Name | Kandria | ||
Developer | Shinmera | ||
Publisher | Nicolas Hafner | ||
Tags | |||
Release | Late 2022 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse Full Controller Support | ||
Players online |  n/a  | ||
Steam Rating | Very Positive | ||
Steam store | |||
Public Linux depots | [42.79 M] |
A hotfix for Kandria has been released with the following changes: |
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A new hotfix has been released with the following changes: |
A new hotfix has been released with the following changes: |
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A free update has been published which includes a localisation of the game into Japanese. You can pick the language from within the game's language options, or if you start the game for the first time on a Japanese system, the language will be set for you automatically. |
Another month gone by. There's no major updates this month, since we just had thelevel editor releaselast month. However, there is a somewhat major update coming out next week! |
Fix issue with missing libevdev on Steam Deck and other Linux distributions |
A minor hotfix has been released with the following changes: |
A new hotfix is live with the following changes: |
A new hotfix is live with the following changes: |
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The first major update for Kandria is now live on all platforms! It includes the level editor, a modding system, some new sample levels, and bugfixes!
There's a bunch more changes that were done internally. If you would like to see that kind of detail, you can check the source code repository. |
Let's get the important news out of the way: the next major update for Kandria will launch on Wednesday, March 8th, at 15:00 CET. The update will include a number of improvements, new features, more content, and a community event! |
Fixed an issue where saving over an old save file led to a crash on Windows |
A new hotfix has been released with the following changes: |
It's already been a month since Kandria released! Woah, time sure flies these days, huh?
Alongside both of those updates I'll also be writing documentation on the editor and the modding, to ensure people have an easier entry point. The editor should be usable without any coding knowledge, too. I can't promise any dates for the two features, but if things go really well the editor will be out sometime next month! But, there is yet another update: there'll be a Japanese translation for Kandria! As someone that's been trying (and mostly failing) to learn Japanese for many years, this is quite exciting for me. If all goes well it should be out by June. And that's all I can say for now. If you're interested in the level editor and modding stuff, please hop on by our Discord! You'll be able to ask questions there and chat with other interested folks. |
A new hotfix is live with the following changes: |
A new hotfix has been released with the following changes: |
A small hotfix has been released with the following changes: |
A new hotfix has been released with the following changes: |
A new hotfix has been released with the following changes: |
A new hotfix has been released with the following changes: |
On Saturday the 21st, 20:00-22:00 CET / 14:00-16:00 EST there will be an official stream on Twitch where I'm going to give you a look at the level editor and you can give me feedback on what needs to be improved and changed about it. The official level editor release is going to be the first major post-launch update, and I want to make sure that people have a say in how it turns out. |
A new hotfix has been released with the following changes: |
A hotfix has been released with the following changes: |
A minor hotfix is live with the following changes: |
A brief hotfix has been released: |
A new hotfix is live with a few crash fixes that were reported.
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A hotfix has been released.
