Bryan

Update #15: April 20

We're wrapping up development! We're looking to publish the full-release game on Steam sometime within the next week or so, so be ready. We've been hard at work cramming-in as much polish and juice as we can before we all graduate and go our separate directions (more on that later). Also, a fun side-note, it's officially been 1 year since our first blog post! 

Game updates:

We have begun the achievement implementation process, so for our full release players will be able to earn a variety of cool game achievements for their feats of strength and stupidity. Dylan made some really cool UI symbols that Hayden re-purposed into achievement icons. Below is a sneak peek at just a few. 

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We've also made small changes to balance, created a save system to keep track of your progress, and have done a lot of work the game's UI. Below is a tiny taste of the UI that we've been improving over the last few weeks. Dylan's been doing some great concepts and Ben has been turning those concepts into reality. 

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Jeremy's been helping us fix bugs, but has also been going real hard at making some super cool VFX. Projectiles and explosions mostly... And a bunch of really juicy stuff that you can find by playing the game!

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And Our 3D artists (Bryan, Nate, Tyrone, and Ruohan) have been hard at work finishing up the assets in our game. These are a few object from what we call the Mining Kit. These items will be scattered around the planet's surface telling stories of the old civilizations that used to mine there. 

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In addition to all this visually beautiful work, the engineers have been hard at work fixing bugs, tweaking AI, and optimizing our game. The designers have been occupied with game testing, level polish, gun balancing, and making the experience rewarding in single-player. We've reduced enemy health and added a few more tweaks that makes the game 1. beatable, and 2. fun for those playing solo. 

We're also working to add more scenes that will bring the player further into the universe we've created for them, as well as give players clearer instructions on how to play the game now that we have the full game loop implemented. We've also created Steam Trading Cards, but need to hit a certain threshold of sales before they enable us to implement them. 

We also added a neat little feature where dead players can now move their spawn beacons. This gives players something to do while deceased, and can create some pretty funny griefing opportunities. 

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We've done a whole lot more on the game over the last few weeks, so please go check out our game, it's only $1 on Steam and the price will raise once we fully release so we'd recommend getting it sooner rather than later. 

Team updates:

Some of you might be wondering where we're all going after we graduate in two weeks. Stephen, Eric, Isaac, Ben, and Bryan are working/ will be working - for WB Avalanche here in SLC on a new, amazing game that will be announced later this year. Karan will be moving from WB Avalanche to Wargaming (World of Tanks) in Chicago. Jeremy will continue working at Rockwell Collins making some phenomenal war vehicle simulations. Hayden is headed to Austin, TX to be a Program Management Intern for Blizzard Web & Mobile. Dylan is heading over to local indie studio Parallel Plaid. That's all for now, but many others will be getting jobs as we go along, so we will report more in our next, and last Update. 

Update #5: June 5th

Hey everyone, 

So as you might have noticed, communication here has been pretty lax over the past couple of weeks. There are a couple of reasons for this, and we want you to know that it's absolutely not because we've lost interest in the game or feel as though we don't owe you guys. In truth, many of us are taking a bit of a break from development over the summer. As mentioned before, a good chunk of our staff are off at internships at AAA game studios creating the next multi-million dollar best seller. Many others have returned home to spend some time with family and friends. And some of us have been fortunate enough to get part or full-time jobs here in Utah as well. Ben, Jeremy, Isaac, and Bryan - four of our phenomenal artists/tech artists - are doing some amazing 3D work at Rockwell Collins, a company that specializes in military simulations. Hayden, Stephen, and Tyrone are all working at the GApp Lab on the University campus making therapeutic games and apps. Dean just got a job at castAR doing QA work. The general idea here is that many of us are taking this summer as a time to develop and refine many of our disciplinary skills. And, as mentioned in previous posts there are still a handful of our crew who are here in the office making strides on the game. Jeff is often in the lab getting company logistics figured out and reaching out to otherworldly forces that can help support the game. Dylan is always churning out some crazy cool concept art and developing ideas for where our cosmonauts will land in the future. Regardless, we'll all be back in August to work on the game and are going to be even more motivated to finish strong having already been approved on Steam Greenlight! We promise that we'll keep updating all of you guys with more info as features and prototypes are developed, it just won't be on a weekly basis.  

We thank you all for your support, and remember: we love you <3