We just got back from PAX West and we're back onto working on Heartbound. We have a bit of stuff to get out for the Kill The Moon Demo before we continue but that will be done by Friday. Hope to see you all on stream!
It's been a number of months since we've updated and I wanted to let you guys in on what's been going on, who is working on the game, and what we have planned for the future!
There were a number of reasons for this both financial and personal but things should be settling down now as the move is mostly complete and we just have a few more things to do. The new digs will be focused entirely on developing games and running the streams. Right now we're in a temporary shared space but by next week -hopefully- we should be in a permanent new space that isn't shared.
If you didn't know we stream development of Heartbound live on Twitch every day from 12pm-10pm PST. The first 5 hours is art and the second five hours is programming. Heartbound is the main priority right now and we're working through Animus live so come check it out.
We also work on our back-burner game Kill The Moon from time to time or play games and give feedback on them. Recently we ran a game jam and helped a ton of new designers on their path to making cool stuff.
3. Animus is in -unstable testing- phase right now and we update this build every Sunday.
You can access the unstable version of the game using the code "CheeseAndWhiskers" without the quotes and following the image below for instructions. This build has tons of changes, new stuff, testing stuff, all kinds of things. Animus is a massive undertaking and we are spending time on testing things for feel on top of just making it work.
There is no unstable build for Mac or Linux currently. The unstable builds are also only in English. This speeds up development time and reduces issues while we're testing all of this stuff. Once these builds pass and feel good we translate them and move them to the other platforms.
This is a ton of work for three people but we won't be expanding the team. I'm happy with how development has gone so far and I'm proud of what we've accomplished together and what we have planned for the future. Good games take time and I do not intend to rush this. If you're ever wondering who responded to your YouTube video, Tweet, or email all of that was Thor. Small teams do a lot of stuff outside of making games so be kind to your devs!
Wanted to start filling in some storyline and emotional tie-in gaps along with a bunch of bug fixes. This should set the stage for the new additions when we start working on Floor 0.
Thanks for all the feedback and support. You guys rock. :HBHeart:
The Tower
Quality of Life
Phish now tells you how many ducks he's missing.
Bugs
You can no longer get stuck in the lunch rush door. Oops.
OScar no longer gives duplicate directions when you finish all your jobs.
You can no longer side-eye talk to objects on desks in The Tower.
Terminating at the same time you're terminated no longer terminates the game.
G8r has lost the green dots plaguing his face.
OScar will no longer double his music just before termination.
New Content
Joe isn't finished chatting with you.
Baron has some words for you.
Global
Storyline Changes
The fires of muspelheim now burn under different circumstances.
Steam
The Steam overlay now works. (Shift + Tab)
You can take screenshots using your preferred steam key. (F12)
The Heartbound OST is now in its own folder in your installation folder.
The Heartbound OST now shows up in Library Music.
The Heartbound OST now has album art.
Bugs
A crash during the first portal cutscene that was implemented in this build was fixed.
Upcoming
Language
FRFR translation will be released next.
ESMX is still being worked on.
RU is still being worked on.
New Content
Tower Floor 0 will start active development on 12/27/2018.
Saw some feedback regarding lack of direction in some parts of The Tower. Working on giving more direction without making it overbearing. These are some minor improvements that I want to test out and see if it helps smooth out portions of the experience.
Thanks for all the feedback and support. You guys rock. :HBHeart:
The Tower
Quality of Life
OScar will now direct you to your next job if you speak to him again.
It's in his programming and he probably enjoys it.
Whiteboards now assign Newhires to a cubicle. Lucky you!
A handbag is now always at the lost and found. Pick it up if it's yours!
Bugs
A noise complaint has been filed against the local ducks for whooping too loudly.
Sticky notes have lost their ability to phase into noses.
Animus
Bugs
The camera will no longer get stuck in the trees in Animus if you go there multiple times.
No trees were harmed in the fixing of this bug.
Global
Text
Words should no longer fly out of their assigned boxes. Should.
PTBR translation should have a lot less typos and inconsistencies. Also should.
Credits
The credits are no longer a trap and can be exited by hitting cancel.
Credits were harmed in the implementation of this feature.
The credits now speed up if you hold accept as they get excited by your approval.
A bunch of names were added to the credits. Thanks for being rad!
Cutscenes
World portals no longer shift out of the visible spectrum.
Upcoming
Language
FRFR translation will be released next.
ESMX is still being worked on.
RU is still being worked on.
New Content
Tower Floor 0 will start active development on 12/27/2018.