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Kandria is now finally available for purchase and play! I am also live on Steam, Twitch, and YouTube right now, to celebrate the launch! Come on and hang out in the chat: https://stream.shinmera.com |
Kandria launches tomorrow, on Wednesday the 11th, at 15:00 CET / 9:00 EST! |
In case you missed the yearly update last week: Kandria will release in one week from today, on January 11th, 15:00 CET / 09:00 EST. I hope you're as excited to play it as we are to finally get it into your hands! |
To celebrate the launch of Kandria, I'll be streaming the game live on Steam and Twitch! |
We got a lot of useful feedback from random people trying the game out at the events, and also got to meet a lot of friendly and great developers from around the World. That all said, these conferences are also quite taxing and costly. We got the booth sponsored for all of them, but travel expenses are still not nothing, not to mention the work time. Travelling is also quite exhausting to me in general, so I hope I won't have to zip around the place quite as much next year. However, I can already say that unforeseen circumstances notwithstanding I will be at the European Lisp Symposium in the Netherlands, and Tokyo Game Show in Japan. [h2]Kickstarter & Steam Next Fest[/h2] In July we had a big double whammy of our Kickstarter and the Steam Next Fest, both launched at the same time. This was also our first big attempt at pushing for some marketing. We tried out Facebook ads, which weren't of much use at all. We also contacted a number of streamers and influencers, a few of which actually gave the new demo we had at the time a shot. It was a lot of fun to watch them play through it and chat with them as they did so. Leading up to release and during it I imagine we'll have a few more such stream appearances. If you see a streamer playing Kandria, please don't hesitate to notify us in the Discord and I'd be happy to drop by in chat. Assuming I'm not asleep at the time, of course! Anyway, the Kickstarter went rather well for us, and we managed to get funded in the first week. After that it was mostly coasting along, giving an update every now and again to keep spirits up and push for those stretch goals (more on that later). I'm really happy that things weren't as hectic as they are often described as being, as I was still able to focus on developing the game. Losing a month of work would have made things quite a bit more troublesome later on. Still, I'm also very well aware that the reason things went so well for us is mostly down to the fact that we had a rather low goal set, and that we had a lot of support from the programming, and especially Common Lisp community, many of which chipped in rather large sums. Thank you all very much! I'm not sure that launching your Kickstarter alongside the Next Fest was a good idea. It's definitely a good idea to have a demo available for your Kickstarter, so that people can trust in your abilities to deliver a complete product, but I don't know if the cross-promotion idea worked out. It might be better to have the next fest part way through the Kickstarter or even at the end of it, or entirely separate them, to have two marketing beats rather than one bigger one. Still, it's impossible to say whether it would have gone better or worse overall if we had done it differently, so I'm not complaining. More just thinking about how I'd do this if there's going to be another similar thing in the future. [h2]Development[/h2] At the start of the year we didn't even have the full game map ready yet, let alone all the assets, quests, or dialogue. A number of important features were also missing still, both in the engine and in the game itself. Thinking back to it now it is kind of insane how much of the game was still missing. I know there's folks that can put together a full game in less than a year total, but that's usually much larger teams, or far smaller games. There were quite a few painful stretches of arduous work. Filling out the entire map with interesting challenges was one, then going back and tiling it all was another. And finally going back again to add details and flairs everywhere was yet another. But, the game feels a lot more livelier and interesting now, so it was definitely worth all that extra work. If you want to read up on all the nitty gritty of the development that happened during the year, you can browse back in time on the blog, or for even more detail, hop on by the mailing list. One of the coolest parts for me was finally getting a Steam Deck (they're still not officially available in Switzerland), and seeing Kandria just... work for the most part. Having it be portable is really, really sweet. And it only took a couple of tweaks with the menuing to make it all run well. I would still love to also have the game on Switch, but we'll have to see about that later down the road. [h2]Working up to Release[/h2] The game's been pretty much done since the end of November, and in the remaining time since then I've been working on translating the game into German. That took quite a bit of work, there's some 60'000 words, and I'm not the best at translating to begin with. The first draft of that is now done, and we should be good ready to get the game out there in both English and German by the release date. Unfortunately there won't be any other languages for the foreseeable future. My funds have run very dry, and I need to save up again to be able to support the development of the next game (more on that later). However, if you're interested in localising the game yourself, you'll be able to do so soon. Please keep your eyes and ears open! Aside from localisation work I've also ironed out some more bugs, cleaned up some stuff