Everyone here at Blindflug looks back to 2017 as an incredible year ːsteamhappyː. It was by far the craziest year we've had so far with four game releases!
- June: We released First Strike: Final Hour, our first real Steam release
- October: We released a point&click heist client game called Enter on Mobile
- November: We released (re)format Z:, a free stealth cyberpunk game for Mobile
- December: We finally finished the last step and released First Strike: Final Hour also on mobile.
Needless to say, that was pretty tough :fsmadskull:. We were used to do 1-2 releases a year and we're incredibly proud that our small team managed all that.
Meanwhile, we used as much of the little downtime that we had, to prepare the systems Airheart, which will now be our next game on the release timeline.
- We made a localising system so the game will be out in as many native languages as possible
- We prepared the achievement system to be filled with content for Steam Achievements and PS4 trophies
- Loading times and AI performance was improved drastically to have less hickups and ugly stuttering.
- We replaced and reworked the game controls system, mainy as a preparation to support Steam controllers and consoles.
- We reworked our Cloud system to be less taxing and optimised for bigger distances. This was also needed for consoles.
- We aquired several dev kits and ported and tested Airheart on three consoles. It looks very promising.
- We've shown Airheart at Tokyo Game Show, Game Happens Italy, Digital Dragons Poland, Nordic Game Conference Sweden and TwitchCon in the USA to gather as much feedback to find out all its flaws for the final features of the game.
Most of these features arent fancy or stable anough to varrant a proper update for now, but will roll in as soon as the newest gameplay features are ready.
All of us are working on the game right now and will continue well into next year. We are testing new enemies and designs. We also have founds an awesome partner that we have to deliver the game to in the forseeable future. Without telling any names, the PC and Console Versions have to hit their Gold Masters by the end of April, which is the current timeline we are working on.
For all of you, there will be about 2 updates of the Early Access builds towards that release, but the major milestone will be the full release after that in the end of spring.
With all our backlog in the bag, its awesome to be able to get back to our passion project now and I hope you will love the new stuff we have in store for next year.
Happy holidays everyone. See you in 2018!