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Roadmap News #3

The last 5 months have been an absolute blast, it’s been great fun dropping updates based on the community feedback, and watching you getting tortured was a nice bonus!

Previous roadmap recap
In the previous roadmap (link) we set out to add a few enemies and make the house more varied.
That included 2 new enemies (the Albino Spider and your beloved Tasmanian Meglapede), exterior wall variations (with optional graffiti & ivy), new traps (petrol jerry can, guillotine & makibishi), coded cryptonomicon entries when encountering new cryptids, illustrated bar npcs, audio feedback when hitting enemies, burn visual effects, smoother combat animation transitions, clearer job completion stats, and tons of bug fixes along the way!

What we’ve been working on
Since our last update, we dived straight into making new content (e.g. levels, enemies, etc), and had the hard realization that with our gigantic 2-man indie dev team, each piece of content would take a considerably long time, resulting in a full release date around 2144. :P

What’s next
That’s perfectly fine for us, as we sold our wretched souls a long time ago, but realised our community were smart enough to keep their mortality.
Therefore such circumstances require more “creative” solutions to speed things up (without harming quality).
So for the next milestone we’ll be shifting gears to plan, experiment and prototype those solutions.

The goal, more shit, better and faster!

Side notes
Obviously that means there won’t be any major patches while we’re figuring this out, as we have to allocate the entirety of our enormous 2-man dev team to this.
But of course we’ll keep you updated as this milestone unfolds, and we’ll be around the forums if you have any questions as usual!

Keep up the great feedback, and happy hunting!
-Ballistic