We have been hard at work since last update trying our best to release our first Pre-Alpha build on time (October) and finally get some community feedback on our efforts. I know a lot of you have been looking for an update on our developments for some time now, so I apologize for taking so long to get back to you all. Here’s the scoop- there’s going to be some delays. Yes.. I know, I can hear your collective sighs from here. I am fully aware that delays are sucky, especially since we’ve been DYING to get something into your hands for a while now. But fret not! I assure you that we are close… so close to getting a build out there that meets not only our standards of perfection but also your expectations.
Here are the new dates for our various launch phases:
Pre Alpha Test – December 22nd
Alpha Test – January 25th, 2017
Early Access – February 20th 2017
Now, I could write up some super vague reasoning for these delays like many bigger studios do, but I’m gonna give it to you straight – we’ve scrapped A LOT of what’s been done already in an effort to replace it with something better. There’s never a moment where we’ll look at an art asset, a piece of code, or gameplay mechanic and say “eh, it’s good enough let’s move on”. There will obviously be some bugs (hopefully minor) in our testing phases as well as things that could always be improved upon, but we won’t stand for anything that doesn’t “feel” right and affects the core gameplay experience. In particular, this was the case with our first map; it wasn’t big enough, it wasn’t the right dimensions, and it lacked personality. Our decision to scrap it and start working on a new one was not an easy decision, but the amount of relief I feel knowing that we’ll release something SO MUCH better alleviates some of the frustration that comes with inevitable setbacks.
Oh, did I mention that we also hired on a bunch of exceptional new talent?
1 badass character animator (1st person weapons) – CHECK.
1 badass hard surface modeler/texture artist – CHECK.
1 badass gameplay programmer (AKA “the prodigy”) – CHECK.
1 badass level designer/3D generalist – CHECK.
1 badass sound designer – CHECK.
Yeah, shit’s getting real.
While on the topic of new team members, I would also like to assure our pledgers and supporters that every single one of your contributions is really making a big difference. Jake and I have been working 12 hours every single day (including weekends) on 0 income. The majority of our funds have been going directly to our insanely talented team members who are confident in ION’s future success and consequently taking pay cuts in order to be a part of its development. I am so grateful for their unwavering dedication and commitment to this project -- especially when I’m constantly harassing them with an endless amount of revisions (sorry level designer, Tom).
And lastly, I know you're all itching to see some new content but I’m holding off on that until things are a bit more polished. I wanted to get this update out asap, and unfortunately some of the stuff I was planning on showing off is not ready yet. I’m hoping to post some super nice screens and a sketchfab of our MK18 Assault Rifle in the next few days.
Oh yeah! And everyone who pledged should have their forum badges assigned and ready to go by now. If for some reason you don't see yours send Jake a PM and he'll get on it