, it is not sticking. Pft, typical Seattle weather (please don't actually snow too much, I don't have time to shovel the driveway). Did you hear the news that a Nintendo Switch 2 is coming?? Expect an email from us, Nintendo :)
Happy New Year everyone
Some of you keen-eyed players are aware that we're launching Slay the Spire 2 into Early Access this year! The rumors are true, we're still on track to release. But what day? What month?? Well, we can't say for sure yet. More news will follow sometime this year. If you want to stay up-to-date you can get the Neowsletter straight to your inbox by signing up on our website. But you can also get notified on Steam, Twitter/X, and Bluesky!
For those who missed the gameplay trailer, you can view it right here by clicking that play button. We have the technology .
https://www.youtube.com/watch?v=ttVtllHkb4E
I know we brought it up already but we worked hard on it, okay?
You didnt think yesterdays Neowsletter was *all* we had for you, did you? ;) Its been 1000 years since the Spire last opened its doors and since we first announced that Slay the Spire 2 was in development! At long last, the gameplay reveal for the sequel to the original, iconic roguelike deckbuilder is here, as revealed earlier today at The Game Awards. Step into the newly evolved Spire, a twisted labyrinth teeming with strange and deadly foes. With a new and returning cast of characters, adapt to an arsenal of brand new cards, relics, and potions, each offering game-changing possibilitiesor dangerous consequences. What new strategies and challenges await? [previewyoutube=ttVtllHkb4E;full][/previewyoutube] Looking for even more ways to get Slay the Spire 2 updates? Join the flock:
Let us all welcome winter in this month's Neowsletter! *applause* An end-of-year wrap-up seems appropriate so let's keep it simple and focus on that. Still, looking back at all the work which was accomplished by the team is a good reminder that yes, things are happening. Progress is being made. I have confidence that a beautiful video game will be spawned into the universe soon.
It's the November Neowsletter!
Unsurprisingly, work continues on Slay the Spire 2. Though we're not quite ready to reveal gameplay footage yet, let's have a sneak peek at some quality of life and UI changes that come with StS2. Do keep in mind that the Early Access release is still a bit off (it's not going to be released January 1, 2025). Any screenshots and the contents within are a work in progress.
Happy spooky month everybody :)
As fall descends upon us and I'm eating strange mushrooms found in the forest, we're still hard at work on Slay the Spire 2. This month, let's touch on the art direction and how we're planning on changing things up when working on our sequel. But first, a brief progress update.
New month, new Neowsletter :)
As all of us at Mega Crit are hard at work on Slay the Spire 2, we figured wed start shifting these posts towards news about the game.
Starting this issue, we're also posting on Steam! If you're reading this on Steam, know that on our new and updated website you can sign up to receive these monthly Neowsletters straight into your email inbox (if that's your preference).
Okay, on with it!
Looking to eat up the time until Slay the Spire 2 comes out? We have just the thing!
While away the hours with your very own limited edition Time Eater plush from Makeship by your side! Plus, the next time Time Eater ruins one of your runs you'll have a healthy, squeezable outlet for your frustration ^-^
Get yours here now--before time runs out!!
It's time for us to reveal what we've been working on for the last 3+ years! Could it be!? A sequel to Slay the Spire? Yes, it is! https://www.youtube.com/watch?v=krDFltgjLtE While it's not available until we figure out a good launch window in 2025, we can say for certain that it's coming to Steam, it will be launching with a ton of stuff, and it will be very very fun to play. Check out the store page with screenshots and information here: https://store.steampowered.com/app/2868840 We'll be revealing more information on the Slay the Spire 2 store page as we near launch so be sure to Wishlist, Follow, or whatever to keep up-to-date if you want to know more. You can also follow us on social media if that's your preference:
Everybody's favorite geometric duo are here and softer than ever!
It's time for another merch drop: the limited edition Deca and Donu plush campaign from Makeship is now live!
If you've ever wanted to squeeze these iconic Slay the Spire bosses (whether out of love or frustration) now is your chance!! But don't wait, because the pre-order campaign ends in 21 days--and after that they're gone for good!
Disclaimer: DONU IS NOT EDIBLE... OFFICIALLY.
