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In person playtesting this month!

Disclaimer: I work full time in the industry, and have bills to pay. Im the only person working on this project. I can only work on this as a passion project in my spare time. The first episode is in great shape (as many of you know from playtesting), but Im struggling to find time to finish polishing it. I appreciate you being kind, patient, and excellent to each other. Hey folks, Ive had to pause things for a number of months. I have not had time to finish polishing the first episode. As noted in my last update things are in a good place. However, Im strapped for time. I took a job as a senior technical artist working in Unreal for an international company! That being said, I have a good feel for what Im doing now (at work), and I have started working on the final episode in my free time. Which feels great! I will be doing in person playtesting next month at IDGA (indie game developer meetup) in Ann Arbor. If anyone local wants to come out and give it a try then you are more than welcome to join! For now Im just polishing whats already there. Im doing a lot of little things like:

  • A character is talking on the phone, but where's the phone cord? Magic phones don't exist in this universe!
  • Why are Jos observation dialogues appearing when they should be Patricks! That's not right!
  • Why are Mr. and Mrs. Crowsenburg not appearing 5% of the time on the wire!
  • And many other fun little fixes.
100's of little fixes add up in terms of time! Anyway, as mentioned Im hoping to be able to showcase the final version of the first Episode at the end of the month. Fingers crossed, and thanks for understanding that I have a full time job in order to survive! Let's see how this month goes. I will check in then folks!


[ 2024-03-01 18:51:06 CET ] [ Original post ]

Big round of playtesting has wrapped up!


Play Testing


This round of play testing has been the single most helpful round of place testing to date. Being able to watch people play, and see their facial expressions was pivotal in understanding when the experience was actually working for someone, if someone was frustrated, if someone was laughing at a joke, or if someone was (in general) empathetically connecting with the characters on screen. After doing all of these tests, I now have a good idea of what's working and what needs to be brought into balance for the release (of the first part) of Act 1!

Seeing The Forest Through The Trees


As a game developer it's important to not have to explain your game, and what's happening in it (unless it's intentional); it simply needs to be able to stand on its own. Sometimes that's what's going on within the story itself, the gameplay mechanics, and how they work in various situations. Someone should be able to pick up the game, and start to experience it without too many hang-ups, frustrations, or interruptions. I view my game as a piece of art, and as a piece of art that means that much of it is subjective to what I find entertaining, and meaningful but there's a balance that I want to strike as well. What I create still needs to be digestible for folks. A playable game not entirely subjected to my creative whims, but in the format of a playable experience as is the medium Ive chosen. For instance, I could tell when watching the playthroughs that some individuals love this type of game already. They knew what to do, how to do it, and they loved that it was a chill and narrative based experience. It's as much an interactive novel as much as it is a game (if not more). Did I make a solid list of refinements? Yes indeed, as there were key areas that need refinement. That being said, all the criticism was valid when taking into account someone else's personal perspective / expectations. Im going to touch on an outlier example, because I found it enlightening. I had one playthrough where the person became angry, and frustrated by the amount of text they had to read! They wanted a button to skip all of the text. They wanted platforming! Jumping on boxes and floating walkways! Action! Boom pow type of experience! And you know what? Their perspectives / feelings are entirely valid, but also not what Ira is about! Obviously this person isn't my target demographic, but there were still things to be learned from this interaction. An option to bypass text, or have characters opt out of conversations might have a place in Ira. Periodically giving people the option to opt out of longer scenes if they are not as interested isnt bad advice when blanched with the heart of the game. The player can decide what they are interested in exploring further in certain instances, and there is merit to that! Ira will never be a platformer, but they picked up on the character controlled sections needing more depth / refinement. As a person who loves getting behind the wheel of a character, they found some of the interactions / controls lacking. Specifically tool use was a little wonky, and at times a bit underwhelming. Watching them play gave me some solid points of refinements to make in this area. All that being said, getting a diverse set of play testers both inside and outside of your demographic is pivotal in understanding what youve created, and should always be leaned into. A person who is attune to character controlled action games might bring a different sensitivity to round out your refinements! [previewyoutube=d1oKOI5bYso;full][/previewyoutube] One of my favorite additions has been the darkness that envelopes a character when their flashlight isn't on. You get swallowed by it, and when you flip on the flashlight it cuts through the darkness and unveils things to interact with! Its a simple, yet fun and mysterious interaction. I know it seems little but sometimes thats all it takes to push something over the edge. Anyway, I cant express enough gratitude for everyone that reached out and took the time to play the demo. What I learned has been invaluable for the next steps in refinement, and the updates are well underway. Once again, Im grateful and appreciative of all of you! Please reach out if you are interested in round 2 of playtesting at info@iragame.com! This should be the last test before the first part is released.

MegaGrant Phase 2 Funding


Its been about 74ish days since requesting more funding to finish Ira the way it was meant to be, and hire a 2nd person! I should hear back within the next 2 weeks either way. That being said, it's rare to get 1 MegaGrant, let alone 2 of them! Fingers crossed folks! Currently Im planning on / working towards releasing the smaller episode as talked about in a previous update. Its basically going to be a refined version of the demo with extra content switched on totaling 1.5 hours or the first 1/3rd (roughly) of the game.

Wrapping Things Up


Anyway, thats how things are currently going and I hope all of you are doing well! How are you folks doing? I want to hear about it! I've really enjoyed getting to know many of you over the years! It was a treat meeting many of you as play testers. <3 Until next time folks!


[ 2023-09-28 17:34:57 CET ] [ Original post ]

Another Solid Update. Who Wants To Play Test The Demo?

Demo



A substantial amount of work has been done since the last update. Currently, I have a demo lasting about 1 - 1.5 hours (thats if you skip many of the interactions). I call it a demo but it's a large chunk of the game (about of Act 1), and it needs more play testing / stress testing. It skips the prologue which I hope to bring back for the final release and jumps right into the game's intro. Its also lacking a couple interactive bits pivotal to the story. They are not included as that will ruin the bigger picture for you folks. Anyway, Id love to get it into the hands of some of the original backers / fans for some play testing! Email info@iragame and Ill add you to the list and you will get a steam key in the near future! I have some old emails from back in the day, but who knows whats still good or not in that list. Please shoot me an email if its been awhile! Also, Id love to get people playing while they are recording themselves using OBS. Being able to see reactions to actual gameplay in real time is extremely beneficial! Ill provide links in the demo email of how to set things up.

State Of The Game


So much work has been done in the first to 1/2 of the game. Its been well developed! In fact Im looking into the possibility of doing scene releases for Act 1. That way I can get it out in the near future, and then work on a new release about every 4-6 months. Act 1 is already segmented into 3 self contained scenes / parts, so it would be possible to handle Act 1 in that fashion. Ideally, Id want to do all of Act one at once. I feel like that would be the best way for someone to experience the game. It all depends on what happens with round 2 of MegaGrant funding.

MegaGrant



Ive created a round 2 Epic MegaGrant to submit to the MegaGrants program, and its ready for submission! Epic is open to doing another round of funding for past recipients. In my proposal Ive had to showcase the progress that the original grant has helped me make. Ive put together an in depth document with videos, images, etc showcasing just how fair things have come with assistance from the MegaGrant program, and where a second grant would help me take things. I will make the submission at the end of the month when the application system opens back up (the program is on a summer break). This second round of funding would allow me to bring on another person leading up to the launch of Ira Act 1: Pilgrimage. They would work alongside me using the Ira action component system to script interactions and make sure the full vision of the game is realized. It would also free up my time to refine and work on a number of other game related tasks that need to be completed / addressed. From press kits, to support for various platforms. Creating a game at the quality level that Im aiming for is not easy for a team, and its exceptionally challenging for a single developer like myself. Im hoping that the MegaGrant team will be impressed with the progress made and will happily provide an infusion to finish things in the best way possible, and get Ira across the finish line. Wish me luck! I should know in 90 days or less from the date of submission.

