2023 Summary & Recap
Author: Trainwiz,
published 10 months ago,
Welcome starchasers! It’s a new year! A new you! A new us! New gods, built to burn down the old ones and establish a new pantheon inside their corpses!
We like to do yearly recaps at this point, to summarize everything that’s happened in the past 2023s. So… what is done?
[img]https://clan.cloudflare.steamstatic.com/images//35321791/8bcdf1e60ff20e82e585f6aac725130fe9036b82.png[/img]
The answer: [b]Everything[/b]. The game is content complete. Both campaigns (multiplayer and singleplayer), every quest, system, station, dungeon, boss, random mission, party member, flyable ship. There’s several hundreds hours of play here. As our testers can attest to, the game is absolutely MASSIVE.
[img]https://clan.cloudflare.steamstatic.com/images//35321791/8b0b63e51add53018fe171054fe7e1099b1901b6.jpg[/img]
[img]https://clan.cloudflare.steamstatic.com/images//35321791/772136efa2744605983408d3087e7cac2bdb2238.png[/img]
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Last year saw some of our most important changes ever. In addition to pumping out the majority of the content, we signed on with a publisher, started uploading our first steam builds, got quite a lot of coverage, and acquired a secondary orange cat.
[img]https://clan.cloudflare.steamstatic.com/images//35321791/845b5050410db2fb45285248199afd577efac301.jpg[/img]
The publisher’s probably the biggest one there. Our publisher, Camlann Games, will be spinning all the plates that my decaying and bruised body simply can’t spin anymore. That includes promotional work, community management, translations, ports, and the eventual subsumption of the continent into our lunar-based hivemind. Typical stuff.
They even filmed a fancy new trailer for us, check it out!
[previewyoutube=576zMRbz-Z4;full][/previewyoutube]
So with all this in mind, you’re probably asking “what’s left?” or more appropriately you’re probably asking “where the hell is my quirky space game you train-eating bastard?”.
The answer: It’s coming. And sooner than you might think. We’re now in the polishing and completion stage, which brings with it a LOT of testing, which itself takes time.
[img]https://clan.cloudflare.steamstatic.com/images//35321791/bfb568ad868d8e6e1b3ab77483d6a29cd6cde6fd.png[/img]
Still, two major blockers remain: The first is [b]station detailing[/b]. This is going at a breakneck pace, in no small part because we have multiple level designers out there turning stations into stations with things on them.
[img]https://clan.cloudflare.steamstatic.com/images//35321791/bf3f32dfaf4b36947360389f632d880391df03f4.png[/img]
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The second is [b]finishing up multiplayer[/b]. Again, this is going at a breakneck pace but testing can often be slow. If anyone ever tells you developing a multiplayer game is easy, they’re right. If anyone ever tells you that testing a multiplayer game and making a stable multiplayer game is easy, they’re wrong and you shouldn’t be speaking to them.
[img]https://clan.cloudflare.steamstatic.com/images//35321791/edb1d3c18034e79e5d0b66be66a738b02732d0dd.png[/img]
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With that in mind, [b]our release on Steam will be considered Early Access[/b]. The game you will be getting will be [b]content complete[/b] and utterly massive, but at the end of the day this is a very small studio taking on a game as large as my ego. An early access release will allow us to better incorporate feedback on systems and tweak the game to make it as good as possible. There will not however, be less trains. There will be more trains if you ask for less trains.
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As part of that release, [b]Underspace’s demo will officially be coming to Steam[/b] quite soon! This brings with it a whole host of advantages, not the least of which is a much smaller download size and an easier way for us to push patches.
[img]https://clan.cloudflare.steamstatic.com/images//35321791/3ab094ac5f44af720469ce083ea7ec9ee22b0f8a.png[/img]
And that’s our yearly recap! We’ll return to your regularly scheduled weekly updates now.