PS - The Mega Crit team knows you're all looking forward to news of our next game, and while we can't give you an ETA on that just yet... be sure to stay tuned!
You'll never have to Slay the Spire alone again once you have these adorable, limited edition figures of the Ironclad and the Silent by your side!
Our friends over at Youtooz are bringing you all the first ever official Slay the Spire vinyl figures!! They're available to pre-order NOW, so get yours here before they're gone for good!
And since this is our last announcement of 2023, we want to take this opportunity to wish you all a Mega Crit-mas and a happy new year! It's been a busy year for our team: working on our new game, learning a new engine, migrating said game to said engine, etc. We're happy we've been able to partner with other companies that can bring our fans cool merch like this in the meantime, and we're so excited for you all to see what we here at Mega Crit have been cooking when the time comes!
Until then: slay on, Slayers.
tu-thump, tu-thump, tu-thump...
A deep glowing dread can be felt throughout the room...
It's the heart of the Spire! Looking considerably... squishier than usual?
That's right, we've teamed up with Makeship once again to bring you another exclusive, limited edition plushie: the glow-in-the-dark Corrupt Heart!!
And bonus--this plush doubles as a stress reliever that you can squeeze every time you fail to slay the Heart ^-^
As a reminder, Makeship plushies are limited run only, meaning once the pre-order campaign ends in 21 days they'll be gone for good! Be sure to nab yours soon so you don't miss out!
Get ready to rumble to the rhythm in Dancing Duelists, a deckbuilding autobattler dance off with a cast of fantastical characters and a BUMPIN' soundtrack!
Due to recent events, the Mega Crit team has been looking for an engine to migrate our next big game to from Unity, so we've been working on this little game for a few weeks now to acquaint ourselves with Godot, our new official engine of choice! It also just so happens to coincide with the Jump Ship Jam, an event that encourages game developers to branch out and create something with new engines & tools!
We're super proud of how this project turned out in such a small timeframe, and we'd love for you to check it out!
You can download Dancing Duelists now for free on itchi.io here!
Buckle up, a Neow plushie PRE-ORDER page is available right now! We teamed up with Makeship to do a limited plushie production. Once the campaign is over, you won't be able to get this plushie ever again .
A plushie isn't simply a lifeless husk filled with cotton. For instance, you can ask Neow to give you advice and you can choose which one of three choices will impact the rest of your [strike]run[/strike] day.
"Choose... wisely..."
Wow, very useful. Thanks Neow! You can get one of your own by simply clicking on any of these high quality drawings of Neow:
Greetings! We found a fix for a longstanding issue where the game didn't launch for non-English PC usernames without a workaround. Patch Notes
Hello! Hope everyone's enjoying the winter season. Here at Mega Crit we've been working on another game. BUT... there's been reports of the Steam Deck controller inputs acting up if you touch the screen so here's a fix for that. Happy Holidays! Patch Notes
Hey everyone,
We've teamed up with Contention Games and have been secretly working on Slay the Spire: The Board Game for the past few years.
Unlike the video game, the board game features cooperative deckbuilding where 1 - 4 players can go on an adventure to Slay the Spire!
We've got stretch goals, playmats, shiny real metal coins, and all sorts of other goodies in the various pledge tiers.
There's even a spooky beta art box~
Hey everyone, its been a while! Just a small update fixing some OSX crashes that were introduced in a recent Apple update. Please let us know if anyone still has issues running Slay the Spire on OSX! BUG FIX: Fixed crash introduced in OSX 12.6. LOC: Updates for FIN, SPA.
Hey there, We updated the game to address a problem where players using 32bit operating systems were unable to play. This should show up as V2.3: 03-07-2022. Sorry about that!
Hello, long time no announcement! Slay the Spire is getting an update for Steam Deck compatibility and a handful of language updates. It's also a good opportunity to discus what we've been up to.
Happy post-Holidays!
As the title of this post suggests, we're bringing in Steam Input in the beta branch in anticipation of the Steam Deck release. We're also updating some languages and adding Finnish!
Patch Notes
A patch has been pushed to address some ultrawide issues with controllers and some improved resolution selection options.
Happy Holidays! We've got exciting collaborations, support for wider aspect ratios, performance improvements, and made a few balance changes to some cards.