Steam



Currently figuring out what I should include in the new press kit, and how I want to do the final trailer! That being said, Im excited to put the newest trailer together because theres a lot of great content to work with. Im currently laying the groundwork for the final iteration. Its going to be interesting folks!

Sponsorships



MegaGrant based sponsors continue to be extremely helpful. Intel has provided me with an Arch A770 GPU which will replace one of my oldest cards. Im very appreciative of the support and its been put to good use. Thank you Intel! I also randomly won another AMD processor so I can do a CPU upgrade. I'm having really good luck in this department!

Personal Stuff



I broke my spine falling off a zipline which was a scary experience. The line I was on, pulled out of one of its anchor points and I fell directly onto my upper back. Thus jamming one vertebrae into the other causing a dent / smushed area in the bone. Compression fractures are pretty painful if Im being honest, but Im exceedingly fortunate. The damage was minor albeit painful, and has been able to heal on its own with little intervention. It was just one of those things that takes time to heal. Right now I have minimal to no discomfort as its been healing for a number of months, and Ive been fully mobile for a while now. Sitting, running, working out, and doing general spider monkey like activities are going well once again. I never want to relive that initial first 2 weeks of pain ever againNot fun. Once again, please reach out if you are interested in playtesting the latest demo! Until next time folks!


[ 2023-07-05 20:37:58 CET ] [ Original post ]

Big Update, Gameplay Footage, Sponsors, and More!

Life Update


Hey there folks! Its been a minute. Last time I posted an update I was climbing out of a tough place. I didn't intend to worry anyone, my intention was to be transparent, and normalize some of the struggles that we all go through in life. Doing creative work while being depressed was just about impossible, but things have continued to go well in recent times. Honestly, Im doing solid (all things considered), and through a lot of hard work have found my way. Anyway, enough about that. Moving on! In other good news Ive also completed a world building fellowship with Epic games. It's been an honor, and a privilege learning alongside folks who've worked on some of the largest IPs, from the Lord Of The Rings, to the Matrix series. I feel honored, and humbled. My work in the industry hasn't gone unnoticed. I was 1 of 100 people chosen to be included. Ive learned a lot from this experience, met a lot of incredible people, and Im excited to bring some of those new skills to Ira. All that being said, Ive been happily working on Ira, and have made a lot of progress. Ive overcome many of the shortcomings that playtesting brought to light. But enough about me, let's get into a big Ira update! This is an exciting one


Gameplay Footage


Let's start off this update with actual gameplay footage! This clip is from early in the game and is an introduction into the world. Here you will meet Jo and Patrick. Jo works at the local service station and supply depot. Some of you will remember rough / preliminary screen shots of this place a loooong time ago. So, without further ado, Ira gameplay footage!!! Most characters still need emotive voice work, and the dialogue needs a little touchup work as well. Overall, Im really happy with the state of things. It feels pretty good. [previewyoutube=A0c0biYQE0s;full][/previewyoutube] On a side note Ira will not have any real voice acting via characters. They will have abstract sounds to represent their language. It sounds weird but it works in tests.

Game Mechanics


I've recently completed an updated Interaction system. The old full body radial menu was just too much trouble, too complicated, and in general didnt add to the experience as I would have liked. So, Ive moved to a more simpler / classic Icon drawer solution. Does it look as cool? Nope (it doesn't look bad either). Is it way more functional? Yes. Yes it is. Will anyone notice besides me? Probably not. All in all a nice reduction of complexity without taking away from the experience.
Ive added more Inventory additions for more gameplay opportunities. Play testing found this area lacking. More inventory interactions have led to more environmental storytelling opportunities!

Characters


Characters have the ability to pay attention to things, and to emote contextually. That might not sound like a lot but when Luis follows Jo around and looks at her it makes a huge difference in making them feel alive, and not just some lifeless automatons. Im loving how it feels. Do note, this is just a test room clip, and not final gameplay. [previewyoutube=G1en_-J1O3A;full][/previewyoutube]

Music updates


Davide is back in action for the final version of Ira and so is Tim! Davide is crafting character themes and motifs to further push emotions in dialogue / character interactions. Check out a gameplay example above where you can hear a theme for Patrick. Its a bit melancholy, and you know when playing that you are getting real vibes from Patricks troubled past/present. Davide is taking the time to give each character their own audio treatment/theme. Hes doing beautiful work, and his audio adds real texture to the souls of the characters in game. Tim is back in action and is working on audio implementation specifically sound effects within the world. Tim brings the environmental audio to life, and without it, it just would not be a living world. It's great to have both of these gentlemen back in action after an extended break.

Sponsorships


In the last couple months Ive worked out 2 sponsorships from both AMD, and Intel. They might be competing chip manufacturers, but it doesn't seem to be an issue! Intel is going to be advertising Ira on launch! Which is great news, and may provide other support along the way. AMD had really stepped up as my biggest sponsor. They will not only be advertising for Ira on launch, but just recently provided me with a high end development workstation. Im humbled and appreciative, thank you AMD (and Joe)! I could not have asked for better support, and from one of my favorite companies no less! My fan boy heart swoons. The new system is already proving helpful in my development work. I will be doing an Ira related developer blog for AMD as well in the future. I cant believe this has happened. Im very excited to say the least. I will also be including (the latest version) of AMD FidelityFX Super Resolution in Ira. Its awesome software that will make it run its absolute best on any hardware. Its basically witchcraft (in the best way imaginable).

Whats Next?


Refinement: Right now Im making a pass through all the levels. Im about 1/4th the way there, and trying not push myself past my limits (slow and steady). But my updated Action system is making refinement much faster, and more manageable.
If you still follow this then thank you! I know its been a weird long journey and the fact that Im still updating this is kind of wild. Most people would have let the project die, but its been a real passion of mine (when life permits). Ive been the only developer for a long time, and Ive made it a life goal to see this through. It feels good to be back on track, regardless of everything. Im insanely stubborn, and I love the world Ive created. I hope to share it with you soon! Until next time folks!


[ 2023-01-14 20:39:05 CET ] [ Original post ]

Ira's Development Resumes


Hey there. I know some of you have been wanting an update of where things are currently at for some time now, and I feel like Im in a good place to provide that. For starters, Im alive, and so is the project. In my personal life (as noted in my last update) things were not going well. Sometimes despite your best efforts things happen to the people you love, and things are just outside of your control. You simply cant save people who desperately dont want to be saved. No matter how much you care about certain people in your life, no matter how much you love them, they are going to make their own decisions, and sometimes those decisions are self-destructive (addiction is a terrible disease). The resulting depression from the situation I was in could only be described as a gray nightmare that I couldn't wake up from, and it basically sucked all joy from the things I loved. My creative spark was basically snuffed out. There were many occasions over the last 9 months where Id look at my development server (which died during the move) containing all my Ira files, and I just couldn't find the motivation to repair it. It just felt like too big of a mountain to climb. All I can say is that losing people you love takes an emotional toll that I would never wish on anyone. Life is profoundly resilient, and yet fragile. I've only had enough emotional bandwidth to work my client contracts, pay my bills, and in general, survive. Sometimes surviving is the best we can do, and surviving is what Ive been doing. However, I think its time for more than just surviving now. Ive made substantial progress. I cant stress enough self care, working out, socializing, therapy, and taking the time to heal (Ill be doing this for awhile), and in my case (which I can only speak to) taking psilocybin. So, It's been a slow and steady climb out of that pit of gray despair. There was a turning point a few months back where half the time I was feeling alright. Then it was more like 75% of the time. I still have rough days, but they are manageable. I rarely break down sobbing on my desk anymore! Yup, I've cried more in the last year than I have in my whole life combined! Crying is cool folks! Anyway, I'm able to sketch and draw again. My creative desires have been resurfacing, and I feel more and more whole everyday. The other day I sat down with my broken Ira server, repaired it, and enjoyed the process. I hooked back up all my Ira development systems, and opened the project back up for the first time, in a long time. The project brings back a lot bittersweet memories from what my life used to be. Watching the golden sunrise wash over the town of Pilgrimage felt good. Running the characters around, looking back at scenes, and watching the characters have conversations about the world they live in reminded me of why I started this project to begin with. I could feel that creative itch once again. I could feel the inspiration that used to drive me forward! Right now, Im getting reacquainted with where I left off. Im not putting timelines on anything at this point. Im just going to feel it out, and take things as they come. Its the best I can do, but I'm still here, and I still plan on finishing what I started. Thank you all for the support and understanding


