Comrades! This long-awaited moment, when we can blame all of you for this, has finally come. Yes, comrades, it’s a straight fact— there would be no Man without you! During the development of the game, you’ve been by our side, you’ve been helping us, criticizing us, giving us advice, and breaking the game. You’ve taken an integral part in the development of Breathedge, and we hope that we’ve met your expectations at least a little (and if we haven’t, then we don’t know anything, never heard of anything, and we’ve got nothing to do with it). Anyway, starting from today, Breathedge is officially a completely finished, full-fledged game. Yes, we’ll add a tiny bit of gameplay as post-release content. Maybe some hotfixes will be needed because instead of v. 1.0 we’ve uploaded 3 GB of the scriptwriter’s private photos, but it’s not that important right now. What’s important is the fact that the release has finally happened. In honor of this, we even recorded the longest trailer in human history (according to our artist, and he usually lies).
https://youtu.be/58XGHeVuT7k
Overall, we could finish our news here, but we’d like to tell you about the project in numbers a little. If you don’t like numbers, you can imagine cute little turtles instead of them. Turtle-based math is more friendly than the usual one.
The first number that is worth mentioning is the date of the beginning of the development: August 9, 2017. On that date, the very first document with the ideas about the future game was created. It consisted mainly of the programmer’s stream of consciousness. Quote:
“A berry gatherer, a quantum burp, hero destabilization, eversion of mackerel, a big mansion, a wild dog, a train of wind, red loafers, hoof health, a chicken’s sorrow, a mother’s leash, Stalin’s glade, a local historian prophet, a voodoo bard, a water fly, pigfall, a peach crutch, mitten sales, an enterprise of courage, products of sorrow, a head valley, drill the shrimp in, sales palm, a crowd of ronins, banning of thyme, creatures have fallen asleep, romance frigate, the miser and the flea»
Phew, so many brilliant ideas. You can take any of them for your projects if you like — we don’t mind.
After a brainstorm session, dull work on the analysis of trends, genres, ways of monetization, and counting the amount of detergent needed for inspiration, slowly but surely we came up with a survival game in space. So, on August 20, 2017, Breathedge had its very first concept, which marked the beginning of the entire visual part of the game, as well as Man’s appearance.
At first, Breathedge was intended to be a serious game in a strict Soviet visual style about a man who gets into a space catastrophe and wants to get to his quarrelsome wife who was flying with him. But then we slept it off, and we got what we got. We’re sorry.
Anyway, let’s get back to numbers. So, what have we done with our team of 5-8-15 people? (We can’t count all those who had something to do with the game.) Let’s take out our colorful plastic toy abacus and see...
[olist]
Well, that's all. So much useless information. We’ve released the game, calculated all the numbers, so what's next? Well, now we have to complete all our work on porting the game to consoles and the release on them (we will announce the date of this separately), make the promised add-on to Breathedge (it’s free, small, and beautiful, like a ripe wombat), and perhaps, something else, but that’s not for certain. So it goes.
And as usual, you can send all your wishes, doubts, and demands, including more accurate calculations based on our incomprehensible figures, by mail or discord. We always read everything and draw our conclusions.
Our Discord:
https://discord.gg/uezQcU7
Our email:
info@breathedge.com