Hello hello, While we're still working with our porting team to improve the mobile UX and prep for Android release, we've also addressed some MacOS compatibility issues and received many updates to localization. It's incredible to see Slay the Spire become so widely available on so many platforms and in so many languages (19 total!).
Hey everyone, Weve got some great news to share. Were happy to announce that Slay the Spire will be in your pockets this month on iOS! When specifically? Well have that news very soon, but as a hint, you should try to tune in to the Guerrilla Collective show on June 6th.
Hey everyone, We're adding a few tweaks and fixes to improve compatibility for certain resolutions, devices, and operating systems that have been trickling in while working with our porting teams.
Hey everyone, Turkish language support was added last hotfix but wasn't enabled in the Settings and caused some other issues. This is quite embarrassing, but now it's fixed. Hooray! As always, feel free to contact us at support@megacrit.com if you run into issues or have suggestions.
We've added a new branch, fixed some things, updated some translations, and more!
Hey everyone, Patch 2.0 is finally here, hooray! This patch brings new cards, relics, potions, balance changes, reworks, bug fixes, performance improvements, and a 4th character. The previous version of the game can still be played by selecting "v1.1 - 2019-17-07" found in the BETAS tab within Steam.
Happy New Year! We hope you had a pleasant holiday season, after a nice break- we're gearing up to release our 4th character.
Happy holidays! Things are merry and rainy over in Seattle and we're just moving forward with bug fixes and visual flourishes in preparation to release the fourth character.
Greetings, This week we now have all the card assets for the Watcher in the game! A surprise trip to The Game Awards, ongoing sickness, and the general holidays has made it a slower week.
Hey everyone, We hope everyone's having a good holiday season so far. While still jet lagged and recovering from sickness, we're getting back to work. The Watcher is nearly complete. Just a few more finishing touches before it's ready for the main branch!
Hello! We've been working on polish this week. Many bugs were fixed while several cards got some visual effects! We also added controller support for some of the features brought in during this beta test.
Hey everyone, It's November! I hope that everyone is enjoying some nice fall weather! At least, it's my favorite time of year here in Seattle. In this week's patch, our focus has been on incorporating fit and finish by adding missing flavor text and incorporating more assets. We'll continue adding more art and effects next week as well. We also received a bunch of bug fixes from a fellow modder! See below in the Bug Fixes section for more info.
Greetings!
It's progress report time. This week we added some more potions, made Watcher balance changes, and revisited some non-Watcher content such as cards, relics, and events.
Because of the addition of new potions we've made some new potion bottle shapes and colors so they can be more easily differentiated.
We're also testing out an accessibility feature that increases the size of text by 20%. This may be updated to affect specific UI such as tips and card descriptions. While the larger text won't always fit in the UI, we think the trade-off for legibility will more than make up for it. This option can be toggled on in the Miscellaneous section in the Game Settings.
We would also like to thank our community members BDWSSBB and JohnnyDevo for improving modding support and fixing a plethora of bugs (most of them in the Bug Fixes section)!
If any or all of the bug fixes bring you joy, maybe visit our Discord channel and give them a thank you.
Hello hello, It's another Friday and another progress report! We made a few potions and increased the rare potion drop rate, cleaned up some UI elements, improved performance, and balanced several cards. Lots of stuff in lots of categories. We'll be looking at adjusting some non-Watcher stuff next week, stay tuned!
Hey everyone! This week we worked on some non-beta stuff but still made some card changes and also a peek button has been added so players can make more informed choices while utilizing Scry, Skill potions, or any other card selection screen during combat.
Happy Friday, This week we've been continuing work on art polish and card design via some A/B testing! While we'll still be doing some card work, more efforts will be put into UX and bug fixes + some work on non-card content.
The Watcher has been available on the beta branch for about 18 days now! This patch continues balance and design work while also integrating new and polished artwork to various assets! We're still tweaking cards to improve the overall flow and have increased the Watcher's base health as the low health made non-combat interactions unnecessarily punishing. Lots of great feedback from various communities! We encourage discussion and we're most active at our Discord server but we read all the feedback in our inboxes and sites like Reddit even when we aren't responding to everything.
