Justin, project lead here on NeuroNet.
As promised I wanted to give you all an update on where we are with the launch of the game.
For the past few months, we’ve been polishing, balancing, bug fixing and implementing many of the requested features that came up during the Steam Next Fest demo back in October. These include:
[olist]
With all of these additions and changes, we ended up having to rework quite a bit of our original code which as a knock-on effect has put us a tiny bit behind schedule.
We originally planned to Launch at the end of Q1 this year, but we need a tiny bit more time to get everything where it needs to be.
We’re super close, with only the following left to do across each aspect of the game:
ANIMATIONS
- Write Importer for Spine Animations
- Assign animations to each Event
- Test each event to make sure nothing is wrong with animations or transitions
UI
- Test that all Codex entries trigger as expected
- Test UI layouts across all screen sizes and aspect ratios
- Finalize Options menu elements.
- Add Tooltip notes for all relevant events.
- Test Interface for Mini-Games as they change interactions quite a bit.
AUDIO
- Dialogue Mastering (About 50% complete, should be done in the next couple of weeks)
- A few additional music pieces need writing
- Music Mastering
- SFX Mastering
- Final Balance mix of each scene
- Test all audio triggers and music loop points and fades.
ACHIEVEMENTS & OBJECTIVES
- Test that all achievements and objectives trigger as expected and are tracked in-game.
GENERAL TESTING
- Make sure all narrative paths work and are completable.
- Make sure all endings trigger correctly
STEAM/EPIC STORE SETUP
- Trading cards testing
- Achievement testing
- Build/Deployment setup
As you can see from the above, there are lots of little things we need to finish up and polish, but we’re getting there. With just Sven and I working on all of this, with some UI help from Declan we need a bit of extra time.
With this in mind, the launch is going to be delayed a tiny bit. It's not what we want to do, but we do want to make sure NeuroNet: Mendax Proxy is as good as it can possibly be when we launch.
I can't give a definitive launch date yet as some of the stuff above is unpredictable in terms of the amount of time it will take to do, but rest assured that we’re working as fast as we can to get the game into your hands as soon as we can.
Thanks for being a part of the community and as always, if you have any questions about anything feel free to message me or anyone else on the team.
Justin & The Dream Harvest Team.