Two, we are keeping things vague not because we don’t know the answers but because we don’t want to spoil the surprises. You will recognize an update is not a regular patch when it also has a codename and not just a number. But it’s clear that this roadmap is just the first draft, and we will be publishing updated versions with each significant update. But we did check out some roadmaps from well known and higher profile indie projects of the past and present and did our best to be on the same level. Is there anything we can do to support such approach?Īs for the roadmap itself, a couple of things to bear in mind: With the solid gunplay and core combat loop it’s just fun to be on an expedition and do things, ignoring the Familiar altogether. Meanwhile, for a lot of players it’s about the journey and not the destination. To give you an actual example of the feedback I’m talking about here: we always thought that what you do during the gameplay will be treated as means to an end. No wonder that some of the best indie studios keep using the Early Access approach even for sequels of their highly successful originals. Such feedback will result in a better game, plain and simple. For example, when you don’t feel limited in any way, you might want to focus less on the main goal of the game and just enjoy slow and steady grind or half an hour of mindlessly clicking heads just before the sleep.Īll my experience tells me clearly that some of the feedback we’re getting is possible only because of the Early Access, and good old regular playtesting would have not revealed these things. You experience a game differently when you play it in the comfort of your own home, with sessions as short or long as you want them to be, and breaks similarly totally up to you. Standard playtesting won’t give you the same results. And that thing is the feedback that comes with dozens of hours of play experienced in the way you really experience games: without supervision. So yeah, while the regular feedback is important, there’s also something else at play here, something that’s exclusive to Early Access. If we did – and we would if we were not doing Early Access – I’m fairly certain we would have caught the issues. We’ve tested the game for bugs and hardware compatibility and such, but we didn’t really test it for the experience. I mean, that’s it, of course, we’re tweaking and updating the above and more due to your feedback – but honestly it’s also something that proper testing would have revealed as well. Or the Calamities, our big unique battles against the worst of the witch’s undead hordes, the feature we were so proud of, and one that turned out to be a pain in the ass rather than an exciting spectacle? Because while they’re here to stay, we’re definitely changing some stuff around them. You might think that maybe it’s the way the progression works in the game, because yeah, we will be changing that. We said it many times before that Early Access only makes sense if the players influence the development, and this is exactly what is happening.Īre you curious what is it that you’ve influenced? One is ours, the designs we cook up and the worlds we want to bring to life. This vision is an amalgam of two different thoughts. The things we will be working on until we reach 1.0. Here it is, our (almost) spoiler-free, condensed vision for Witchfire.
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