Time for another progress report,
We're still working on compositionally and thematically adjusting the Watcher's cards but we also brought in a slew of new potions & sparkles!
Next week we'll probably still be changing a lot of cards, make some visual effects for cards, and maybe polish up some relic arts.
Shiny!
Hey everyone, It's been a week since the 4th character came to the beta branch. Things are still pretty chaotic in terms of design and balance work and we thank you for your continuous support and feedback. We'll be continuing work on core design and balance this week and we'll also be accepting beta art (see below) so that players can more easily differentiate cards! Please see the patch notes section at the bottom to see a list of all the changes since the last report.
Hey everyone! In these reports we will be writing up what we've changed, what's going to be changing and probably what we're working on every week or so. The main focus of this week is fixing all of the new issues and interactions. Second of all, we'd like to thank our community members and /u/ForgottenArbiter for making a post with all that's changed in the game outside of the 4th character! It's formatted beautifully on the reddit post. This summary is posted here:
Hello!
The 4th character is now available in the beta branch. Beating the game and having the Defect unlocked will unlock this character. If these requirements are already met, the character will be available as soon as you start the game!
This update comes with one new character, new relics, new potions, balance changes, and other unnamed goodies will be added during this test period. Also, the Fire Breathing card was reworked.
Participating in the beta is easy! Opt into the beta through the BETAS tab for Slay the Spire. For more info, see here.
Hey everyone, We've got a few things to share!
Hey everyone,
It's been quite a while since release. The past few months have been pretty busy with ports and the patching of those ports but we wanted to update the PC version to contain all of the fixes, optimizations, and quality of life changes we worked on during this process.
Its Finally Here!
You can now play Slay the Spire wherever you want, and we think thats pretty sweet. We know it took awhile but thank you so much for your patience, without your support this wouldnt exist.
Check it out: https://www.nintendo.com/games/detail/slay-the-spire-switch/
Hey everyone,
Slay the Spire is out of Early Access now. Look! A new trailer!
https://youtu.be/9SZUtyYSOjQ
Slay the Spire is Now Available on Steam!
We fused card games and roguelikes together to make the best single player deckbuilder we could. Craft a unique deck, encounter bizarre creatures, discover relics of immense power, and Slay the Spire!
Hello!
We're going into full release in just under a week so we have been hard at work finishing up Steam Trading cards, making some final balance adjustments, and ensuring that the game is as stable as possible.
Hello!
This week's patch brings Rich Presence support, VFX, bug fixes.
Happy New Year!
This week's patch brings Steam Workshop support, bug fixes, and a few touch-ups here and there.
Happy holidays!
While things are slower due to winter festivities and gatherings, we're pushing ahead with bug fixes and visual improvements! Steam Workshop support is almost ready but we're taking a few days off for the holidays.
The next patch will be on January 3, 2019.
As a reminder, there will be a price increase after the current Winter Sale as detailed in last week's patch.
Beaaaaam
Hello everyone,
This week's patch brings further visual polish and improvements to controller support while we continue work on Steam Trading Cards and Workshop support. We also have some announcements!
Greetings,
This patch brings some balance tweaks, visual flourishes, bug fixes, and support for Dutch!
We're also working on Steam Trading Cards and Steam Workshop support but they aren't ready just yet.
The Beyond's background now has some animated objects
The final act is now available.
For those who wish to avoid spoilers, simply skip over the section below.
This week's patch also includes some other news!
Hey everyone,
This week we spent time finishing and tweaking up some content while sorting through and incorporating beta art.
Happy Halloween (yesterday)!
This week we mainly worked on the final content which is now being tested in the beta branch! However, various fixes and improvements while working on this has carried over as well.
Greetings,
This week's focus was on prepping the final content for next week, visual updates, and bug fixes.
Hello!
This week we updated and added some enemies in Act 3, added various visual effects, made Neow changes, and worked on some performance improvements.
Hey again,
This week's focus was on refining upcoming content, prepping for mod support, various bug fixes, and a new option to disable particle effects for low performance machines.
Hello!
This week brings a few more daily mods, several bug fixes, and we worked with a few people to update the wording for many many cards, relics, and powers. Also, some content is still planned to come into beta this month :).
Hello!
