It's been a while since our last devlog but we've been busy finishing up the polishing update for //TODO: today and the Special Edition Zine. If you follow us on Twitter you might have already heard that we decided to pause our weekly devlogs until the release of this update...
After the post about the functional planning of the music in //TODO: today two weeks ago, today's devlog will go into more detail on how all the tracks are connected stylistically and musically. In other words, it's all about themes...
This week Pectin is back with a devlog on art again. SPOILER ALERT it's about a piece of asset from//TODO: today that is going to appear in an update in the future!ヾ(*’Ｏ’*)ｲ
After taking a break last week for the Defaction announcement, we're back with a regular devlog.
But before we get to the "dev" part, there are a few adjustments to our previously announced schedule that we'd like to talk about first.
As you might have noticed by some missed and late posts, June was a bit more turbulent for us than we anticipated and both PECTIN and I got held up by some work that we couldn't account for in our original plan. And as a result our whole schedule got pushed back by pretty much a whole month...
It's been quite a while since our last update on Defaction's development so we finally wanted to let you know about the status of the project.
The long and the short of it is that development of the full game is on hold indefinitely. We have been going back and forth on this decision over the last few months but realistically, we don't see a way around it right now.
We still really like the initial concept of the game and are proud of everything we developed for it so far, but its scope would mean at least a year of full-time development and we unfortunately can't commit to this at the moment.
Aside from the time investment there is also the financial aspect of sustaining ourselves during the project of course.
The main issue however is that the concept of the full game and the prologue itself were created under circumstances that took away a lot of the excitement we initially had for the game and we still can't completely disconnect that from the project...