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The year is over, Tokyo Warfare is not

To commanders all over the globe.

Now that 2016 is dying, its time to look back and admit that this has been a tough year.

2+ years ago I left my Civil Engineering job to follow my dreams, developing video games.
Even the engineering design world is hard, hard enough to make you work 24-48h in a row from time to time, I can tell you now that building a game is no easier venture.

So far I've put a shitload of money, time & effort into this until finally this month, after the major upgrades that took place in 1.4x and a week sale, the boost on sales and the response from players was encouraging enough to build up an ambitious Q1 roadmap. All the kudos earned are going back into the project to pay artists, taxes&fees, assets and to defray the inevitable Japan expedition to aquire data on the field.

Q1 2017 will be the time where T.W will fully develop its potential, specially when new JP maps kick in, will be the point where the market will decide if this project deserves to keep moving or die forever.

A new urban map that was based on third party data provider was halted in order to meet the new (higher) quality standards. New JP maps are already on the works,and are pretty complex and big, built from the ground up with the help of CAD expert mate, Meritxell, will allow to achieve the targeted level of quality.

We'll see how Q1 goes, if sales allow for the game to keep development during Q2-Q3 I can promise you people crazy stuff coming aside form the regular content extensions. Stuff like this:

I want to THANK all the people that has worked on this project, thank you Mimit for your awesome artwork, Meri for your unvaluable CAD support, Chobi for your code base and dev support and to many others involved into the making and to my closest personal circle.

And of course, THANK YOU for playing T.W and supporting it. I'm sorry for the ones that left, they'll be allways welcome.

T.W Dev.