[ 2022-06-15 12:59:26 CET ] [ Original post ]

Im going to take a mental health break


I need to pick up the broken pieces of my life, start putting the pieces back together in order to create something new. In the last year, Ive lost more people that I love, than what should be statistically possible. Ive tried to make the best of things, Ive tried to be understanding, I logically understand the impermanence of life / relationships, but there comes a point that attitude can only get you so far. Im not only emotionally spent, but Im 6 figures in emotional debt. This is the single most painful point in my life to date. Im leaving my apartment in Chicago (my home for the last 5 years) and Im moving to the backwoods of Michigan to create a space so I can recover. I will be taking my studio with me though, and rebuilding it where I set up shop. The irony of all of this is that Im going back to where everything starts in Ira. The town of Pilgrimage is based off of Shelby Michigan; where my grandparents lived their entire lives. So in a strange way, maybe this is the best place to finish things over the winter. I wish I had better news. Im going to make it, but this is where Im at right now. For a moment I considered not sharing this but, it's ok to struggle, it's ok to let people know, its ok to ask for help, and it's ok to give yourself space to heal. If you're reading this then I'd ask that you take a moment to look to the people you care about, and simply let them know what they mean to you. Nothing lasts forever folks. Until next time, Zachary


[ 2021-09-07 14:41:15 CET ] [ Original post ]

Initial playtesting begins!

Hey folks! As promised it's been 3 months and play testing begins at the end of the week! This play test will feature the first 1/3rd of the game. All the meat and potatoes have been incorporated, but minor details still need some finesse. Things like pacing, environmental sounds, and animations for certain environmental interactions have either been created, or on the to do list, but still need to be implemented appropriately (in some areas). Touching up cutscenes will need to happen as well. That being said, the game is there and its doing what it's supposed to! For the moment I will be collecting play data and responding accordingly to that feedback. After I get through this phase I will open things up to backers / followers on Steam who are interested; specifically using Steam keys for testing purposes. If playtesting is something you'd be interested in doing then drop me a line at info@iragame.com. Please keep in mind that I will need some things from you. You need a windows based computer, sign an NDA agreement, have a webcam, provide feedback, and must be willing to record your face + play session. I will include a how to doc with links for easy setup! If you have any questions feel free to drop them below. Until next time folks! - Zach


[ 2021-08-08 17:18:45 CET ] [ Original post ]

3 Months until completion. Then playtesting beings!

Hey there. Its been a minute. So, whats been going on in the world of Ira?


Let's start off with the teaser of the main menu. The orange glow of the sun cascading around Mount Azimuth as it looms over the town of pilgrimage. This is it! This is the menu you will see when you startup Ira for the first time! Many of you have probably seen a version of this at some point. Well, now you know it's part of the intro and main menu. Listen to the music, the dust blowing in the wind! Pretty soon you will get to see where the road to Pilgrimage leads. [previewyoutube=RtUuHRmY_Fk;full][/previewyoutube] This is how the journey begins, on a dusty road right outside of Pilgrimage.

Completion date?


What? A completion date? This cant be real right? Well it is! We will be doing final playtests in July! 3 months out! That's right. That's the hard deadline! No more delays. Playtesting begins

Technical Stuff


The last six months have been slower than I would have liked. In full candor I have had freelance clients off and on and it's the primary way I make my income and survive. That being said, I have been splitting my time between Ira and clients; hence the slow down. Most of my weeks are about 75 hours, but Im not complaining as I love what I do. Things may have been slower than I would have liked but dont take that the wrong way. I have been doing a lot.
  • The entire project has been gutted of years of old unused content and systems, in order to be ready for the final builds. Anything that was created by members from years past have been rebuilt or cut, etc. The game has been rebuilt from the ground up by me. The entire stylization system has been overhauled to be as performative as possible with the help of a wonderful plugin called Extended Shading Pro by a gentleman named Nikolay Prudnikov. Nikolay has been instrumental in transferring Iras style over to the new shading system. Now, things run flawlessly and will run that way on any platform including mobile. I know this is more on the techy side of things but its made a world of difference. Thank you Nikolay Prudnikov!
  • I unified all Ira actions into something called Iras action system V3. It makes it so any action Id want to use in my development work can be called from a localized place. Im systematically replacing the old logic. This way, play testing and modifying character actions and future acts will be easy.
  • Updated a few tools that I use in my process as well.
  • I upgraded the character locomotion system to an advanced locomotion system that makes character movements natural and now characters can be controlled by A.I. This might not sound like much but it's huge, as I can have characters climb ladders and perform all sorts of actions with ease. That makes handling gameplay much easier on my end. No more one-off scenes that take days or weeks to make as you just have to tell the character what to do and they will do it! Im in this for the long run and I plan to continue making new content with this system! Also, the new locomotion system makes them feel alive! So much better than what it used to be.
  • Youll notice that the old press kit has been retired. The overall quality has gone up so much that, once again, the press kit isn't representational anymore. So its out with the old and in with the new. I will be adding a new one closer to release, all with final gameplay.
  • Someone asked about how the number acts that Ira will have on release. The plan largely remains the same. Act 1: Pilgrimage comes out first, and is self contained, but leaves things open for Act 2. Theres a very good chance that Acts 2 and 3 will be combined into a single act. Im going to have to feel that out as I go. That being said there is a lot of fuel for the creative fire, and Im excited for future prospects. The better Act 1 does, the more I will be able to produce subsequent content. And just to be clear. Act 2 will be a quick turnaround due the games framework already being complete.

Story



  • A lot of character development outside of the game itself. The further I got into writing character dialogue, the more it became apparent that many of the characters weren't ready to speak on their own. What I mean by that is that each character has a history, a story, a personality with wants, needs, and a unique way of engaging with the world around them. I find that when I really get to know a character writing on their behalf is an easy thing to do. So, this is something Ive been taking the time to flesh out more, and Its a been a great experience feeling them out.
  • Lets take Patrick for instance. What was he before he started prospecting Lith ore? Well, I looked back into my grandfather's life (who Patrick is based on) and I found a connection to his past that fit beautifully. Patrick used to be a projectionist at the local theater, and used to love to watch the stories unfold on the silver screen. He used to be an idealist like his son Ira. Patrick represents the past. Already experiencing the best and worst of what Intele Cos technology could offer the world. Patrick is stuck looking at his life before the collapse of the economy, and obsessed with restoration of what once was, but he is losing that battle. He still pines for the past and wants things to be like they were, once before. Back to the days where he would sit in a booth above a crowded room, and watch life unfold upon the silver screen. Back to the one room theater in the middle of woods.
Sorry for not updating sooner, Im doing my best to make sure everything is the best it can be, but Ive come to realize that Im a flawed person, making a game about a flawed world, full of beautifully flawed people, and in turn Ira will never be a perfect game. My hope is that it will be a meaningful journey to go on, and that it will speak to you, in your own personal way. Anyway, 3 months left until completion/playtesting! Looking forward to finally being able to have you all play Ira Act 1: Pilgrimage. A game thats taken waaay longer than it should have to be completed. I hope all of you will be able to enjoy it very soon!


