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Vapourware Aledorn (formerly Dungeons of Aledorn) - Realms of Arkania-like RPG

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Sacred82

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The original pitch showed 12 people constituting Team 21.

So now we've lost a guy who wrote updates/ story but couldn't speak English worth shit (an impression reinforced by the Alpha), a dude who wanted to play boss and may have brought in money but couldn't even take feedback (deflecting criticism on the backer forum with snake oil promises and high hopes) and the 'main programmer', whatever the secessionists mean by that.

Team 21 seem to be still around and curiously enough are still holding the assets. Time for some investigative journalism.
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Seems Team 21 is now "NoEZ games":



Comment from two months ago: https://www.kickstarter.com/projects/1153206899/dungeons-of-aledorn-old-school-hardcore-rpg/comments?comment=Q29tbWVudC0yNDgxNDE4Nw==

Just an info for backers - Ladislav Štojdl (game designer) spoke in Fight Club episode on Youtube about current situation. Since it is not in English, I will try to translate the important stuff being said there:

1.) Team 21 doesn´t exist and never did - it isn´t and never was a company (legal entity), it is just a cover structure for three independent people (Štojdl - Mikš - Nezmar) working together + external contractors, also as I understood it, the guy receiving KS funds (Zbořil ?) wasn´t even part of this informal Team 21, but just a intermediary to collect money in US and then transfer them to Europe

2.) KS rewards - in case the game will be finished, people will receive all digital rewards, regarding physical ones - people will receive figurine since it is made already (1000+ USD tiers or 270 USD add-on, so very few backers covered by this), oil paintings are being considered (750 and 2200 USD tier), no info however about basic physical rewards like boxed copies, physical soundtracks, maps, posters or coins

3.) