We're back!
It was far too hot here in France over the summer, and I personally struggled to keep up with work. Ideally, I would have liked to take a proper break, but that wasn't really possible. Despite this, we tried to regain some strength and made progress on several topics.
Top of the list is the console version of BLACKSHARD!
We're in talks with a new distribution partner, and we're planning a great marketing campaign to promote the game to a wider audience. I have worked with these people in the past, and I have complete trust in them. We're aiming for PlayStation and Xbox at least. Switch 2 would be ambitious, but I'm not getting ahead of myself. You'll have news soon.
Next, we're changing the Unreal version for Blackshard, which is a significant endeavour, as you can imagine. We hope this will solve the problem of crashes when loading saves, which is really frustrating. Once again, we will probably need a few volunteers to test the beta version when the time comes. People who are experiencing this problem, of course.
All of this is progressing a bit slowly because we have another project that we must prioritise. It is sort of BLACKSHARD's 'dream brother' and it actually started much earlier.
I'll tell you more about it soon in a proper announcement. In the meantime, here's a little enigmatic visual teaser.
This project has put the BLACKSHARD DLC on hold for two reasons:
1) We have financial constraints and other commitments to honour, and these are our priority.
2) We intend to use several features from this project to enhance the BLACKSHARD DLC.
3)I can't reveal everything, but... From a narrative point of view, it's actually a lot cooler.
Thank you once again for your support. For those experiencing technical issues, thank you for your patience. We are a small team of happy but broke people who work hard! It's thanks to you that we get to do what we love.
Take care.