We're introducing some new mods for the Daily Climb this week (and next week, too). There's also good progress going on other content which we're on track to get into beta sometime in October.
Hey everyone,
Breaks are good. But patches are good, too!
This patch brings in updates for our older low-res Power icons, additional SFX, and bug fixes.
Weekly Patch 41: Chill
Hello hello,
This week brings in 7 new relics, bug fixes, and some more sounds while we make progress towards full release!
It's time for another patch!
While we're still working on our final bit of content for Early Access, some new SFX have been incorporated and there are various fixes and balance changes!
Hey again,
This week's focus was on a handful of reworks and the addition of two new events. Additionally, we worked more on the secret content which we are aiming to get into beta in October!
Hello all,
This week we're bringing in new Ascension levels, a good amount of colorless cards, and a few bug fixes here and there!
Hello,
This week's patch brings in the Save Slot system, some balance changes, custom mods, and a few other tweaks here and there. Special thanks to our beta testers for helping us improve the UI for the Save Slot system!
Hey everyone,
It's patch time!
This week brings a few bug fixes and quality of life improvements. We thank you for your patience while we work on various features that are still forthcoming! It's gonna be good :D
Hey everyone! We hope everyone's getting some shade, it's actually too sunny.
This week's focus was on designing future content and a save slot system (which will be in beta soon). Some of the new content requires art or balance so they aren't in the main branch just yet.
Greetings,
This week's focus continues the trend of adding content to reach our content goals. On top of this, we took some time to examine various cards and relics for balancing. We appreciate your continued patience and feedback!
Hello,
This week's focus was on content creation and polish! With the completion of the animations for 3 new enemies, they have been unleashed into the Beyond!
Save 37% on Slay the Spire as part of this week's Weekend Deal*!
*Offer ends Monday at 10AM Pacific Time
Hello,
Hope everyone's having some fun and the sun! Taking a break in the shade to play Slay the Spire is nice, too :).
This week's focus is mainly on content and improving usability for Custom Mode.
Hello!
I hope everyone's having a good week, we've been quite busy with a bunch of new players thanks to the Steam sale. Hello new players!
This week brings in a 3rd game mode called Custom Mode.
Hey all,
This week we experimented a lot with Endless mode while incorporating more Act 3 content.
Hey again!
This week we worked on polishing and finishing up controller support, bringing in a new game mode: Endless, publishing the soundtrack, special seeds, and a handful of new relics.
Hey everyone,
It's patch time! This week we focused on expanding content for Act 3 while continuing work on prepping the Soundtrack and Controller support.
Another week, another patch!
This week's patch brings in some polished art, improvements to certain combats, and general bug fixes pertaining to the Daily Climb.
Hey everyone,
I just got back from vacation. I heard there was a surprise patch last week? I just found out, what a surprise!
Fortunately, our company is 2 people so there's a patch this week, too.
Many have asked us if we will be at GDC this year. We will NOT be attending this year, sorry. Good news, we'll be working on the game instead!
Patch Notes
Casey is still enjoying his vacation till later next week. Although originally we did not plan on a patch this week, I decided to release a small update focusing on improvements to the daily climbs!
Patch 14 is here!
It's a weekly patch!
We've been working on a daily mode and the third character but there are still some fixes and goodies.
Another patch has arrived,
We diverted most of our efforts to the 3rd character this week so this patch is mainly bug fixes, balancing, and a few UI improvements.
Also, we're currently investigating save-related issues. If you are experiencing any save issues and find a solution, please let us know! In the meantime, disabling Steam Save synchronization may prevent the loss of save files.
Patch Notes:
This week we're introducing loads of new features!
Hey everyone,
This week we have updates to the animations, art, and interface!
It's patch day!
We fixed the leaderboards, they upload again!
Also, the leaderboards have been reset.
We heard that some of our players wanted an additional challenge so we've devised an experimental game mode for you! For those just starting Slay the Spire, we don't want to spoil the fun so we're putting it in a spoiler block. You have been warned!
A wild patch has appeared!
This patch brings in a few big features. These features are in an early stage so please bear with us. Also, it's a good time to give feedback! We like feedback!
Hey everyone, it's patch day again!
This patch brings a lot of back end changes for stability and future content.
