





Each level is a dynamic visual interpretation of the song, providing a synesthetic experience.
The game places a lot of stress on the player, learning to cope with it is vital for success.
This induces a meditative flow state and teaches the player how to handle unexpected, stressful situations.
The key theme is human adaptation to strange environments.
Hey!
It's been way too long since I haven't posted an update, so I guess it's about time to tell you what I have been up to, and why you still don't have more levels in quadrant.
When I made quadrant I was hoping it would have many different levels - I reluctantly released it with three levels, because I ran out of funds.
At this point I could have looked for a publisher, but I was very idealistic about being an independent video game developer for various reasons - besides, I also naively expected that the sales would allow me to sustain development further, as I've seen with other (successful) games.
This year I worked very little on quadrant for mainly three reasons:
- I had to work on another yet unannounced game, which has a limited time budget. (Due to an NDA I can't say more)
- I have been in parental leave since October, which is also very time consuming
- I've been spending a lot of my remaining free time studying machine learning, which I believe will help me sustain my living in the future and make it easier for me to develop games independently (it's fortunately also really interesting)
I have made some progress on quadrant since its last version release though, the latest beta version (which can be opted in through Steam by right clicking on quadrant ->properties->betas) contains some bug fixes and both input latency and visual latency calibration.
The reason this version isn't broadly released yet is because I haven't had time to properly test it.
I'm also pretty much done with a mobile port of quadrant, which hopefully will lead to more players, which in turn means I can afford working on levels.
I'm not releasing it yet though, because I don't have time for a release and the things that come with it (marketing, technical support, etc).
I'm also conflicted about releasing on mobile with only three levels, since the mobile market is supposed to be even a lot harsher.
Levels.
I made very little progress on the new level this year, but I haven't abandoned it.
It's a very long and very difficult level (even for me), and I'm really looking forward to releasing it when it's done - but I won't call it done before I'm really happy with it.
So yeah, even though the majority of people who buy quadrant like it, it is very niche and not that many people feel compelled to play this kind of game I suppose (on PC, in a time where there are more good games than the opportunity to play them).
I hope all of you enjoy your holidays! :)
undef
Hey!
It's been way too long since I haven't posted an update, so I guess it's about time to tell you what I have been up to, and why you still don't have more levels in quadrant.
When I made quadrant I was hoping it would have many different levels - I reluctantly released it with three levels, because I ran out of funds.
At this point I could have looked for a publisher, but I was very idealistic about being an independent video game developer for various reasons - besides, I also naively expected that the sales would allow me to sustain development further, as I've seen with other (successful) games.
This year I worked very little on quadrant for mainly three reasons:
- I had to work on another yet unannounced game, which has a limited time budget. (Due to an NDA I can't say more)
- I have been in parental leave since October, which is also very time consuming
- I've been spending a lot of my remaining free time studying machine learning, which I believe will help me sustain my living in the future and make it easier for me to develop games independently (it's fortunately also really interesting)
I have made some progress on quadrant since its last version release though, the latest beta version (which can be opted in through Steam by right clicking on quadrant ->properties->betas) contains some bug fixes and both input latency and visual latency calibration.
The reason this version isn't broadly released yet is because I haven't had time to properly test it.
I'm also pretty much done with a mobile port of quadrant, which hopefully will lead to more players, which in turn means I can afford working on levels.
I'm not releasing it yet though, because I don't have time for a release and the things that come with it (marketing, technical support, etc).
I'm also conflicted about releasing on mobile with only three levels, since the mobile market is supposed to be even a lot harsher.
Levels.
I made very little progress on the new level this year, but I haven't abandoned it.
It's a very long and very difficult level (even for me), and I'm really looking forward to releasing it when it's done - but I won't call it done before I'm really happy with it.
So yeah, even though the majority of people who buy quadrant like it, it is very niche and not that many people feel compelled to play this kind of game I suppose (on PC, in a time where there are more good games than the opportunity to play them).
I hope all of you enjoy your holidays! :)
undef
Minimum Setup
- Processor: 2Ghz Processor
- Graphics: any hardware that supports canvasSound Card: game requires sound
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