Development for the second half of //TODO: today is nearing its end but there are still plenty of tasks ahead of us.
We are pretty certain now that the release will be within the first two September weeks but this is as specific as we can be right now.
Of course we'll announce a more exact date once we know that we will be able to finish everything by then, so stay tuned!
Since this is the final stretch of production, most of our work is pretty deep in spoiler territory. We could show you a fancy new background or talk about the part of the story we recently rewrote, but... you'll probably enjoy it more if you see those in-game...
Hey everyone, it's time for another devlog!ヾ(○･ω･)ﾉ☆
It's barely been two weeks since the Kawaii Festival and we've already found our way back into the production of //TODO: today and Brassica.
In this devlog we'll give you a quick overview on our plans for the next few weeks, look back at our experience at the Kawaii Festival, talk a little bit about taxes and all the other things you have to think (and learn) about when starting an indie games studio, and finish off with some more insights in recent //TODO: today art production.
So let's get started!
We've been pretty busy with preparations for the Kawaii Festival recently so this devlog will mostly focus on that, but there's some other news as well so let's get started!
In preparation of the Kawaii Festival in Berlin on the 27th July. We've kept ourselves busy with organising our booth as well. We had to divert our attention from //TODO: today production to design a friendly sticker set and prepare art prints...
Hey hey, after last week's impromptu post we're back with a proper devlog!
There's a lot of things to talk about this time, the most obvious being the release of the Defaction demo!
As you most likely noticed, we weren't able to keep our goal of releasing it on June 29th and had to delay the release until the 3rd of July.
As we already mentioned, the reason why we had to do this were a couple of game-breaking bugs that we discovered in the night we meant to release the game.
Aside from one, most of them were close to being edge cases but we still didn't feel comfortable releasing a game that could potentially end up in a situation where the player couldn't progress anymore.
And on the bright side, delaying the release a few days let us squeeze in some last minute playtesting which improved a few other aspects of the game further...
Hey hi, we're finally back!
We're sorry about the long radio silence but the last few months have been pretty busy for us.
As we already mentioned in the last status updates, we were occupied with our bachelor thesis and project. This meant that while we originally planned to work on //TODO: today on the side, the workload ultimately increased too much and since our graduation was on the line we had to pause development on //TODO: today. But now the semester finally came to a close and we are back on track to devote our time to our BL+ projects...