in the code base, developed an independent key distribution system so I can sell copies without being attached to a third-party platform, and added some more minor enhancements and changes along the way. I really hope the release will go well, as far as I know there's only very minor outstanding issues. [h2]The Release[/h2] So. Kandria is releasing on Wednesday, January 11th, 15:00 CET. It'll be released on Steam, Itch.io, and our website. All versions will be DRM-free, though we get the biggest cut of the revenue if you buy it directly from our website. In addition to this, the Soundtrack will also be available on Steam, Itch.io, and Bandcamp, and on various streaming services such as Spotify. If you were a backer of the Kickstarter campaign, you will receive your keys for the game and OST in the coming days. Immediately on release I will be streaming the game on Steam and Twitch, so please join me there for a little celebration. After that I will be looking at any and all feedback that's coming in, and working on patches to address any fires that may be unveiled. And after I've addressed what I can, I think I'll take some more holidays to recenter myself and consider the coming year properly. [h2]2023[/h2] Even after the release, my work on Kandria will not be done quite yet. There's two big post-release updates thanks to the Kickstarter stretch goals that will be coming: Level Editor. The initial release already includes the development level editor, but it is a bit rough around the edges and needs more usability and stability improvements. Once that is done, there'll be another big patch update along with a community event to encourage people to make and share their own levels. Modding Support. While the game's source code will be available on release already, the second post-launch update will focus on two things: presenting an explicit API for mods, documentation for people to write their own mods for Kandria, and an in-game mod browser supported by mod.io. I cannot yet make any promises about when these updates will land, especially as I also need to start gearing up work for the next game project. That's right, I'm already planning and working on the next game, and I'm really excited about it. I don't want to reveal anything about it yet, but I think you'll be positively surprised when I do! Since things are still a bit under covers at the moment I don't know if I'll be able to keep doing monthly roundups like this, though rest assured that I will keep you in the loop with any important developments, don't you worry about that. [h2]You[/h2] I wanted to reserve this last section right at the very end of both the article and the year here just for you. Thank you so much. I know this is sappy, and I know this is cliche, and I know it is all of these things and many others, but I do genuinely feel blessed at this moment to have you reading about my work, and following along for such a long time. And the better you know me, the better you'll know how rare it is for me to express such genuine positivity, so I hope you will take it to heart and believe me when I say that I am very thankful to you, and I hope that you'll continue to follow my endeavours in the future as well. Before I go, I have one last favour to ask of you: please share Kandria with your friends, colleagues, and groups. I know it may not seem like much, and I know it can feel awkward, but it is invaluable for someone like me that's just starting out in this industry. Even just a few more people can make a big difference. So please, share the Steam page, itch site, or our website with people. And again, thank you. I hope you have a great new year. |
To celebrate the launch of Kandria, I'll be streaming the game live on Steam and Twitch! |
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This is a shorter update, as this month was primarily spent on translation and bugfixing, neither of which we can really tell you much about. If you missed last month's though, please be aware that the game will release onJanuary 11th!
Well then until that fateful day, 11th of January, please continue to share thesteam pagewith your friends and other communities! We really need all the help we can get leading up to release. Please also look forward to a yearly roundup at the end of the month, and until then I hope you have a great holiday season! |
This update's an important one! The final release date, a new trailer, and some more announcements. Dang! Well, without further ado:
Alright! Until the 11th of January finally hits, please continue to share the steam page with your friends and other communities! |
So, we've been in beta for over a month and gotten lots of useful feedback. Thanks a bunch! We'll continue to listen eagerly for feedback as we move towards the end of the development.
We're also planning some cool events to celebrate the three big release milestones, though more info about that as we actually get closer to them. For now, please continue to share the steam page with friends and other groups. It would help a lot to ensure that we can continue to make games in the future! |
Kandria has finally entered beta, and the keys have been rolled out to all the Kickstarter backers of the Hunter tier and above. We've already got some good feedback in from that, and are continuing to polish the remaining areas. |
We're at Gamescom from Wednesday to Friday! You can find us at the Swiss Games booth in Hall 4.1. Come on by and chat for a bit, we even got chocolates! |
The Kickstarter is finally well behind us, and we're back to working on the game full-time. Not that we ever really stopped working on it, mind you, but at least there's a bunch of distractions now well behind us. But, let's still quickly summarise all that went down, eh?
