Open Alpha. October 13th. That’s the moment when anyone can jump into our Early Access period for free and hammer away at the game. While some of us are head down in prep for this frightening moment, the rest of the team is working on some truly spooky content:
Daniel Haddad, Creative Director (@Blacksmith)
Wrapping up some work on part one of our spooky update then starting work with Mr. Collins on the upcoming part 2!
So last week we had a riddle, this week we have a “Fill in the blanks”
“Cattle die,
Friends die,
So, too, must you die.
I know one,
That never dies;
____________________________________”
Most amusing answer gets another very special imaginary prize (I’m working on a budget here guys n gals)!
Jay Twining, Senior Game Designer (@TrendyJayT)
Balancing multiple pans on the oven. Working on an economy balance proposal that focuses on pets and item enhancement. Taking a stab at an outline for an event system and finally working on a couple of builds.
Just back from vacation. It’s great to get out and see other parts of the world. Provides new perspective and a fair bit of adventure.
James Reid, Software Programmer (@Driscan)
Trying to polish up the SAS system and fix a bunch of other bugs. I don’t have any pretty pictures to show this time, so here’s a picture of what's in my mind’s eye right now.
Jeffrey Bickel, Technical Level Designer (@TE_Jeff)
It’s the first week of the spookiest month of the year! Getting ready for all the thrills, chills and frights that come along with our SPOOOOOOOOOOKY HALLOWEEEEN EVEEEENT. I’m incredibly excited for you guys to get your hands on our new maps, but I hope y’all are prepared to be spooked beyond all reason.
This week I’ll be working on increasing the spookiness of our Halloween event by as much as 33%. Our event maps are just about good to go, and just a little more work is needed on getting the event feeling great.
Steven Collins, Level Designer (@Esorath)
Working on those sweet spooky maps and getting those encounters super fun. We’ve got some really fun things planned for you guys to do on these maps!
Chris Flores, QA Lead (@likethatwhenigothere)
Working on hotfixes and user reported bugs (most reported from you guys was already known =P )
Abraham Abdala, Lead Tech Animator (@Broham)
Done with Weapon Variety for the moment. On to Spooky Maps, traps, cores, simulations, explosions, etc. Also, Carl :D
Joshua Javaheri, Lead Technical Artist (@javahawk)
Making things extra spooky for the next patch with our VFX and TA teams. ;)
Adam Stow, Associate Producer (@TE_Stow)
What Javahawk said. Except I don’t make the things, so I’m a little jealous right now. It’s like building Halloween Horror Nights and never getting to go. Man, that’s a depressing line.
Jason Yu, Associate Producer (@urfyness)
Getting the next big patch together!
Javier Barreto, Lead Software Programmer (@javo)
Fixing scattered, hard-to-repro crashes we have encountered on our latest build. I should post more pictures… =P
Jesus Diaz, World Builder (@N3oDoc)
Doing some visual fixes to the spooky levels.
Daniel Diaz, World Builder (@DanielKaMi)
Doing world building related fixes on the Spooky levels and some new stuff for the incoming update! A preview of one of the Spooky levels. Does it scare you?
Dani Moore, Remote QA Manager (@Dani)
Running around juggling both RQA and RPG groups. And learning. Much learning.
Just wanted to thank everyone involved in playtesting the patch content over the past week in the Remote Playtesting Group and giving us valuable feedback and constructive criticism. Your input has definitely had a measurable impact on the state of the Ascension Part 1 update, and I hope we can continue to work towards Part 2 and beyond.
If you wish to get involved in playtesting and join the Remote Playtesting Group, send me an email dani.moore(at)trendyent.com, and I will get back to you with more information and an invitation to join.
Philip Asher, Marketing Director (@pmasher)
Super excited to see everyone’s feedback on Ascension: Part 1! Also, working on setting up everything for our Open Alpha release on October 13th!
Josh Isom, Community Manager (@iamisom)
Open Alpha. October 13th.
Tell your friends. Tell your enemies, your frenemies and that weird cousin nobody wants to talk to at family reunions.
I’m also super happy with the results of our first Remote Playtesting Group session! :)
