Some of you have asked why we have been far less active these last few months.
In fact, we owe you an update.
Most of you know that Pixley left a couple of months back after another studio offered him a huge bucket of money to go and work for them. He came and talked with us and being the great guy he is, he was really torn up about whether he should accept the offer or not.
We told him to take it. We are a very lean studio and everyone here is making far less than what he was offered. He had to take it. It was a friendly parting, and we miss Pixley a lot. We still chat with him from and he’s doing great. He says to look for him on the servers from time to time.
Afterwards we took a long, hard look at the scope of our project and how long it would take us to finish the game we described on Kickstarter. We always intended Descent: Underground to be a starting point to a larger universe. Plus, being huge Descent fans, we knew that some things had to be done right, and to a production level that exceeded expectations.
So, for the last few months, we’ve been digging deep into our own processes and working out ways to finish the game faster and still support a live product with a great community. We discovered that over the course of the project we’d been spending between half and two-thirds of our time on things like tech support, bug fixes, and community outreach. Those kind of delays can be devastating to a small team.
Obviously, we need to keep bringing in new players if we’re going to revive 6DoF gaming as a genre, so we can’t stop trying to reach more people. Of course, we can’t completely stop addressing bugs and providing tech support either.
This left us with a few problems to solve:
- How can we get more users using less developer time?
- How can we communicate more with current players using less developer time?
- How can we speed up development of the game & provide bug fixes faster?
Pretty tough, huh?
Luckily, we have some pretty cool friends and they’ve been helping us work through solutions to these complex issues.
We are going to tell you about a new platform
to help us connect more with current players. It will also help us recruit more people at the same time, with less effort on our part! We plan to move many of the features of our communications to this new tool - some right away, others over time.
As part of that, we are also planning to bring back our public web show, “Wingman’s Hangar”. We are currently thinking about doing it monthly to give Viewmaster more time to focus on game development- as he is also the Art Director here. We’re also thinking about renaming the show- do you have any cool ideas? Rob says it doesn’t even have to have “Wingman” in the title… (Yes it does - Wingman)
Finally, we’ve worked out a plan to bring a lot more developers onto the project to work on the game. We can’t discuss the details right now, but we expect to show you tons more cool stuff in the months to come!
Important stuff like the size of our single-player campaign, what new tech is coming for your ships, how unlocks will work, how you level up, matchmaking, and so much more.
In truth, we were debating going completely dark and focusing completely on the game until it was done. But, that did not seem fair to all of you who have supported us all along the way. We are still committed to keeping you in the loop, so we took some time to figure out how best to honor that commitment and still build the engaging game we promised.
By the way, the multiplayer demo is very, very close. We will need you to help us test it and to share it around to your friends.
Thank you so much for your support, your patience, and your hard work! You really are helping us to the make the best game possible.
- The Team
(Did someone say “roadmap”? - Wingman)