Alright, that's about it for now. If you want to receive more frequent updates and news, along with occasional in-depth emails about specific problems and solutions encountered during development, sign up for the newsletter! |
The Kickstarter for Kandria has been going well, we've reached three of our stretch goals already! If you'd still like to get in and benefit from some of the Kickstarter exclusive rewards, check out the campaign while you still can: |
A fix for surround sound devices has been pushed live. This should fix the nasty noise and artefacts some users have reported hearing on their systems. |
A new update has been pushed that adds a few minor features and fixes a bunch of bugs. Most notably, it fixes an issue a recent update introduced that caused fresh installations to not support audio on Windows. If you encountered this problem, please try again with the latest update! |
Our Kickstarter is now live! Check it out: |
To celebrate the next fest I'll be live streaming some Kandria gameplay directly to Steam here! If you have any questions or would like to see some exclusive game content, hop on by! |
To celebrate the next fest I'll be live streaming some Kandria gameplay directly to Steam here! If you have any questions or would like to see some exclusive game content, hop on by! |
Yeah, as mentioned, not too much of a change here. But, not to worry, we're progressing according to schedule still. Please wishlist Kandria and join our Kickstarter waiting list, and I hope to see you during the campaigns! |
Another month of polish, Kickstarter prep, more polish, and also some news on conferences! Plus, a small peek at the final boss fight. Exciting!
In the meantime, we still could really use your help with spreading the word about Kandria's Kickstarter! If you know any friends or other communities, tell them about the Kickstarter! |
The steam demo's now over, and we've started polishing up the next demo. A lot left to do, but we've solidly entered the overall polishing phase of the production. As you might know, the last 10% takes 90% of the time, or something like that anyway! We also have some more news about the Kickstarter...
Not a ton has moved here, since a lot of time was spent on polishing things up from the feedback we got from the demo, and completing very minor things all over the place. Generally as we near the end of the production, the roadmap is going to move more slowly, as most of the time will be spent on many very small items. In the meantime, we could really use your help with spreading the word about Kandria's Kickstarter! If you know any friends or communities, tell them about the Kickstarter! |
Another month, another update. Some important things to talk about this time. Namely, a new free demo on Steam, the Kickstarter pre-launch page being up, and our progress on the overall game!
This should be all we need until June, so we have three more months to complete these tasks. Looks very doable. However, while that's going on, we have a few more tasks that need to move ahead as well:
And plenty more that'll need doing to bring the game's polish up to snuff. So much to do! Well, I better get back to work. In the meantime, make sure to check out the Steam demo! |
There'll be a public, free demo available on Steam next Tuesday, 1st of March 2022! This is the first time the game will be available on Steam, so check it out! |
January's already done with, and there's a lot of stuff brewing behind the scenes. One of those things I can already announce now, and I'm very excited to do so!
We've already started work on the new demo, which we need to have done at least a month before the Kickstarter launches in June. So much to do! |
Wow, it's already been another year! When I was thinking about writing this year roundup for Kandria, I started getting the sweats, because I realised just how many things changed and happened during it. Even now writing this I'm not sure how well of a job I'll be able to do to summarise it all without forgetting about important details. However, since you can go read all the monthly updates, I'll just take this as a good sign that we made a lot of progress!
This was tremendously helpful to get our name out there a little and start building a network of contacts, especially for publishers. Quite a few of them have showed interest in Kandria, and we're currently in deeper talks with one in particular. We'll keep you posted as soon as we can. At the GIC we took part in the first ever Polish-Swiss game jam, which the team Tim and I were a part of ended up winning! It was really cool to get to know a couple of our fellow Swiss devs more closely, and I hope to meet them again sometime! We also applied for the GDC 2022 call Pro Helvetia put out. If we get accepted to that, we will also be at GDC in person next time! How exciting! [h2]Digital Dragons Accelerator[/h2] Thanks to our attendance at Gamescom, we were put into contact with the organisers of the Digital Dragons Accelerator, a new programme by the KPT Poland Prize team. This programme offers both mentoring and a significant grant for non-polish studios, under the requirement that you first establish a company in Poland. Out of