
Two things today, and we've been sitting on both of them for a while...
We're teaming up with indie.io, who are going to help us get this game in front of a lot more people than five of us could manage on our own.
We want to be clear about what this changes for you: nothing about the game. Same team, same mines, same questionable safety standards. We're still the ones building it, still reading every bug report, still arguing internally about whether the pickaxe swings too slowly. What it does mean is that we get help with the parts we are genuinely bad at, so we can keep our heads down where they belong.
(The state has reviewed this arrangement and found it acceptable. Productivity is expected to rise.)
It's finally happening. On October 8, the Coal Duty demo goes live for everybody. No access request, no waiting for the next wave, no queue. You download it and you go to work.
To everyone who has been with us through the playtest: thank you, sincerely. More than 5,000 of you requested access and a huge number of you sent us notes afterwards. The demo is in the shape it's in because of that feedback, from difficulty balancing all the way down to the snow that was appearing under a table.
If you've been waiting for a way to drag your friends into a hole and find out who panics first, October 8th is the day.
Wishlist Coal Duty so you don't miss anything, and if you want to talk to us directly, suggest things, or find a crew to play with, come say hi on our Discord.
Thank you for sticking with us.
See you in the mines.
Corecrew Team