Early plans for 2013
We hope that 2013 is treating everyone well, aside from a few cases of terrible hangover. So far it looks like it’s going to be a pretty great year and turning the calendar’s page is always a good moment to talk about future plans.

Cinders December promotion is over now. Many thanks to everyone who supported us, especially with the Investment Bundle. We really appreciate it!
Solstice is our main focus. In a few days, we are going to release a short video presenting the new animated characters and how the game looks in general. The development is going to take at least several more months, though. We’ll keep you updated.

Bonfire went through a closed testing session recently. The feedback is rather positive and very clear on what needs improvements. The game needs a gentler learning curve and a better tutorial (doesn’t they always?). It’s pretty complete otherwise and you can expect the Alpha to come out within the next two months.

We also want to refresh our website a bit in the upcoming days. Especially the Games section needs an overhaul. As the number of our titles increased, it became a little hard to read. Other changes are going to be cosmetics mostly, but should make the website look nicer overall. We hope you’ll like it.
Have a wonderful 2013, everyone!

Anna wrote a comment on: January 1, 2013 at 6:27 pm
Don’t make too many changes, I like the site the way it looks now.
TeeGee wrote a comment on: January 1, 2013 at 7:23 pm
No worries. We won’t do anything drastic. Just a couple improvements here and there.
Anna wrote a comment on: January 1, 2013 at 10:49 pm
Hey another Anna
.
Anyway, I’m looking forward to see more about Solstice! Happy new year to you and have fun developing.
CaptainLepidus wrote a comment on: January 2, 2013 at 1:08 am
Everything is looking very good! You seem to be making loads of progress on two different games – always a good sign
Solstice looks absolutely incredible, and I’m sure Bonfire will be most enjoyable too. I have a quick question for you: I’m trying to release a commercial game. The team is in place, the engine is actually nearing finished, but to produce the artwork, we need money. Our crowdfunding efforts have failed. How did you get funding when you first started?
TeeGee wrote a comment on: January 2, 2013 at 10:51 am
I just did everything by myself at first. To be honest, it’s very hard to get any funding before you have any reputation of finishing quality games.
Even with Cinders — we did everything by ourselves and lived from our own savings during the development. When you receive funding from someone, they usually expect something in return, so you kinda lose your independence. Crowdfunding is an exception, but it’s hard to pull off.