
Howdy all! It's Programmer Ben here with an update as to what's been happening for nearly over a year now. In May of 2025, we released Dread Not to the world after a 8 month development cycle for our senior capstone class in university. We never imagined that the game would grow to what it has become today. Not that it's some kind of crazy, wild, super popular game or anything...but 300,000 library additions? Almost 100,000 unique players throughout it's lifetime? I never would have ever guessed. One year later, with an award under the teams belt. Most of us have moved on. Bigger and better projects are in the works from the former developers of Dread Not...that being said. The game lost traction on the development side because...well, I lost interest. I appreciate the reviews that everyone has left, it has genuinely opened my eyes beyond belief in the world of receiving and applying criticism, but I must admit...it almost made me lose my spark for making games. But, enough sulking. I have my spark back. What does this mean for Dread Not? Well, I want to get the game in a...semi stable state. There are still a lot of issues that need to be addressed, and I intend to try and correct as many as I can. After that, well, release it fully. I don't like leaving projects once I start them, and I intend to get Dread Not as close to finished as I possibly can before I eventually decide that it's enough and I need to make other games. Which, I and many former members of the Dread Not development team are working hard on. What started out as a silly idea pitched to me in a classroom grew far greater than any of us could have ever imagined. And we are forever grateful for those who have even tried our game, even if just for a little bit. Thank you, everyone.
Ben