[ 2021-04-28 17:39:40 CET ] [ Original post ]

The Last Morningstar

So much has happened since the last update, both personally and in Iras development.


I created a post awhile back detailing the passing of my Grandfather (Patrick Morningstar) who is one of the inspirations for Ira, and the Morningstar family (in game). Im sad to say that my Grandmother has now passed as well. She lived 96 years and was sharp as a tack to the very end. Ethelyn and Patrick were married almost 80 years. They experienced so much together and saw the world slowly change before their eyes. The homestead is based on the home they lived in throughout their entire married life together. Patrick built the house from the ground up starting with just the basement, and building it up level by level over the years. He would always share stories about how it was built. One story I will always remember is how the main cross beam of the house was put into place. When it came time to build the first floor Patrick did all he could to be thrifty as they had a small budget to work with. The day Patrick needed the main beam set for the house he went down to the local pub, and offered free beer to anyone that would help him host the steel crossbeam into place. In about 5 minutes time Patrick had the whole bar following him back to the homestead. In no time they had the beam hoisted above their heads and dropped into place. They spent the rest of the evening drinking and celebrating the laying of the beam. The beam which would support their home for the rest of their lives. Its stories like this that exemplify the best of human nature and our drive to prosper (regardless of odds) that inspire much of my work and development today. I miss them both, and will do my best to honor their legacy. The picture on the projector below is of Patrick and Ethelyn on their front porch.

Development news


Scene conversions/updated levels are coming along well. The Homestead has come such a long way. Remember this old living room scene?

Well it now looks like this!





Still needs some fine tuning but it's just about 100% complete and ready for the final game. The house has been expanded and is now fully explorable. Youll find lots of interesting story elements and world building throughout the house. Maybe even a few of Patricks stories here and there. You might even notice some call backs to the original prologue / demo released back in the day.

Overall visual quality


At this point Ive decided that (besides some fine tuning) Iras visuals are complete. Ive come to the conclusion that any more large tweaks would just give diminishing returns at this point. In my heart I feel like there is always more that could be done, but, after the MegaGrant updates its time to let things settle as they are. Overall Im happy with what I've created, and Im content to have reached the end to this area of production.

Web page


If you noticed Iras web page being down thats because the web page had been hacked, and I lost years of web work including the backup copy on the server! This was extremely disappointing but the silver lining is Im currently rebuilding the web page with final Ira content where theres a lot more fleshed out info about the final game, dev blogs, and press kit, and trailer!

Music/sounds


Ive brought on another composer / sound designer / audio implementer to do the finishing work on Ira. Tim not only does composition work, but he also does sound implementation in Unreal which will take a heavy load off my shoulders. Between Davide's and Tim's work, Ira will get finished with high quality audio implementation / composition. You can find more of Tim and his work here.

Time table for completion


Play testing of the revamped game has begun and will continue to expand leading up to the end of the year with the goal of being completed before 2020 is out. I had some set backs with Covid this year but I feel like everything is back on track, and not too much time was lost! I also had a Coivd antibodies test done, and I in fact did have Covid 19. Apparently, I still carrier the antibodies. It's a strange time we are living though people! Anyway, I hope everyone is doing well. Stay safe out their folks! -Zachary


[ 2020-08-04 18:23:59 CET ] [ Original post ]

Big update: Pandemic, Discord, Development, Tech blog, and Publishers


Pandemic


Well, I got sick. Did I have Covid 19? Its very possible. I had soreness at random places all over, I felt extremely fatigued to the point I was sleeping 16 hours a day. It felt like I got hit by a truck while simultaneously having mono, and took me a few weeks to get back to feeling normal. That on top of already having a pre-existing heart condition it was a little concerning to say the least. All that being said Im doing just fine now, and I hope all of you are doing well too.

Discord


I set up a Discord for other indie developers, and fans like yourself in general feel free to join in here. Let me know you if you join and are a Kickstarter backer; I'll give you a special role. On the Discord Ill be sharing smaller daily things in this location, and I'm still trying my best to be active on Twitter. Ira Twitter, my personal Twitter

Development


Per usual Ive been busy, busy, busy, and work never goes as fast as I would like. Working as a solo developer isn't always easy. On the up side, I updated the interaction system to make game play simpler to set up, and implement. The old system was not a productive system to work with. Basically, it was wildly inefficient, and I automated away around a 1000 of hours worth of work in about a week! If you ask me it's a solid trade off. Ive also been adding some more interactive elements to draw players into the experience. Progressive buttons (40 secs in) are a fun new addition! Check it out. Here's a clip of that. The frame rate is a little rough, but it should be a solid example of what I'm talking about. [previewyoutube=sW-woaB9Mm4;full][/previewyoutube]

Tech Blog


I had the privilege of putting a techblog together for Epic games and UE4. I never thought Ira (or myself for that mater) would be featured on the Epic's website! We've come a long folks. Anyway, Its a peek into Iras stylization, and automation pipeline that I've built out to make production easier. If you are interested in that sort of thing feel free to check it out here, or click the image below.

Publishers


Publishers have been a big item on my to do list. Ive only reached out to a couple at this time and have had some solid interest. I will be sending out test builds to a few key folks and a general demo package to a large group of publishers sometime this coming month! Wish Ira luck! Having a well known and connected publisher on board would make a huge difference. If you are interested in being a Demo tester let me know on the Discord or Email me at info@iragame.com. I hope you are all doing well in these strange times, and I hope to see you on the Discord !


[ 2020-05-27 19:57:46 CET ] [ Original post ]

Progress Update


Hey Folks, Its time for another update. So whats been going on the last few months? Well, things have been busy. Ive been working like crazy (what's new right?), but it's a good kind of crazy. Just working hard to make sure everything is in order. Which makes big updates a bit of a challenge. For those of you who want more frequent updates / and interactions with me and Ira in general please feel free to follow @IraGame on Twitter. I will also be putting a discord together in the near future. So stay tuned for that. If you have any social media requests feel free to let me know in the comment section below, and I will do my best to accommodate your preferred platforms. In other news the MegaGrant has made a huge difference in Iras overall level of quality, and in general the richness of the experience. Its incredible having the proper resources to define environments now. They feel so much better than they did before. Ive been updating all the core game play systems to be release ready. They are not quite there yet, but Im getting close. Id say they are around 80% complete! There is a lot of detail work that goes into that last 20% to make everything feels just right. Storytelling and game play are other big areas of progress. Currently Im working on finding the right balance between various storytelling elements, and mechanics. Its rewarding, but also a challenging endeavor that Im continuing to finesse. Lastly I have some new teasers planned which will be part of the main trailer for Ira! We have not had a real trailer as of yet so it's something that is really exciting to start putting together. That's it for now but I look forward to sharing more with your folks soon, and don't forget to join us on Twitter!


[ 2020-03-10 17:43:28 CET ] [ Original post ]

Ira has been awarded a MegaGrant! (No exclusivity)

[previewyoutube=hz2CeF2V7CA;full][/previewyoutube]

Ira has been awarded a MegaGrant!


