Finally [b]Mechanophagia[/b] is out, after almost a year of development, and we are very happy to finally share the result of our work. We are a small Venezuelan studio, formed by two brothers, and this is the first videogame we publish, but it will not be the last. Let's start by reviewing the content of the game at the time of its release: [list] [*] 3 different levels, each one with its own enemies with different behaviors, and a unique boss after surviving for 10 minutes. [*] 56 random upgrade cards during the runs. [*] 6 permanent upgrades, that you can assign with achievement points between games, and that you can reassign at any time. [*] 39 different achievements, with which you will earn points to buy more permanent upgrades. [/list] [h2]What will be released in the coming weeks[/h2] One thing we want to clarify is that Mechanophagia has not been released in early access. Our plan has always been that Mechanophagia would be a small game, that would serve us to learn the necessary skills for the development of a videogame, and that we could apply those skills to our future projects. Even so, the game could not be ready for the release date in the conditions we would have liked. Partly because of our inexperience as developers, and partly because the climate of political instability in our country has made it difficult for us to work this last month. Therefore, during the next few weeks we will be updating the game, until we get it to the state in which we wanted it to be released. These are the things we will be adding or improving in the next weeks: [list] [*] Quick mode (5 minute games, to get to the boss faster) [*] Visual improvements to many parts of the game [*] A better transition to the boss fight, and a more satisfying victory screen. [*] Add many sound effects missing in the game. [*] Difficulty balancing. [/list] [h2]Things we could add later[/h2] Throughout the development of Mechanophagia we have been having to put ideas aside, as we understood the difficulties involved. Many of these ideas require time and resources to bring to fruition, so we cannot guarantee that they will ever come to fruition. They will depend largely on the results of the game, the number of people who buy it and the feedback we receive. [list] [*] Localization to other languages. It will also depend on the results we are getting, the countries where the game is most played, or what we are asked for more often. [*] Different music for each level, or for the battles against bosses. [*] New random upgrades, with more unique effects that alter the gameplay of the run more significantly. [*] Another progress system between games (a kind of deck, that allows you to block some upgrades from appearing in the run). [*] Endless mode, with enemies from all levels. [/list] [h2]Things that almost definitely will NOT be done[/h2] Finally, even if the game turns out to be a bigger success than we expect, there are some things we are almost certain we will NOT do. Developing Mechanophagia has been a very enriching experience, but we want to carry that experience into new projects. Therefore, it is almost certain that Mechanophagia will not have: [list] [*] New characters [*] New levels [*] New enemies [/list] Thank you very much for your interest in Mechanophagia. If you want to know more about the progress of this, and future projects of our studio, feel free to visit us at [url=https://discord.gg/njmgmMrHAD]our discord[/url]. Translated with DeepL.com (free version)