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The Cost of Blood Magic (aka CRUNCHING!!1)
Now let us talk about why. We've been working on the game for almost two years now, full-time and with a lot of dedication. Since the Kickstarter campaign, we pushed ourselves even more. We wanted to make a great game and we wanted to make you, our players, and of course all future players, happy. The last months before launch we worked a lot, like A LOT. 7 days a week, 90 hours a week. If you don't know, this is called crunching. It is the worst thing you can do to yourself, a game or a studio but still a lot of developers believe this is necessary to achieve a good game. But it's wrong. It's working on borrowed time and it destroys you physically and mentally. We learned that the hard way. After pushing through gamescom, we saw that barely any news sites picked up the game and sales were quite mediocre. So all this work felt like it was almost in vain. Luckily, we received wonderful feedback from you all, which gave us hope for the future. But still, we ended up having a big fat burnout. And it was really rough. We couldn't really come up with creative ideas, couldn't work on the easiest task. We somehow managed to finish and release the winter update but it took us longer than we had hoped. We decided that the only way out of this, was a long vacation so we both took the whole January off to recharge. Now we're back! HA! RENEWED!!! It's good to be back and now we have the creative juices flowing again. For the future, we promised ourselves to keep to human working hours, not work on weekends and also don't push ourselves too much with deadlines. Don't worry, we don't want to slack off and take like 2 years for one episode. We're aiming for Summer / Autumn this year for the next episode. We want to thank you all for being so supportive the past year and all the kind words that you've sent us. We will continue to create the best game possible (just maybe without sacrificing our soul...?) Special thanks to all who participated in / shared our Christmas Charity Sale. During that time, we earned roughly 1120 $. We will round this up to a donation of 120 $ to blista (in case you forgot: we said we'll donate 10% of our revenue, see the previous update). Don't forget to join our Discord Channel , to stay up to date and chat with us! Cheers, Zein & Kevin
[ 2018-02-07 10:56:56 CET ] [ Original post ]
Hello and belated happy new year everybody! Time flies, doesn't it? We want to take the time to talk about the last months and what was / is going on with development. Let's start with some solid info:
Episode 2 is delayed and will most likely not launch before August 2018.
Now let us talk about why. We've been working on the game for almost two years now, full-time and with a lot of dedication. Since the Kickstarter campaign, we pushed ourselves even more. We wanted to make a great game and we wanted to make you, our players, and of course all future players, happy. The last months before launch we worked a lot, like A LOT. 7 days a week, 90 hours a week. If you don't know, this is called crunching. It is the worst thing you can do to yourself, a game or a studio but still a lot of developers believe this is necessary to achieve a good game. But it's wrong. It's working on borrowed time and it destroys you physically and mentally. We learned that the hard way. After pushing through gamescom, we saw that barely any news sites picked up the game and sales were quite mediocre. So all this work felt like it was almost in vain. Luckily, we received wonderful feedback from you all, which gave us hope for the future. But still, we ended up having a big fat burnout. And it was really rough. We couldn't really come up with creative ideas, couldn't work on the easiest task. We somehow managed to finish and release the winter update but it took us longer than we had hoped. We decided that the only way out of this, was a long vacation so we both took the whole January off to recharge. Now we're back! HA! RENEWED!!! It's good to be back and now we have the creative juices flowing again. For the future, we promised ourselves to keep to human working hours, not work on weekends and also don't push ourselves too much with deadlines. Don't worry, we don't want to slack off and take like 2 years for one episode. We're aiming for Summer / Autumn this year for the next episode. We want to thank you all for being so supportive the past year and all the kind words that you've sent us. We will continue to create the best game possible (just maybe without sacrificing our soul...?) Special thanks to all who participated in / shared our Christmas Charity Sale. During that time, we earned roughly 1120 $. We will round this up to a donation of 120 $ to blista (in case you forgot: we said we'll donate 10% of our revenue, see the previous update). Don't forget to join our Discord Channel , to stay up to date and chat with us! Cheers, Zein & Kevin
[ 2018-02-07 10:56:56 CET ] [ Original post ]
The Cost of Blood Magic (aka CRUNCHING!!1)
Now let us talk about why. We've been working on the game for almost two years now, full-time and with a lot of dedication. Since the Kickstarter campaign, we pushed ourselves even more. We wanted to make a great game and we wanted to make you, our players, and of course all future players, happy. The last months before launch we worked a lot, like A LOT. 7 days a week, 90 hours a week. If you don't know, this is called crunching. It is the worst thing you can do to yourself, a game or a studio but still a lot of developers believe this is necessary to achieve a good game. But it's wrong. It's working on borrowed time and it destroys you physically and mentally. We learned that the hard way. After pushing through gamescom, we saw that barely any news sites picked up the game and sales were quite mediocre. So all this work felt like it was almost in vain. Luckily, we received wonderful feedback from you all, which gave us hope for the future. But still, we ended up having a big fat burnout. And it was really rough. We couldn't really come up with creative ideas, couldn't work on the easiest task. We somehow managed to finish and release the winter update but it took us longer than we had hoped. We decided that the only way out of this, was a long vacation so we both took the whole January off to recharge. Now we're back! HA! RENEWED!!! It's good to be back and now we have the creative juices flowing again. For the future, we promised ourselves to keep to human working hours, not work on weekends and also don't push ourselves too much with deadlines. Don't worry, we don't want to slack off and take like 2 years for one episode. We're aiming for Summer / Autumn this year for the next episode. We want to thank you all for being so supportive the past year and all the kind words that you've sent us. We will continue to create the best game possible (just maybe without sacrificing our soul...?) Special thanks to all who participated in / shared our Christmas Charity Sale. During that time, we earned roughly 1120 $. We will round this up to a donation of 120 $ to blista (in case you forgot: we said we'll donate 10% of our revenue, see the previous update). Don't forget to join our Discord Channel , to stay up to date and chat with us! Cheers, Zein & Kevin
[ 2018-02-07 10:56:56 CET ] [ Original post ]
Hello and belated happy new year everybody! Time flies, doesn't it? We want to take the time to talk about the last months and what was / is going on with development. Let's start with some solid info:
Episode 2 is delayed and will most likely not launch before August 2018.
Now let us talk about why. We've been working on the game for almost two years now, full-time and with a lot of dedication. Since the Kickstarter campaign, we pushed ourselves even more. We wanted to make a great game and we wanted to make you, our players, and of course all future players, happy. The last months before launch we worked a lot, like A LOT. 7 days a week, 90 hours a week. If you don't know, this is called crunching. It is the worst thing you can do to yourself, a game or a studio but still a lot of developers believe this is necessary to achieve a good game. But it's wrong. It's working on borrowed time and it destroys you physically and mentally. We learned that the hard way. After pushing through gamescom, we saw that barely any news sites picked up the game and sales were quite mediocre. So all this work felt like it was almost in vain. Luckily, we received wonderful feedback from you all, which gave us hope for the future. But still, we ended up having a big fat burnout. And it was really rough. We couldn't really come up with creative ideas, couldn't work on the easiest task. We somehow managed to finish and release the winter update but it took us longer than we had hoped. We decided that the only way out of this, was a long vacation so we both took the whole January off to recharge. Now we're back! HA! RENEWED!!! It's good to be back and now we have the creative juices flowing again. For the future, we promised ourselves to keep to human working hours, not work on weekends and also don't push ourselves too much with deadlines. Don't worry, we don't want to slack off and take like 2 years for one episode. We're aiming for Summer / Autumn this year for the next episode. We want to thank you all for being so supportive the past year and all the kind words that you've sent us. We will continue to create the best game possible (just maybe without sacrificing our soul...?) Special thanks to all who participated in / shared our Christmas Charity Sale. During that time, we earned roughly 1120 $. We will round this up to a donation of 120 $ to blista (in case you forgot: we said we'll donate 10% of our revenue, see the previous update). Don't forget to join our Discord Channel , to stay up to date and chat with us! Cheers, Zein & Kevin
[ 2018-02-07 10:56:56 CET ] [ Original post ]
Code 7
Goodwolf Studio
Developer
Goodwolf Studio
Publisher
2017-08-11
Release
Game News Posts:
24
🎹🖱️Keyboard + Mouse
Very Positive
(78 reviews)
The Game includes VR Support
Public Linux Depots:
- Code 7 Linux [902.05 M]
- Code 7 (All Episodes - Linux) [1.61 G]
- Episode 1 (Linux) [1.37 G]
Available DLCs:
- Season Pass (Episodes 2-4)
What would you do if you found yourself trapped on an eerie space station with nothing but a computer? Play as the hacker Alex and save the world from your keyboard as a sinister A.I. rises from the corner of the universe... but you are not the only one who acts from the shadows. Monsters lurk in the dark and soon humanity itself is in danger. When analog and digital worlds collide, only a master of both can survive.
Code 7 is an episodic, text-based game in which your imagination is the stage. The things unseen are the most terrifying ones... travel the network, gather information from e-mails, documents, and logs, hack protected computers, and navigate your partner through dangerous situations. Work together, gain their trust and make the right choices. The outcome of the story is determined by how you act and what you say.
The season pass includes all five episodes. Every episode will be available for download upon release.
Code 7 is an episodic, text-based game in which your imagination is the stage. The things unseen are the most terrifying ones... travel the network, gather information from e-mails, documents, and logs, hack protected computers, and navigate your partner through dangerous situations. Work together, gain their trust and make the right choices. The outcome of the story is determined by how you act and what you say.
The season pass includes all five episodes. Every episode will be available for download upon release.
Key Features:
A Text Adventure you can listen to:
Fully voiced dialogue, music, and sound effectsBe a Hacker:
Use the terminal-based LupOS system and hacking techniques like Man-in-the-Middle Attack, Brute Force Attack, Network Jamming and morePower of Words:
Beware what you answer and the choices you make, they will determine the course of the last episode
MINIMAL SETUP
- OS: Ubuntu 16.04
- Processor: Intel Cor2Duo 2.6 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce GT 252M
- Storage: 1 GB available spaceAdditional Notes: 64 bit
- OS: Ubuntu 16.04
- Processor: Intel Cor2Duo 3 GHzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Geforce GT 640
- Storage: 1 GB available spaceAdditional Notes: 64 bit
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