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TimespinnerNewsKickstarter Summer Update + Rethinking Early Access
Community

Kickstarter Summer Update + Rethinking Early Access

Timespinner · published 23 Jun 2016, 23:21 UTC

All newsPlayers around this dateRead on Steam

Hello everyone! I hope you all have been enjoying your June so far! In Seattle, we're sporting the classic gray-rainy weather, but I'm sure July will bring more sun!

This update has some important announcements about a new Alpha Build, Steam Early Access, and updates on the game's development. Let's dive in!

Development Update

Since the Spring Update, Timespinner has passed the classic "Content Complete" milestone. Now, for those of you who aren't familiar with that term, it simply means that the core content for the game is done. Now comes the fun part: polish! There's lots of work that still needs to be done on the game before it's ready for ship. What are those things you may ask? Well, we still need to:

  • Add cutscenes and dialogue. While one small bullet-point, this means massive amounts of work! This includes adding a prologue, opening/ending scenes, and drawing FFT style animations to make characters comes to life!
  • Make a seamless experience from beginning to end: Adding story locations and polishing ability progression- tying areas together perfectly!
  • Balancing and Polishing Enemies: There's lots of baddies in Timespinner, and they each need extra time to make them feel challenging, fun, and pretty!
  • Adding Designer Backer Content: We still need to tackle the Designer Enemies, Orbs, and Bosses. I'll be reaching out to these Designers when we're ready to start work on this content!
  • Adding Kickstarter Stretch Goals: The bonus dungeon, NG+, and familiar co-op mode still don't exist in the game! We also need to spend time porting the game to other systems!

While all of these tasks aren't too daunting on their own, they take up lots of time when added together! No need to fear though, the game is coming along wonderfully :D

Looking Back On How Far We've Come

In development, it's easy to "lose the forest for the trees" so to speak, as you can spend lots of time making the game better and then forget how everything comes together and grows. Let's take a moment to remember how far we've come!

It's been quite a journey so far and it feels great to have made so much progress throughout the years.

Rethinking Steam Early Access

One of the rewards of the $25 tier for the Kickstarter was access to the game during its time in Steam Early Access™. As it was described in the campaign: "Early access to the game before it is officially released, through Steam's Early Access™ program". Early Access™ is a way to release an unfinished game to the public so that they can purchase and play it.

After much thought, research, and talking with other indie developers who used Steam Early Access, I have decided that this is not a good fit for Timespinner. Instead, Backers at the $25 tier will get 'early access' to the game 1-2 weeks before the final game comes out.

You may ask "why isn't Early Access™ good for Timespinner?". Well, it's because Early Access™ is great for games that have a unique play experience each time you play. Usually this is achieved through multiplayer features or random procedurally generated worlds. For example, Crypt of the Necrodancer, Darkest Dungeon, Don't Starve, and Duelyst are all perfect examples of titles that make great fits for Early Access™. Timespinner, on the other hand, is a relatively linear game, with almost no randomized content. As such, players would have less incentive to keep playing the game over and over as it grows.

Because we're no longer doing Early Access™, I will be removing Timespinner's Steam Early Access™ release date of July 2016, and replacing it with a temporary full release date of March 2017. This date is based on the current production schedule, and shouldn't be taken too seriously. The game is progressing wonderfully, but it's very difficult to determine how long the rest of development will take!

Alpha Build 2 Released!

I've now released the second Alpha build on Steam to Backers who pledged at the $150 tier and higher. This build contains 2 areas: Lake Desolation and the Varndagray Metropolis. Keep in mind that there are some missing audio files, including a SFX for Leveling Up as well as an area theme song for the Metropolis.


The gate to the Metropolis!
As it has been over a year since the first Alpha build, the game is much shinier than it was before! Enjoy!

NOTE to Alpha Backers: Feel free stream or record yourself playing this build of the Alpha. This policy may change for future builds!

In Conclusion

Alright, back to work! As always, feel free to stop by during the weekly Development Livestreams, which happen every Tuesday from 1-4pm PDT at http://www.twitch.tv/lunarraygames! Take care everyone!

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