#22 - Backerkit/Pre-order store live, design/narrative progress!
2 months ago
– Wed, Jul 11, 2018 at 10:25:49 PM
Please note, most of the below concerns those who missed pledging. If you already pledged, we have more backerkit information for EXISTING BACKERS under this section.
Good news after a relatively quiet last week. Mainly, we finally have the backer kit store launched and ready! If you missed out on any individual add-ons or (some) of the tier rewards we have them up for you at this link;
With this pre-order store, we wanted to maintain a certain level of exclusivity for existing backers while also offering ways to get the game and merchandise in the hands of late-comers, so with that in mind we have a few points of interest:
- The Collector's Edition package includes the physical copy of the game, the physical soundtrack, and the physical hardcover art book, all wrapped in a unique casing with special art. This will be priced at $200 in order to account for the costs of production, costs of the items themselves, and also to remain fair to the higher tier backers who locked theirs in during the campaign, since it will not contain the extras that come with the higher tier that backers pledged toward.
- You may notice that the physical versions for Switch, Vita, and PS4, cannot be selected at the moment. These will be added in the future once we can confirm physicals for PS4/Switch and once we can coordinate minimum order production batches. For existing backers, this does not effect you, you will still receive the vita physicals you pledged for.
And now for information concerning existing backers;
- Backer surveys are ready, but will not go out for a few more months, while we confirm get some production kinks and specifics worked out. If you're interested in changing your pledge level, you'll be able to do so through the survey, so existing pledgers do not need to use the pre-order store unless they want extras.
-On a transparency note, we want to note that the money made from the backer kit sales will NOT go towards the animated cutscenes stretch goal; instead it will go towards paying our current contractors a bit more, improving over-all quality of the game where ever we can allocate funds, and used for potential trips to conventions in 2019, to market and show off the game as well as meeting fans. To be clear, every penny will be used for development-related expenses though, no superfluous things unrelated to making Sense the best game it can be.
With all that out of the way I also wanted to update you all on the current writing progress.
Things are moving a bit slow, but still rather smoothly. I am taking the time to find inspiration and compare the narrative to other games, movies, and books in order to guarantee a level of originality and freshness for genre fans. I don't want Sense to give you much familiarity while playing, so while very little of the script has been hammered out, the notes, sketches, and iterations have already filled TWO full sketchbooks.
Once again thank you all as always for following along and being patient in these early days. Once Kay and I are all settled in to our temporary home, I will have a lot more to show and tell you all about! For now, make sure to tell all your friends about the backer kit and share it around! Thank you again for your continued support.
#21 - Funds deposited! Executing the Plan!
3 months ago
– Tue, Jul 03, 2018 at 12:02:47 AM
We are FINALLY here! Kickstarter has deposited the funds into my account, and we're getting everything paid and further setup on our end.
Over the past 2 weeks we've been very quiet while waiting on the funds, but that doesn't mean we stopped working! Among other things, we've been polishing the backerkit and making sure that things are ready. With that said, there's still a few things to do, so the backerkit will be going live later this week. We'll post an update about it here and on social media when it does.
On backerkit, if you missed the kickstarter, you'll be able to order individual items such as copies of the game or soundtrack, or if you're an existing pledger, you'll be able to do a few things, including up your pledge to higher pledges if you feel inclined, or allocate funds to add-ons. There will be more information about this in the post coming up later this week, but if you have any questions, feel free to ask them ahead of time!
We've started working out our forums too, and actually have completed most of the setup process. We're getting the design and other specifics setup right now. When it's fully functional we'll be sending backers links to come on in and start chatting!
Most importantly, the game's core narrative is being written and polished. In fact, an entirely new interaction chain is being developed for the first area of the game, one major piece of which has quite a cool surprise which we'll reveal closer to launch.