My apologies for the lack of updates over the last few months. Weve been waiting on some big news and its finally here! Im happy to announce that after a long time and a lot of hard work, Ira Act 1: Pilgrimage is now the recipient of an Epic Games MegaGrant.

What is the MegaGrant?


The MegaGrant is a grant awarded by Epic games to UE4 game developers of all sizes with funds to make their projects a success.

What the MegaGrant is not.


The MegaGrant is not an exclusivity deal with Epic Games and comes with no strings attached. That means as of this moment, we will be releasing on the same platforms as before. Steam is still our first release platform. Nothing has changed in that department.

What are we using the MegaGrant for?


This grant covers the remainder of Iras development costs. That means we have funding for better assets, more help, and our most important resource - time. Time to increase the overall quality of the story, game play, and in-game assets. As most of you know, our goal was to wrap Ira up by the end of the year and then release. In order to make that deadline we had to cut content that would have really added to the overall experience. Basically we had the best parts version of Ira we were looking to release. Would it have been the best Ira possible? It would not, but it still would have been enjoyable. Now that we have the MegaGrant, we will be able to release the version of Ira that is the best that we can possibly make it. One with all the intended scenes, story elements, quality, and nuance it deserves. This is really a dream come and could not have come at a better time.

Iras Release date?


Instead of releasing January of 2020 we will be looking to finish Ira up sometime in mid 2020. We are sorry about the delay but at this point we cant pass up the opportunity to make Ira the game it was always meant to be.

Where to now?


Looking forward to 2020, we will be sharing a lot more content and our team will be hard at work making Ira the best it can possibly be! I look forward to sharing more with you folks soon. - Zachary


[ 2019-12-19 21:32:03 CET ] [ Original post ]

Falling Into Place


Falling into place


It's been a couple months and things have been very busy on our end. The biggest thing to highlight since our last update is how everything is falling into place. The closer we get to finishing the faster things are moving. Its great to see all of our work taking shape and we thank you for your continued patience.

Our future plans


We are on track to finish by the end of the year and we will also be reaching out to 3rd party publishers within the next 2 months. Ideally we want to partner with someone who can help us with advertising so we dont disappear into the background noise of the gaming scene upon launch. We have a few leads to go on and will keep everyone in the loop with whats planned.

Backers in game


Ive been working hard to translate kickstarter backers into characters and its not always easy. That being said Ive gotten the time down to a handful of days per character which isn't bad. We made a promise to our backers and Im going to keep it! Its exciting to see our backers take shape in the world of Ira, and be part of the story. I'm not sure any other game has taken this concept as fare as we have.

Refinements


Weve finished the core scenes and we are tightening everything up. In the past weve had to rework many scenes due to our team learning and then realizing that things are just not up to snuff or from converting scenes over to our new lighting system. At this point weve reached a plateau we are happy with. No more reworks. No more rebuilds. Our scenes, visual stylings, mechanics, storytelling, and game play are locked into place. Here's something to tease. Remember the train in scene from our original demo. Well lets just say its going to be making a return in the final game. We are looking forward to sharing more with you in the next update.


[ 2019-09-01 16:25:22 CET ] [ Original post ]

Characters based on Kickstarter backers

Its about time we started sharing some of our backer based characters! Its been a really fun and challenging experience writing different people into the story of Ira while staying as true to the Kickstarter as possible. Some of you sent us some detailed descriptions of your life and we found them to be inspiring in or work. Ira's story and characters are literally defined by the people who helped make it a reality. We might be the first Kickstarter to do such a thing in such an in depth way! So thank you all. Anyway, without further ado we want to introduce you to Johannes West. One of the original scientists, idealists, and founders of the Azimuth trading company. Before his mysterious disappearance he was working on a classified project named, The Black Iris. What happened to Johannes, and where did he go? Well, youll have to play to find out.
Some of the characters have minor changes to fit the story or aesthetic of the game. That being said your likeness are definitely there, but stylized in the Ira universe as expected. In this case Johannes will have round glasses, and a slightly different position in the Ira-verse.

So how did we do this? Well, we used a machine learning algorithm that extracts peoples faces from photos and generates a 3D mesh thats then used to model the rest of your head. Its wild. What this means is that the underlying structure of every character is using your actual face...Kind of cool right?
Alright, that's it for this update! We are trucking along doing our best to get things wrapped up, and we look forward to sharing more of the game really soon. Until next time folks!


[ 2019-06-10 13:21:37 CET ] [ Original post ]

Look at these beautiful scenes!

Here are some updated scenes.


  • Our updated lighting system is working great. I had to convert a lot of scenes over but it wasn't too bad and they look way better than they did before. To top it off they run great on the Nintendo Switch too! I wasn't sure how the new system would ultimately preform, but, its doing exactly what its supposed to.
  • Our locomotion system has been updated. The charters look more natural when navigating environments.
  • Overall we are doing great and continuing to finalize various scenes.
Let us know what you think in the comments!


[ 2019-03-30 22:03:05 CET ] [ Original post ]

A New Year


We cant believe Its 2019 and at this point our project launched on Kickstarter about 3 years ago. That time frame doesn't even include our initial Kickstarter. Its more like 4 years all together (for us). At this point we are way over on time, but, you already know that. Regardless of that fact everyone has been really supportive and understanding. Seriously, not a single bad thing has been sent our way. We know we've been fortunate in regards to that. Where are the torches and pitchforks? Anyway, labors of love can take a lot of time and energy to bring into existence, and we appreciate your continued support and understanding. In full candor we had taken a mental health break around the holidays. Between all the bug issues at the end of last year and burning the candle at both ends our little team was wearing out. We needed a little down time and now that we've had it we are feeling good, and excited to get back to Ira. We dont have an exact release date but we are doing our best to get things wrapped up in a timely manner. When everything is working and feeling right we will lay down an official release timeline. With all that being said we are looking forward to a strong finish this year, and more frequent updates every month! We can't wait to share the adventure with you. Until next time folks!


[ 2019-02-16 15:40:16 CET ] [ Original post ]

Update: Black Iris, Bugs, and Post Process

Its been a minute since our last update, and a lot has happened.


Time has gone by exceedingly fast as well. By the time we finish Ira youll be able to play Ira on the new Nintendo Neural link by Elon Musk while flying around with your jet pack Moving on. As always Im going to give it to you straight. Weve gained an incredible amount of ground in a lot of fronts, and got tripped up in a few others. Thus is the life of a game developer! First off, Here's an image from a long abandoned project of Intel Cos dubbed "The Black Iris". What's its purpose? How does this tie into our haunting retro future narrative of Ira? Well, you'll have to play game to find out.

Where did we get tripped up?


BUGS, BUGS, and more BUGS. We ended up updating to a (supposedly) commercially viable/stable version of Unreal and you guessed it. It wasn't quite as advertised. We spent 2 weeks logging and submitting bugs for features that Ira requires. Specifically in the Sequencer department (sequencer is the tool we use to create interactive cutscenes and animations). One of the many bugs we ran into lead to entire sequences being destroyed. Literally hours, days, weeks worth of work rendered useless. Nick and I were a little bit upset to say the least, but, Epic games has accepted our bug reports and will be fixing most of our issues by the next hotfix. I got rid of our custom toon build of Unreal 4 that allowed for our unique style of toon shading to exist. Why? Because It was losing support, and I had no way to guarantee future supported versions. That left me with the daunting task of taking the art style Ive created, and recreating it in an unmodified version Unreal 4 (which was no easy task). Im not going to sugarcoat it...Things could have gone very badly. However they didn't. After countless hours of research, experimentation, crying in the fetal position, and some helpful insight from others I ended up creating a specialized post process system the likes of which have yet to be equaled in Unreal 4. To top it all off Ira looks even better than before because I built exactly what we needed!

