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Let’s Talk about Dates
By now you guys have (hopefully!) seen that we make it a goal to be exceptionally transparent when it comes to our plans, our development process… and, yes, even our mistakes. We believe that transparency is a core part of our company’s DNA; we want you guys to both celebrate our victories and be help us learn from our mistakes.
That’s our preamble. Now let’s talk about schedules.
The Good
Overall, we think momentum on the game has been extraordinary. For a team of ~20 people, we have absolutely flown through our development plan.
The Bad
We still have a lot of work to do, and the clock is ticking.
The Ugly
Back in December, we made a decision to push out our “Siege” milestone so that we could spend more time working on combat and movement. It was the right call: combat feels a LOT better. The fallout, though, was a delay in Siege Perilous – a one-month push from March to April.
The truth is that we are still not there yet. Combat is better, but it needs to be GREAT. Movement is better, but it needs to FLOW. Castle destruction is cool, but it needs to be AMAZING.
Nothing is free. Once again, we are faced with a choice:
In our mind, this isn’t really a choice. Our ultimate goal is to make the best game possible, a game that we (and you) will play for years and years.
If we have to choose between hitting a date and making a great game, we will choose the latter, EVERY TIME. We can’t shortcut polish. We can’t just say it’s good enough and move on. That’s not why we started this company.
And yes, we know that this isn’t easy on our community. While we are confident that spending more time on polish Is the right answer, we hate having to ask you to be patient. To complicate matters, we don’t know exactly what will be delayed (or for how long) because we don’t know how long we’re going to need to spend on these core systems. Polishing something until it’s right isn’t something you can easily predict.
Hate it or not, we’re going to do it because it’s the right way to make a great game.
So, what does this mean?
There is really only one way to deal with uncertainly. We are going to take as long as it takes, but instead of shooting for a single launch date (and delaying that day until we complete ALL planned features and content), we are aiming for a soft launch to get you in, and playing, as quickly as possible.
Our priorities are to…
…and, most importantly:
In the long run, you guys will judge us by the game that we ship. If we need more time to make it great, we will find the money and extend the schedule. This doesn’t mean that we won’t get you in, and playing, as soon as possible—we promise that we will—but we are in this for the long haul. Nothing trumps quality. Not even time.
As to the “when,” understand that we are reluctant to give any firm dates at this point. Instead, we’re going to fall back to the old adage of “when it’s ready”. We will steadfastly uphold our pledge to you: to continue to work as hard as we can, to keep you informed on a weekly (often daily) basis of our progress, and to listen to your feedback and adjust the vision make you the best game that we can.
Once again, we want to thank you for your understanding and your continued support, and we invite you to let us know your thoughts (good and bad) on the forums.
As always, we are listening.
Todd and Gordon
Founders, ACE
Comments
"small world"
Uh oh... hopefully its fun!
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Will it be a retail launch though? How retail iI is Kickstarter? I think the answer is uncertain.
I do think they might have learned from SC as well - the benefits of getting "something" out that people can play for example. And the talk of - I think the words used were minimal viable product.
I doubt that they're worried about running out of money: they're getting more funding from backers and investors regularly. $2,750,000 in crowdfunding in a little more than a year, +$7,000,000 total funding.