With that in mind we wanted to go over our plan for the next year and a half. We made a quick info graphic to showcase our plans;
This is obviously not super concrete, BUT we intend to stick to this timeline as much as possible. Gamedev is tough and can be pretty hard to schedule, but that said we aren't too worried about hitting our Q3 release for consoles and Physicals. The goal for a full release is Halloween Eve 2019!
To break this down, let's go over the individual phases, along with short explanations for each one;
Core Dev - This is the time needed to develop the core game. During this time we'll be working hard on overall development, as well as posting development updates appropriately and keeping everyone informed about progress.
PC/Mac Launch - Around Q2 of 2019, we plan to launch the base game on PC & Mac, and possibly Linux if we can get that working as well. This will not initially include the first two DLCs, but the base game.
PC/Mac Fulfillment - Digital copies for those who ordered on PC/Mac/Linux (again if applicable) will receive their copies. The digital OST will also be fulfilled during this time.
DLC 1 & DLC 2 - We'll be rolling out the 2 DLCs in succession after the initial release as they become available. We can't give specific dates for these yet but with an estimated Q2 launch, they would be launched between Q2 and Q3.
Physical Production - Before DLC 2 is done, we'll be starting physical production for all items other than physical copies (Soundtracks, Posters, Etc). Once DLC 2 is done, we will immediately start physical production for all other physicals (PC & Applicable Console ones), that way all DLC is included on the disc, something which was requested by backers.
Physical Release & Console Release - The game will release on all consoles, with all DLC included. Physical copies will also be available, since we will have extras made due to minimum orders. More information about this in the future! This should be around Q3 in 2019.
Physical Fulfillment - Physical rewards will be shipped out!
Since this may be slightly confusing, here is a quick FAQ about our plan;
Why are physical rewards being shipped out so late in the development cycle?
Because it's been requested that we place both DLCs on the game disc, we need to wait until all content is developed & live before shipping physical game copies. In order to avoid confusion and in order to keep the fulfillment process as simple as we can, we will be sending out all physical rewards at once, so all physical rewards need to wait until game copies are produced.
Why are the DLCs & Base Game being released separately?
While we're certainly excited as ever to work on the stretch goal content, we still want to make sure the base game, which contains the most content, is as polished as possible. Because of that priority, we need to section off development time as much as we can, especially in order to meet our planned schedule. That said, we are not launching in early access. Once the base game is finished, it will be as polished as we can possibly make it, and the DLC will be released successively as actual DLC content which just happens to be free. This gives our schedule a lot more flexibility for things like testing, porting, & reward production/fulfillment.
Why is the console release so far after the initial release?
While we will do early tests to assure the compatibility of the base engine and all content with consoles, the actual porting process is quite long, and bugs can sometimes differ on console hardware than on PC. Because of this, we need separate time for porting & testing. Because we already need to wait until we have all the DLC to make the physicals, the base game would just be sitting around completely finished for what could be months on ends regardless, so we feel it would make more sense to simply release the game so backers won't need to wait.
Is it possible to do a digital console release without the DLC, and update date in succession like the PC version?
Yes and no. As we said above, we need the extra time for porting and testing regardless, so this would push back the PC version's launch as well if we wanted to dual launch. However, while we can technically launch the digital base game on consoles, the issue becomes reward fulfillment, as the majority of console storefronts are regional, so we may have trouble delivering redemption codes to backers in varying regions. Again, we want to make sure the fulfillment process is as clean and trouble-free as possible, so we are doing this type of research and taking these precautions as far ahead of time as we can to make sure there are 0 issues in making sure you get exactly what you backed on time.
With all of that said, we will have another update for you very soon! We thank all of you again for your continued support.
On another note, the now infamous Ron Z of Olympus comics was kind enough to back us, and as a fan of his work I wanted to point everyone to his current Kickstarter for Valkyrie Saviors 2, which looks like a fantastic continuation of the first issue. Olympus is doing fantastic work bringing sexy back to American comics, and I'm happy to give my seal of approval! Check out their campaign here if it strikes your interest: