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.
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Recent updates View all (9)

November 22, 2017

Turkey Time Update

Hey, it’s that time again. What have we been up to? Well, here’s a brief run-down.
  • Working on the core game. At this point we’re still on track to have the base done and ready for initial testing by the year’s end, and we’re 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.

  • We’ve 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 it’s a better idea to invest some time into building automated or more dynamic systems that make content creation easier down the road, and that’s definitely been that case here.

  • We’ve 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! We’ve 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 we’ve 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 we’ve 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. He’s 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
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September 7, 2017

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 we’ve already started to doing test builds on the switch with good success.
  • Marketing has been a steady process of collecting Youtubers, let’s players, and general people in the industry who want to review, and experience Ira. It’s 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.

How’s 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.
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About This Game


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.

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Windows Vista or Later
    • 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
    • DirectX: Version 9.0
    • Storage: 400 MB available space
    Minimum:
    • OS: OS X Mavericks (10.9.x) or later
    • Processor: Intel® Core™ 2 Duo 2.4 GHz, AMD Athlon™ X2 2.8 GHz, or highe
    • Graphics: ATI Radeon HD 4650 / NVIDIA GeForce GT 220 / Intel HD 4000 Graphics, or equivalent
    • Storage: 400 MB available space

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