more than 90 applicants, 13 were selected to be a part of the programme, and we are part of it, which is super exciting. Things aren't for free entirely though, as setting up a company in Poland is quite an involved affair, and so I've had to spend a lot of time communicating with the accelerator team and a law firm in Poland to get that process going. We're now getting close to being done we have and fully own a company in Poland, but still need to handle some further affairs such as setting up a bank account, and filling in quite a bit of extra stuff for the acceleration contract itself. However, this is all progressing, and we're excited to use the accelerator funds and support to further the marketing of Kandria in the coming year. We'll have more details on that to share soon, so please keep on the lookout! [h2]Horizontal Slice[/h2] Over summer while we were busy with all the events and marketing and all sorts of other stuff we also kept polishing the vertical slice we had, added an interactive tutorial, started user testing it in full, and generally improved its overall flow, look, and feel a lot. We then started production on a horizontal slice. The slice required writing out the main storyline of the game, implementing it in quests, designing the new tilesets for the other game regions, designing the looks of the new NPCs, implementing new platforming mechanics for gameplay variance, and ultimately implementing a tonne of new platforming challenge rooms to fill out the world. We should be able to complete the slice in February, and then use that to create a new demo, which should be shorter, more focused, and give a quicker in on the action than the slow ramp-up of the actual game's start that we used for the vertical slice demo. [h2]Looking on to 2022[/h2] As I'm writing this on the last day of 2021, another heck year on heck planet, I have quite a lot of things on my mind. One of the things that's bothering me in particular is the planned release schedule for Kandria. So far, the date has always been March of 2023, but I'm very strongly considering moving that to something still within 2022. I've been avoiding trying to think of the project during the holidays, so I haven't formed a decision on that yet. As with all of the other things that are in flight right now though, I'll be sure to let you know as soon as I can if you subscribe to our mailing list. I hope you had a good holiday season and make a great start into the new year. As always, I want to thank you for sticking around and following Kandria's development. It hasn't been an easy journey so far, and I'm often plagued with doubts about it all working out, so it means the world to hear people following its development, and excited about its eventual release. Thank you! |
I'm happy to say that Kandria was nominated for the Game Development World Championship 2021's fan favourite! It would help a lot if you voted for it here: |
November has been filled with horizontal slice development! Nearly all our time was spent working on new content, which is fantastic! The world is already four times as big as the demo, and there's still plenty more to go.
December is going to be a short month as we have two weeks of holidays ahead of us, which I'm personally really looking forward to. I will be writing a year wrap-up for the end of December though, just like last year. As always, I sincerely hope you give the new demo a try if you haven't yet. Let us know what you think when you do or if you have already! |
An event-ful month passed by for Kandria! Lots of developments in terms of conferences and networking. This, in addition to falling ill for a few days, left little time for actual dev again, though even despite everything we still have some news to share on that front as well! [h2]A minor note[/h2] I'll take this moment to indulge in a little side project. For some years now I've been producing physical desktop calendars, with my own art, design, and distribution thereof. If you like the art I make or would simply like to support what we do and get something small out of it, consider get one on Gumroad. [h2]The bottom line[/h2] As always, let's look at the roadmap from last month.
Well, we're starting to crunch away at that horizontal slice content. Still got a long way to go, though! As always, I sincerely hope you give the new demo a try if you haven't yet. Let us know what you think when you do or if you have already! |
A shorter monthly update for once, as this included two weeks of holidays, in which we were both morally, legally, and bound by higher powers unbeknown to us forbidden from working on Kandria. Regardless, progress was made, and news are here to be shared, so an update was written!
Oops! None of the items we had on there last time changed yet. But, some other important things were added and fixed already. Anyway, we'll start to get to the other things this month. Until that's ready, I sincerely hope you give the new demo a try if you haven't yet. Let us know what you think if you do or have already! |
Big news this month: there's a new free demo release (!!), news on the Pro Helvetia grant and on Gamescom, and a lot of stuff to look at that we worked on!
