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Big Recording Sessions, Still More Features, and Shipping

Over the last few months we went in for our final big voice acting sessions with our two lead actors. In December it was Preacher Rebecca, aka the inimitable Ellen McLain

And earlier in November it was Preacher Isaac, aka the singular John Patrick Lowrie

As always, these were moving sessions of heartfelt revolution and stirring conviction, as we have come to expect of our good preachers. Now we're hard at work getting all these lines processed and into the game.

Over the last few months we've also done a big push on core gameplay - including getting our new alarm system working that brings in the reinforcement in the form of our green coated guards (still thinking of the perfect name for them), as well as an overhaul of our AI tuning in general.

Another feature we have long had in the works is a "stick up" mode. You may remember an image of this from our announce trailer:

We recently made "stick up" mode fully featured - if you get the drop on someone, whether a guard or civilian, you can aim your gun at them and they'll go into a "stick up" state. You can then choose to search them, subdue them (lethally/non lethally) or shoot them. It's something we are still balancing, but it's good to properly have that feature working.

So that's a small taste of our progress - and without getting too spoiler-y. Obviously there's a lot I want to save for when people play the game for the first time. As I discussed in an earlier post, we're definitely now shipping in 2018. I know this will be disappointing for people who have been following us since we announced. No one wanted to get this game done in 2017 more than us, but we also want to deliver the experience we've promised and make it the best game possible. The reaction to the game has been so good, when playtesters or people at shows make suggestions, we want to take the time to figure out the best way to handle that feedback and implement it into the game. And all that takes time. And as a game with a strong narrative, we want to make sure the first version of the game you play will feel complete.

We appreciate your patience as we head in 2018, and we'll definitely keep you posted once we land on a specific date. Got any questions or comments? Let us know below...

- Richard