Overall we are pushing forward


feeling good, and we can see the light at the end of the tunnel! After all this time there have been so many hurdles that could have taken us down (knock on wood) but we keep persevering. If youre still reading this then thank you for sticking with us thus far. Stay tuned as there is more to come. Until next time folks - The Ira Team


[ 2018-12-22 18:59:10 CET ] [ Original post ]

Big update: New characters, new improvements, and lot of progress!

Hey folks, Its been a minute since our last update, and its time to share some of things weve been working on. Before we get into that Id like to apologize for the extended silence, and fill you in on whats been going on. I had someone who was very close to me pass away recently, and I left the good old state of Illinois to spend time with them, and take care of things before and after their passing. This person was my grandfather, and he lived to the ripe old age of 93. Hes actually the inspiration for Iras family, and some of the locations in game (the Homestead, Pilgrimage). So, In honor of him we are making Iras family's last name Morningstar after his. It seems only too fitting. All that being said Im back at it, and our team appreciates everyone sticking with us. So, without further ado we have some wonderful things to share.

Character updates


So Ive spent a serious amount of time updating characters, and making them more polished for the final game. On the right we have old Ira which was created a long time ago when my sensitivity for charter design was not as good as it is today. Ira looks a lot more like, well, a human now. When you tubers originally played our demo they would literally pause the game, zoom in on his abnormally long face, and comment on how creepy he looked. I think we are passed that point now.

Expressions


I created a material based system that makes character expressions and eye movement a breeze. Characters can even track objects around them and have a new level of awareness! No more dead eye stares and slack faces! Check out the clip of Ira acting slightly surprised but mostly disinterested in your existence. Video clip

Meet some new folks


A lot of characters had place holder bodies for awhile, but, now we have a lot more of them fully modeled textured and ready to go.
Meet Old Lue. He owns the public works building that used to provide all sorts of services for the town of Pilgrimage, but, the future is unknown as Intele Co owns most the town, and most of his business. What will happen to the Pilgrimage Public Works? Only time will tell.
Meet Jo. She's a scrappy young jack of all trades that works with Lue down at the public works. You need something taken care of then Jo's your person. She's also a certified Intele Co paper clerk, repair specialist, and a friend to the Morningstar family.
Meet the new Ira. Of course you all know Ira but here he is up to date. Whats that strange device on his desk? Whats strapped to the telescope? Well, you'll find out soon enough. Moving on!

IK systems for dynamic interactions


One area that needed some serious improvement was how a character interacts with the environment. Our goal was to make it so characters don't interact in a way that breaks immersion. When a character tries to push through a door, and their capsule just shoves it open. That makes it so the character has no physical connection grounding them to the action at hand. It always made things feel very strange, and unnatural. So, Nick has developed an Ik system that allows characters to interact with their environment naturally, and in real time without direct prompting from the player. No more ghost doors, and item pickups. Every character is now hands on with the environment. Video clip

How are things going?


Overall things are going well, and falling into place. Mostly just polishing everything to be game ready, starting to play test scenes with more people in order to get more feedback. There are always unforeseen bumps along the way, but, everyday we are a little closer to completion. Anyway, hope everyone enjoyed the update. Until next time folks - The Ira Team


[ 2018-06-06 21:56:02 CET ] [ Original post ]

Tiny Update

Hello from 2018! Where have we been? Well, weve been holding off on any major updates until we get our marketing campaign completed. Basically we are going to overhaul our web page, social media accounts, cut a full trailer (general things of that nature). Its going to be the biggest single update that Ira has ever had! It just takes a lot of hard work, and finesse to get everything where it needs to be. So, once our updated setup is in place It wont be too long until you can actually sit down, and play Act 1! Anyway, that's all for now! Well leave you with a sneak peak of the Intele Co public works building.


[ 2018-03-18 14:24:44 CET ] [ Original post ]

Tiny Update

Hello from 2018! Where have we been? Well, weve been holding off on any major updates until we get our marketing campaign completed. Basically we are going to overhaul our web page, social media accounts, cut a full trailer (general things of that nature). Its going to be the biggest single update that Ira has ever had! It just takes a lot of hard work, and finesse to get everything where it needs to be. So, once our updated setup is in place It wont be too long until you can actually sit down, and play Act 1! Anyway, that's all for now! Well leave you with a sneak peak of the Intele Co public works building.


[ 2018-03-18 14:24:44 CET ] [ Original post ]

Turkey Time Update


Hey, its that time again. What have we been up to? Well, heres a brief run-down.


  • Working on the core game. At this point were still on track to have the base done and ready for initial testing by the years end, and were pretty excited about that. That is of course excluding final polish, but our target for final release is still falling in the Q1-Q2 of 2018 range.
  • Weve made some major upgrades to our post process effects, lighting setups, and dialogue systems. Not only are we getting better results with these, but the new systems lend themselves better to faster development. Sometimes its a better idea to invest some time into building automated or more dynamic systems that make content creation easier down the road, and thats definitely been that case here.
  • Weve recently changed the way Ira loads levels so now Ira runs through one continuous level, preloading the levels as needed through streams. What does this mean? No more loading screens! Weve had this in our minds for awhile, but with Nintendo Switch testing we determined that seamless loading stopped immersion breaking (transitional) moments. It was finally time to implement that kind of system, and weve wrapped that up successfully. Goodbye, waiting around for levels to load!
  • Speaking of the Nintendo Switch, our testing with our dev kit has given us some excellent results. Even without final optimization and refinement weve still been getting some solid frame rates. Getting good performance without even fully optimizing is great news, and gives us confidence that performance won't be an issue in the future console releases.
  • Music development has been coming along wonderfully, thanks to the latest addition to our team, Davide Chiarella. Hes been doing some great work and really nailing down and defining the music within the world of Ira.

Some miscellaneous questions that were asked:


  • What's the status of a possible GOG release? We have talked with them and they have requested a test build which we will provide in the next few months.
  • Any idea, how long Act I will end up being? Good question but we don't have a solid answer just yet.
  • Any chance that we might get another glimpse at the lore? When we finish the core game play we plan on revamping our website and social media in general to reflect the current game state. At that point a lot of new lore will be released. At this point a lot more will be clear.
  • Have you looked into advertising the game through foreign YouTubers as well? Anyone you can confirm already? We have aLexBY11 with 7 million + subscribers. That's our largest (non American) YouTuber.
For those of you celebrating, have a very happy Thanksgiving, and as always, stay tuned for more updates! All the best, The Ira team


[ 2017-11-22 21:52:05 CET ] [ Original post ]

Turkey Time Update


Hey, its that time again. What have we been up to? Well, heres a brief run-down.


  • Working on the core game. At this point were still on track to have the base done and ready for initial testing by the years end, and were pretty excited about that. That is of course excluding final polish, but our target for final release is still falling in the Q1-Q2 of 2018 range.
  • Weve made some major upgrades to our post process effects, lighting setups, and dialogue systems. Not only are we getting better results with these, but the new systems lend themselves better to faster development. Sometimes its a better idea to invest some time into building automated or more dynamic systems that make content creation easier down the road, and thats definitely been that case here.
  • Weve recently changed the way Ira loads levels so now Ira runs through one continuous level, preloading the levels as needed through streams. What does this mean? No more loading screens! Weve had this in our minds for awhile, but with Nintendo Switch testing we determined that seamless loading stopped immersion breaking (transitional) moments. It was finally time to implement that kind of system, and weve wrapped that up successfully. Goodbye, waiting around for levels to load!
  • Speaking of the Nintendo Switch, our testing with our dev kit has given us some excellent results. Even without final optimization and refinement weve still been getting some solid frame rates. Getting good performance without even fully optimizing is great news, and gives us confidence that performance won't be an issue in the future console releases.
  • Music development has been coming along wonderfully, thanks to the latest addition to our team, Davide Chiarella. Hes been doing some great work and really nailing down and defining the music within the world of Ira.

