We're in the last leg of development for Spark-A-Doodle. It has been many months of long rough hours. We're averaging about 10-14 hours per day, 7 days a week, getting the final touches in, along with heavy testing and trying to break everything, which is a good sign.

On that note, I want to express something we both really care about: we never want to do Early Access titles. We know it works for a lot of studios, but we would rather get you a complete, polished game the first time you hit the play button, than a work-in-progress you're paying to help us finish. When this releases, it releases whole.
That said, "finished" doesn't mean "perfect on day one". We're hunting for bugs hard right now, and realistically we'll probably keep finding a few even after launch. That's just how games work once dozens of people start playing instead of just us. When that happens, we'll fix them fast. And optimization is a big one of course. We want the game play to feel smooth and satisfying.
