Thursday, July 25, 2013

Burden Booth @ PAX Pictures


I Huge thanks to everyone that visited our booth (and checked out the game at the Surprise Attack booth too!) at PAXAus! The feedback we received was fantastic.

Sorry for the slow updates but I've had to jump back into contract work that was put on hold prior to PAXAus.

We're very pumped about the next stages and although it's a lot of work we are excited about potentially bringing out an alpha build in a couple of months time. We have quite a long list of emails we need to sort through for the alpha too!
Many people asked if we're going to try Greenlight, we will when we believe we have a worthy build of the game, we will need everyone's support to help us come out on top.

I hope everyone had a great time at PAX, there was a lot to see and do! Here's hoping we meet again at PAXAus 2014. Until then, keep checking up on us here, Twitter and Facebook. :)




Monday, July 22, 2013

After PAX Australia

PAX Australia is over! And after three days + a day of press with our new publisher Surprise Attack - my voice is a bit croaky.

We showed off an early (pre-alpha) build of Burden at PAXAus the past three days and have received a lot of great feedback from people who gave it a play.
There's many things we didn't really give much thought about until the feedback came in. For example, some path choosing for the giants to follow.

We have a lot to do, so first at the top of the list.
The game is in pre-alpha, the first thing I want to jump into is the environments. it is all place holder at this time. I have big plans on less bloom, and nicer landscapes.
Get the other giants in and functioning.
Tidy the mechanics
Make the HUD much friendlier and precise.
Put the protagonist in the game!

I was really concerned about showing the game in its current state, but it has been very worthwhile and we've had the opportunity to personally meet a great gaming community.