Some miscellaneous questions that were asked:


  • What's the status of a possible GOG release? We have talked with them and they have requested a test build which we will provide in the next few months.
  • Any idea, how long Act I will end up being? Good question but we don't have a solid answer just yet.
  • Any chance that we might get another glimpse at the lore? When we finish the core game play we plan on revamping our website and social media in general to reflect the current game state. At that point a lot of new lore will be released. At this point a lot more will be clear.
  • Have you looked into advertising the game through foreign YouTubers as well? Anyone you can confirm already? We have aLexBY11 with 7 million + subscribers. That's our largest (non American) YouTuber.
For those of you celebrating, have a very happy Thanksgiving, and as always, stay tuned for more updates! All the best, The Ira team


[ 2017-11-22 21:52:05 CET ] [ Original post ]

Progress update. Where are we at?

So where are we currently at in the development process?


  • Well, the story for Act one is finished.
  • The gameplay mechanics are complete but need some visual polish, as noted in the Mechanics teaser.
  • The sound design / direction is set and material is actively being created.
  • Playable in game locations are in place, and at various stages of completion. This means that you could play the game from start to finish but there are still areas with place holder props in need of refinement.
  • In game character writing and dialogue is still in development with some locations being more fleshed out than others.
  • Console development: We plan on releasing on all major systems (PC/Mac/Linux, Switch, PS4/pro, and Xbox One/X), but not necessarily all at once. Our plan is to release Ira simultaneously on the PC/Mac/Linux, and the Nintendo Switch, followed by PS4/pro, and Xbox One/X. On a side note weve already started to doing test builds on the switch with good success.
  • Marketing has been a steady process of collecting Youtubers, lets players, and general people in the industry who want to review, and experience Ira. Its going well, and is an ongoing task.
  • Deliverables were started months back but the final imagery rests on the completion of the end game content. So, we are waiting until things are in a more finalized state.

When do think we will finish, and when will Ira release?


Right now it looks like we will finish the core game by the end of the year, but that doesn't mean we are finished as we still need to do play testing with our Alpha cadets, respond to feedback, finalize / execute our marketing plan, make it through certification with Nintendo, and do any final touches to the game experience. Our actual release window is looking to fall somewhere between Q1 - Q2 2018.

Update frequency?


So we have been spacing out updates every 2 months as they tend to get a little repetitive in nature if we don't. As a general rule of thumb updates every month or every other month will be the norm until release.

Hows the Team doing?


We've been at this a long time now, and it hasn't always been easy. We've hit small bumps, big bumps, and everything in between, but we're still here and we've grown through it all. If you had told us in the beginning what this whole process would entail, we may have not been so eager to take on such a project. Those aren't the people we are now and those aren't the people that would be making Ira the game it is today. Not only is Ira better for taking the more challenging path, but we are too, and while we've grown through this process the project is growing right alongside us. We appreciate all of you for joining us on this adventure.


[ 2017-09-07 20:45:17 CET ] [ Original post ]

Progress update. Where are we at?

So where are we currently at in the development process?


  • Well, the story for Act one is finished.
  • The gameplay mechanics are complete but need some visual polish, as noted in the Mechanics teaser.
  • The sound design / direction is set and material is actively being created.
  • Playable in game locations are in place, and at various stages of completion. This means that you could play the game from start to finish but there are still areas with place holder props in need of refinement.
  • In game character writing and dialogue is still in development with some locations being more fleshed out than others.
  • Console development: We plan on releasing on all major systems (PC/Mac/Linux, Switch, PS4/pro, and Xbox One/X), but not necessarily all at once. Our plan is to release Ira simultaneously on the PC/Mac/Linux, and the Nintendo Switch, followed by PS4/pro, and Xbox One/X. On a side note weve already started to doing test builds on the switch with good success.
  • Marketing has been a steady process of collecting Youtubers, lets players, and general people in the industry who want to review, and experience Ira. Its going well, and is an ongoing task.
  • Deliverables were started months back but the final imagery rests on the completion of the end game content. So, we are waiting until things are in a more finalized state.

When do think we will finish, and when will Ira release?


Right now it looks like we will finish the core game by the end of the year, but that doesn't mean we are finished as we still need to do play testing with our Alpha cadets, respond to feedback, finalize / execute our marketing plan, make it through certification with Nintendo, and do any final touches to the game experience. Our actual release window is looking to fall somewhere between Q1 - Q2 2018.

Update frequency?


So we have been spacing out updates every 2 months as they tend to get a little repetitive in nature if we don't. As a general rule of thumb updates every month or every other month will be the norm until release.

Hows the Team doing?


We've been at this a long time now, and it hasn't always been easy. We've hit small bumps, big bumps, and everything in between, but we're still here and we've grown through it all. If you had told us in the beginning what this whole process would entail, we may have not been so eager to take on such a project. Those aren't the people we are now and those aren't the people that would be making Ira the game it is today. Not only is Ira better for taking the more challenging path, but we are too, and while we've grown through this process the project is growing right alongside us. We appreciate all of you for joining us on this adventure.


[ 2017-09-07 20:45:17 CET ] [ Original post ]

Let's talk about mechanics!


Picture links to teaser
Its been awhile, and its time for an update! Let's talk about mechanics! So, one gameplay mechanic thats been in the works for awhile now is our interaction system. Originally Ira started out as a point and click adventure game. The player would have to click in-order to get from point A to point B, and to interact with objects, and as much as we love point and click adventure games we knew Ira needed something that better fit our end goal. Ira isn't about getting from point A to point B, its about the journey, and the connection the players has to both the character, and the world. It was imperative that we create a system that pushes that connection as far as possible One of the goals for the interaction system is to create a personal experience through the characters. By shifting the focus of interaction from soly the player's speech choices into characters actions/abilities/tools, people can directly connect, and influence their experience within the world. That being said, the characters have natural limitations so you can't break the story. Heres how it works. During gameplay you can select the character, and time slows down. Then a ring of icons appear around the character; each one relating to an action or skill you can toggle on or off. Different characters have different skills/abilities/tools, and thus interact with the world on their own terms but controlled by you! Each character has their own way of speaking/expressing themselves. Now they have skills/abilities/tools to go with it. After a few months of quietly working we finally have the new system in order. Just to be clear this does not replace our dialogue system. The updated interaction system complements it, and lends to a more engaging journey. Check out the mechanics teaser for James. - The Ira team


[ 2017-07-15 00:02:50 CET ] [ Original post ]

Let's talk about mechanics!


Picture links to teaser
Its been awhile, and its time for an update! Let's talk about mechanics! So, one gameplay mechanic thats been in the works for awhile now is our interaction system. Originally Ira started out as a point and click adventure game. The player would have to click in-order to get from point A to point B, and to interact with objects, and as much as we love point and click adventure games we knew Ira needed something that better fit our end goal. Ira isn't about getting from point A to point B, its about the journey, and the connection the players has to both the character, and the world. It was imperative that we create a system that pushes that connection as far as possible One of the goals for the interaction system is to create a personal experience through the characters. By shifting the focus of interaction from soly the player's speech choices into characters actions/abilities/tools, people can directly connect, and influence their experience within the world. That being said, the characters have natural limitations so you can't break the story. Heres how it works. During gameplay you can select the character, and time slows down. Then a ring of icons appear around the character; each one relating to an action or skill you can toggle on or off. Different characters have different skills/abilities/tools, and thus interact with the world on their own terms but controlled by you! Each character has their own way of speaking/expressing themselves. Now they have skills/abilities/tools to go with it. After a few months of quietly working we finally have the new system in order. Just to be clear this does not replace our dialogue system. The updated interaction system complements it, and lends to a more engaging journey. Check out the mechanics teaser for James. - The Ira team


[ 2017-07-15 00:02:50 CET ] [ Original post ]

Mechanics update coming soon.