While not too exciting on the content side, this is necessary to ensure quality and flexibility.
Slay the Spire is getting more and more popular! For all you new players, welcome! For all of you previous players, we would sincerely like to thank you for spreading the word. Thank you! It means a lot that you enjoy our game and spread the [strike]agony of defeat[/strike] accomplished feeling of victory!
Hey, we hope everyone has had a good restful break. But it's time to get back to work, and that means back to weekly patches!
Hey everyone,
Hello, it's that time of the week again.
Firstly, we'd like to address that we're working hard on getting localization into the game! We're getting community translations and shortly after- official translations! The languages that will be covered in this first pass are:
Hey everyone,
We're working on some early features and content but they aren't quite ready for prime time just yet.
If you want to help us out by becoming a BETA TEST WARRIOR, you would do us a huge favor in ensuring that our weekly patches go smoothly and testing out new features and content.
To participate, simply open Properties and go to the "betas" tab. There will be an option to opt into the beta branch.
The beta is full of wacky and changing things. New builds will be pushed frequently, there will be new content with unfinished art, cards that seem too strong, enemies that slay you instantly, and spoilers. On that topic, when discussing beta content and issues we kindly ask you to do so in the Beta Discussions section of the forums or the Beta Discussions channel within the official Discord channel.
Hello hello,
It's that time of the week! We first want to address the huge influx of new players, hello and welcome! The priority for localization dramatically changed this week. We are working as fast as we can with some companies to translate the game as soon as possible.
This week's focus was primarily on balance (as you may have noticed from the title) but you'll notice a few goodies as well.
Hey everyone,
First, I would just like to thank everyone for the positive feedback, bug reporting, and generally playing a ton of Slay the Spire. Our back end systems have been exploding from all of the love. Thank you!
The beta branch will be available when the improved save system is ready for testing. We hope this happens soon.
We try to devote an even amount of time to content, systems, and bug fixes (for our own sanity) so even if the new save system isn't ready, there are still goodies!
Hello hello!
I hope you all had a fine Thanksgiving (I ate a Turkey sandwich). Most of next week's focus will be on improving the save system and compatibility-related issues.
The framerate of the game is now based on your monitor and can also be unlocked by turning off VSync in the Settings. Some VFX will be sped up and look odd. If you spot these, please let us know. Onwards to the patch notes!
Hey everyone,
We hope you are all having a good time slaying the Spire (or getting slain)! We reached our 1 week anniversary so we figured we would shed some light on upcoming plans, a beta branch, and briefly share our thoughts on difficulty and game balance.
Before we start, we want to mention that patches will be pushed out weekly on Thursday nights (Pacific Time). However, this week's patch will be on Friday due to the holidays.
Hey everyone,
We hope you're having fun with Slay the Spire! The feedback has been really positive and it has been great interacting with you all in the forums, the Discord, and Twitch streams! We're very happy. Happy as the merchant in fact.
We have pushed many fixes since launch (so it's actually a day 1, 2, and 3 patch) so we'll summarize it all here. NOTE: Patch notes can also be viewed in-game.
Slay the Spire is now available to buy on Steam!
Hey everyone, plenty of people have asked us just when we plan on releasing Slay the Spire, and today I can finally tell you that we will be releasing on November 15th. (Just 20 days away!) To mark the announcement we have a bran new trailer to show off. https://youtu.be/NHRpS2DzIAI We can't wait for you to get your hands on Slay the Spire! Let me know if you have any questions.
Hey everyone!
Thanks for all of your support during the greenlight! It was great seeing all of the interest and positive comments on this game we have been working so hard on.
Since this is the first post, I won’t be posting a ton of new information, so much as getting our first official post on our actual steam page up and visible. Lately we have been hard at work integrating Slay the Spire with Steam, quashing bugs, and setting things up for localization so that we can support as many languages as possible.
If you want to get a sneak peak at Slay the Spire in person, we will be demoing right by PAX West on Sunday, September 3rd at SIX 2017.
See here for more info: https://www.seattleindies.org/six/
Anyway, that’s all for now. You should expect to hear a lot more from us as we get closer to launch, so stay tuned.
Thanks for reading!
Anthony (SneakySly)
Mega Crit Games
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