The game is now not only on Steam, but also on Itch.io, if you prefer to follow updates on that platform! Again, to get the new demo, sign up here: https://kandria.com/prototype [h2]Pro Helvetia Grant[/h2] The Pro Helvetia Interactive Media Grant deadline was on the 1st, and we've submitted our stuff for it! I'm quite happy with the game design pitch doc that we put together, but since there's probably quite a few very capable studios applying for the grant, who knows whether we'll have any luck with it. I'm definitely keeping my fingers crossed for it, as getting the grant would not only be very important for us financially, but also be a huge boost in confidence, to have support like that. It would also make negotiations with publishers easier, as another organisation has then already given their vote of confidence. Getting the first foot in the door like that is always the hardest! Anyway, it'll probably take a few months before we know anything, so there's no point in worrying about the result of it now, we'll just keep on trucking in the meantime. [h2]Gamescom, Devcom, IndieArenaBooth[/h2] So, Gamescom was this month, which took up a week with meetings and such. We've contacted a bunch of publishers and met with a few that expressed interest in Kandria as well, which is cool. I'm not expecting anything of course, competition in this area is extremely fierce, but it's nice that we're at least getting warm receptions and actual interest. They'll look at the new demo release now and hopefully get back to us on what they think of the game in the next few weeks. We'll be sure to let you know if we hear anything about that! Aside from that, Kandria and Eternia both were part of the Steam listing for Gamescom, which gave us a nice spike on our wishlist numbers: We definitely need a bunch more spikes like that though, so I'm keeping my eyes open for other festival opportunities like that! [h2]UI[/h2] This month was a "UI month" and as such there's a lot of changes for that. Overall I'm really glad we had time for this finally, as it really improved the overall polish of the game by a lot. There's now a main menu and load screen: [previewyoutube=cfKM-Yrcg2M;full][/previewyoutube] A handy shop UI: [previewyoutube=n7NDGYE99zU;full][/previewyoutube] An in-game map showing you where you and NPCs are, as well as where you've gone: [previewyoutube=2f-oovGqU5w;full][/previewyoutube] Finally a way to change key mappings to your liking: [previewyoutube=VjL3uHdd5Rk;full][/previewyoutube] And all sorts of other improvements to things like the item menu, options menus, etc. [h2]Tim[/h2] Since this was the last month before the Pro Helvetia submission and new demo, I've spent a lot of time playtesting the questline, reporting and fixing bugs, and just polishing the content as much as possible - such as adding descriptions for all items and fish, and a first-pass economy for when you buy/sell with Sahil. I also proofed Nick's pitch doc and did a little market research for this on similar games. Since we want to make a bit of a fuss over this new demo, I've also researched into reddit and prepped a couple of stories, which we could post to announce the release. Since Gamescom also happened this month, I filtered the list of attending publishers and researched them, trying to find those who'd be most suitable for our game. Nick was then able to use this to prioritise meetings. Finally, I've started to look beyond the demo to the horizontal slice, which we're planning to tackle next. We'd already done some work outlining the remaining acts of the story (the current demo is essentially act 1 of 5), writing some backstory and lore for the other factions and regions (which Fred has been concepting); but now we need to bring these acts to life with actual mainline quest content. I'm still in the middle of this, but I've already made a good start at planning out the main quests for acts 2 and 3. Next I'll be getting feedback on these from the team, but already it's nice to be pushing back the fog of war, and defining the rest of the story in more concrete terms. [h2]Fred[/h2] Fred's been working on the horizontal slice content already, doing concept work for the second and third areas: We're trying to keep all the areas very visually distinct, and I think that's working out quite well so far! I'm really excited to see it in-game. [h2]Mikel[/h2] Mikel's got all the necessary tracks for the demo finished in record time, and in the past week has been going over all of them to revise them and make them fit even better to the game's feel. Here's some of the tracks: These tracks have many variants still to adapt to the mood of the game at the moment, so there's a lot more work behind this than might first be apparent! [h2]Cai[/h2] Cai's been hard at work implementing all the needed sound effects that I'd been slacking on so far. We now have sounds for almost every interaction in the game, and it has contributed a ton to make the game feel more alive. We even have stuff like distinguished footsteps based on the terrain you're walking on. There's still a few revisions left to be done, but otherwise this first batch of sounds got done really well. We'll probably wait a bit more until we do another batch, as we have to focus on actually making some more content, first. [h2]Roadmap[/h2] And with that, let's look at the roadmap from last month with the updates from this month added on top:
But, before we get to all that we got a well deserved two weeks of holidays ahead of us. Once we're all back though, I'm sure we'll get that horizontal slice knocked out in no time! In the meantime, I sincerely hope you give the new demo a try, and let us know what you think if you do! |
A big ole update for Kandria this month! We went to GDC, worked on combat and user testing, improved the UI and dialog, added new music and sound effects, and more! Aside from the music there's also been more audio changes, by way of a new team member: [h2]Cai[/h2]
Cai has been hard at work remaking the existing sounds and adding new ones. One of the bigger changes in that respect is the addition of atmospheric sound layers that now underlay each music track. The atmospherics and music both change independently depending on the area the player is currently in. [previewyoutube=xEgkLNTvr6Y;full][/previewyoutube] It still needs some tuning, though. We need to make sure the loudness levels of each track work properly in conjunction with the atmospherics, and that the transitions between areas work smoothly without calling too much attention to themselves. [h2]Roadmap[/h2] Let's look at the roadmap from last month with the updates from this month:
I'm quite confident I can get all the UI stuff done in time, so we should be well set for the Pro Helvetia submission! |
Another month filled with a lot of different stuff! We have a lot of conferences coming up, there was a bunch to do for marketing, the game has seen a lot of visual and gameplay tweaks, and we've started doing a lot of direct playtesting. Finally, the music has also made a lot of progress and the first few tracks are now done!