Just a quick update. We are alive! Our next update is coming very soon and it includes our all new mechanics / interaction system!


[ 2017-07-11 19:22:25 CET ] [ Original post ]

Mechanics update coming soon.

Just a quick update. We are alive! Our next update is coming very soon and it includes our all new mechanics / interaction system!


[ 2017-07-11 19:22:25 CET ] [ Original post ]

One Year Later

Has it been a year? Sometimes it feels like longer, others it feels like only yesterday. Looking back its easy to forget how far weve come, remembering where we were at this time in 2016. It was just a little over a year ago that we were celebrating the success of our Kickstarter, but also that reality was beginning to set in as we were preparing to dive into the long and (at times) arduous process of full time development. Its been a heck of a year with many winding paths and obstacles to overcome, but were still here and were better for it. Weve switched game engines, weve redeveloped nearly every aspect of the project from visuals to story to gameplay to sound, and weve grown every step of the way. With every struggle Ira is that much closer to becoming the game that we know it can be. Were still on that path and great things are still in the making. We want to thank all of you who were there with us a year ago, and those who are still with us today, following along and staying in touch. Its that support that brought us here and keeps us going. Thank you all for your enduring patience, and know that Ira will be here in 2017. And with that, what better time to release our first teaser? Ladies and gentleman, your latest glimpse into to world of Ira. https://youtu.be/Xh5pZk9iDEM Thank you all for taking this ride with us. -The Ira team


[ 2017-02-14 21:47:57 CET ] [ Original post ]

Tis the season for an update

So, what have we been doing lately? Well, a little bit of everything. Updating 3D models, levels, sounds, character interactions, game play systems, profiling for different consoles, and story elements. Basically we are cleaning house on some old components that don't reflect the current vision of Ira anymore, and things are looking really good. You guys remember this Image? This is the living room from the original Ira. Looks like its from an early production demo doesn't it?
Now heres what that room looks like in its current state. The differences is night and day. One of our goals for Ira is to create a world that people can really get lost in, and I think we are finally at that point.
All that aside we are pushing forward, and looking to the new year when we can release Act 1! For those of you celebrating, have a great holiday! See you in 2017 - The Ira team


[ 2016-12-22 22:11:25 CET ] [ Original post ]

Update time

Hello all, Its been a very exciting few weeks for us and we have a we have a lot of cool news. First up, you may have heard that we attended Steam Dev Days, and we have to say, the whole trip was an amazing experience for us. We were in Seattle for about a week, and we met with so many amazing individuals and teams there. Being able to spend time with others in the industry was a refreshing boost that we needed desperately. Were not alone! The conference was a great opportunity to learn from the successes and failures of other developers, and there was a ton of great information about the current state and direction of the industry. While not entirely relevant to Ira at the moment, virtual reality was a huge focus of the conference, and we have to say, were impressed. Its such an amazingly immersive experience and there is so much potential for interesting and meaningful experiences, were totally sold on the platform and we have some solid ideas about our next direction after Ira. Thanks to the fine folks at Valve we now have developer kits for the HTC Vive so we are ready to roll! Fear not though, Ira is the priority so well do our best not to get lost in the world of virtual reality. ;) Our only complaint about the trip? No Gaben to be seen Was he busy at work on HL3? Polishing his knife collection? Stuck in a virtual world?... We may never know. Steam Dev Days was great, and after returning home we barely had time to unpack our bags before the next big development came in. Apparently some guy on Youtube named Markiplier decided to showcase our old demo for a lets play Yup, the Markiplier played our game, and after few days the video is nearing the 1 million view mark. Yes, the demo is old and outdated, and we have no idea why this happened now, but its given us more of a spotlight than weve ever had, so a HUGE shoutout to Markiplier for the excellent playthrough. With Steam Dev Days under our belts and Markipliers video play through giving us a huge boost in traffic, we have a new found energy burning in us, and the development train pushes on full steam ahead. We recently got Ira up and running on the Xbox One compiling, which is an exciting new development, and we should have new content to show you all very soon! Until next time, Nick and the Ira team


[ 2016-11-03 15:26:30 CET ] [ Original post ]

We are back with a full update

After almost 2 months of hard work we are back with a full update


Transition


As a few days ago we have completed our transition into the Unreal 4 game engine from Unity. This decision was not made lightly and we had been preparing for this transition for awhile now. Unity is a great platform and it has served us well but given our specific needs its time we moved on to an engine that fits us better. At the end of the day we want to create the best experience possible and Unreal 4 has opened doors to us that Unity cannot currently provide. All of the plugins we used in Unity were created by third party developers and when glitches arouse or new features were needed we would basically be out of luck. Thats not a problem anymore. Switching to Unreal 4 came with its own set of challenges but at the end of the day we can provide gameplay thats glitch free and the Ira experience we set out to make. The transition took some time and that has pushed back our schedule. I think our sentiment can be summed up by Shigeru Miyamoto who once said A delayed game is eventually good, but a rushed game is forever bad. We share the same philosophy and hope everyone is on board with that. We are moving steadily towards finishing Act:1.Backer rewards will be shipped when Act one launches.

Something Personal


To our backers who will appear in game. We never expected to learn so much about all of you. Weve gotten some highly detailed and personal bios. Some of you detailing the events of your life that lead you to where you are now. Weve learned about your dreams, aspirations and weve gotten to know many of you. After reading such personal bios I felt almost unnerved by what we had started. The amount of trust it takes to put yourself out there is simple moving, and it solidifies to me that we are on the right track. Every story we read influences what we create. I remember reading over a particular bio and I sat back in my computer chair, just staring at the screen in front of me. It was at that moment that I had come to realize that this project has become more than just our dream, its becoming an amalgamation of everyone's dreams. I feel like I don't own Ira anymore. I feel like it has become its own entity unfolding on its own admission.

Future updates


We are planning on doing small dev blog updates weekly and a full game update every month until completion. Some of the dev blog updates will include alpha test levels that can be experimented and played with. Till next time. -Zach


[ 2016-04-04 23:40:10 CET ] [ Original post ]

Currently on Kickstarter


We are currently over 100% funded on Kickstarter!


[ 2016-02-03 17:24:48 CET ] [ Original post ]

Ira
Ore LLC Developer
Ore LLC Publisher
Coming Soon Release
Game News Posts: 33
🎹🖱️Keyboard + Mouse
No user reviews (0 reviews)


A child reaches for the stars, burdened by circumstance. Folks chained by debt, indentured to the powers at large. Mankind thrust to the stars following after a signal spanning the void of space and time itself. Take a seat and settle into the universe of Ira where the space age coincides with the 1930's depression era.

MINIMAL SETUP
  • OS: Ubuntu 14.04 LTS. fully updated
  • Processor: Intel Core 2 Duo 2.4 GHz. AMD Athlon X2 2.8 GHz. or higher
  • Graphics: ATI Radeon HD 4650 / NVIDIA GeForce GT 220 / Intel HD 4000 Graphics. or equivalent
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