What have we been up to this week?
Hey hey hey! Here we are, the first newsletter issue of 2019! The 43rd ScourgeBringer open development issue! Happy new year!
Previously on ScourgeBringer: in the last newsletter, we made little to no progress because I was sick, yet Florian managed to progress on enemy design. And then we took a break until the new year.
Last week, we were back at the office for another year of ScourgeBringer!
The beginning of the year is a time of reflection for us. We had paperwork to do (our fiscal year ends on the 31/12), and the year to come to prepare! We've been re-planning the project, the budget, as well as progressing with our publishing opportunities which we hope are about to close.
Let's recap the project situation to start 2019 fresh!
What's the current state of ScourgeBringer?
We are in the active process of finishing the core design of the game and its vertical slice (i.e. a fully playable level with a boss and the core gameplay in). We are targeting February to complete this, which should hopefully end up to a demo release in March (we want to take a month to polish it). The nature of this demo is still to be decided, as well as if it's going to be public or private. This should mark the start of the alpha access of the game.
Past that point, ScourgeBringer will go into full production until its release! A sound designer and a music composer are about to join us on the project (thanks to the publishing opportunities), and we also hope to be able to recruit a part-time community manager to help us with the alpha/beta management.
We are now targeting to complete the game one year after the vertical slice, which should be sometime by Q1 or Q2 of 2020. Yep, still more than a year to go! We updated our budget accordingly, based on our yearly revenues from our other games which just landed. What was supposed to be an 18-month project is now closer to 24 (yes, we're missing the 18 target but we're in a viable situation nonetheless).
The project is now looking pretty solid. We have a clear vision of it, and we are setuping a kick-ass team with good partners.
These good conditions will also allow us to work full time exclusively on ScourgeBringer until its release!
Let's do this!
In other news...
We had a very short notice and couldn't fit that announcement in the last newsletter, but NeuroVoider physical edition for the PS Vita went online at Limited Run Games last Friday! There are still very very few copies left at the time of writing this newsletter.
Next week, we'll be back working on the game. We're moving forward with simplifying the controls, as well as starting to integrate a new sound system into our engine (because we are upping our sound requirements a lot compared to our previous titles).
That's it for today, see you next week!