The first three are scheduled to be done by September 1st, and so far it looks quite doable. The events are going to jumble things up a bit, but I hope that we still have enough time scheduled around to get it all done in time. Until then be sure to check our mailing list for weekly updates, and the discord community for fan discussions! |
There's a lot of different news to talk about this month, so strap in!
As always there's some smaller tasks that aren't in the overall roadmap. We seem to be doing pretty well keeping on track with what needs done, which is really good! It's all too easy to misjudge the time required to complete things, especially in games. In any case, time is flying fast, and there's a lot to do. In the meantime be sure to check our mailing list for weekly updates, and the discord community for fan discussions! |
Another hectic month gone by. Getting Eternia: Pet Whisperer done and published on Steam in such a short time was no small feat. There were a few hurdles along the way as well, especially when it came to getting it ready for Steam, but overall I'm really glad we managed to get it out. Having a bona fide released title is amazing!
There were also some minor content fixes for typos and such along the way. In any case, the automated crash report system I instated for Kandria helped a lot as it told me when people were having issues. Still, it was heartbreaking every time I got a report, as knowing people can't even play the game and are likely very frustrated or disappointed stings a lot. I really hope the Kandria release will be more smooth and less prone to issues now that we have a better handle on the process. Still, the amount of issues that are only uncovered by having people with various PC setups try to run your game is... well, it's not great. One of the many perils of the PC platform, I suppose. It hasn't yet been a full week so I don't really want to go into the statistics of the Eternia release, but I'll be sure to talk about that stuff in the next weekly update! Anyway, aside from supporting the Eternia review and taking care of the marketing around that, I also did some planning for Kandria. I asked ProHelvetia, and it turns out the submission deadline for the grant is going to be 1st of September of this year. This gives us roughly four months to graft a tutorial onto the vertical slice, and polish the fuck out of it to make it look as good as possible. A first step in that is to iron out egregious bugs that were reported from people playing the public vertical slice, and making a new trailer that shows off all the new content we made. I've now started working on both of those things and we should be able to finish the new trailer in the next week. I initially also wanted to put out a patch for the vertical slice already, but while we did fix a number of bugs and there's a few improvements, I'd rather wait until the rest of the other known and egregious bugs are ironed out at least. Regardless though, if you're on the Discord or the mailing list, we'll let you know when that patch hits! [h2]Composers[/h2] In the last monthly I announced that you'll get to hear the pieces the three finalists put together, so here they are! I hope you enjoy listening to them! While all three of them did a fantastic job and the decision was a hard one, we ultimately went with... [h2]Mikel[/h2] Hey everyone, my name is Mikel - nice to meet you! I'll be working as Kandria's composer from now on, which means I'll bang some notes on the piano and hope they sound good. In my first week as part of the team, I've been working side by side Shinmera on the game's new trailer. Taking inspiration from OSTs like Astral Chain and Octopath Traveller (as well as using our secret weapon, Julie Elven), we're cooking up something real good! If you have any suggestions, any soundtracks you'd like me to check out, or any weird instruments/sounds you demand I incorporate in the music, please let me know on the Discord! It'd be great to have some feedback from you too :) Ah yes, time for shameless plug: if you'd like to listen to some other games I'm working on, feel free to peruse Underdesert (rogue-lite dungeon FPS game), Waves of Steel (naval battle!), Cryptonom (if you like monster RPGs), or Heredity (good ol' fantasy ARPG). You can also check out my website for more deets. Look forward to showing you what's next! [h2]What's next[/h2] Here's a rough roadmap for the rest of the year:
Of course the size of the items varies a lot, but hopefully we should be able to begin work on the horizontal slice by November. If we extrapolate the time it took for the vertical slice and cut some content, this should leave us with enough time to finish by early 2023... provided we don't run outta money. Anyway, that's why the grant is the primary target for now. Though we were also accepted by ProHelvetia for GDC Online and the SwissNex US Game Industry Week, so that'll give us some more opportunities to look for a publisher. Having a new trailer for that should definitely help a lot! Well, see you next time then! Remember that there's a mailing list with weekly updates, a discord for the community, and my twitter with short videos and images on the development! Oh, and do check out Eternia if you haven't yet. We've gotten some really nice reviews for it, which has been a joy to see! |
Just a short announcement to let you know the our other game, Eternia: Pet Whisperer now fully available for purchase on Steam! Sorry for the bumpy ride leading up to the release, but I hope you check Eternia out! |
What a hell of a month! We got a lot done, all of it culminating in the release of the new vertical slice demo! This demo is now live, and you can check it out for free!. This slice includes an hour or more of content for you to explore, so we hope you enjoy it! |
I can't believe it's been two months already since the year started. Time moves extremely quickly these days. Anyway, we have some solid progress to show, and some important announcements to make this month, so strap in! |
I hope you've all started well into the new year! We're well into production now, with the vertical slice slowly taking shape. Much of the work in January has been on concept and background work, which is now done, so we are moving forward on the implementation of the new features, assets, and writing. This entry will have a lot of pictures and videos to gander at, so be warned!
And that's about what we managed to discuss in the 20 minutes we had. As mentioned, I'll probably schedule another consultancy later in the year. I'll be sure to let you know how it went! Alright, I've run my mouth for long enough now, here's some words from Tim about his experience for January: [quote=tim] Its been a documentation-heavy month for me: designing the vertical slice quests on paper (which will become the first act of the narrative), making some tweaks to the characters and plots to fit the games pillars, and also tweaking the press kit and marketing copy from Ramis feedback. The last two weeks Ive also started implementing the first quest, reminding myself how to use the scripting language and editor (its amazing how much you forget after a couple of weeks away from it). This has also involved familiarising myself with the proper quest structure, using the hierarchy of quest > task > trigger (for the demo quest it was more like task > trigger, trigger, trigger, etc. you get the idea). Whats been most fun though is getting into the headspace for Jack and Catherine, writing their initial dialogues, and threading in some player choice. Catherine is quickly becoming my favourite character. Its also been great to see the level design and art coming along - Nicks sketched layouts, and now the pixel art for the ruined buildings which he and Fred have been working on. Oh, and seeing the AI in action, with Catherine bounding along after The Stranger blew my mind. [/quote] Well, that's about it for this month. It's been exciting to finally see a change in the visuals, and I'm excited to start tackling the first underground area. I see a lot more pixel work ahead of us Anyway, in the meantime until the next monthly update, do consider checking out the mailing list if you want more in-depth, weekly updates on things. We cover a lot of stuff there that never makes it into the monthlies, too! If you want to get involved in discussions and feedback around the game, hop onto the discord. We're slowly building a community of fans there, and are trying to post more actively about the process. For a more casual thing, there's also my twitter with plenty of gifs and images. Finally, please do wishlist Kandria on Steam! It might seem like it isn't much, but it really does help out a lot! Thanks for reading, and see you next time! |
Well, 2020 has certainly been a year. Given the amount of stuff that's happened, and especially the big changes in my life around Kandria, I thought it would be interesting to write up a review on the entire year. I'm not going to go month by month, but rather just give an overview on the many things that happened and how I feel about it all, so don't be surprised if I jump between things a little bit. |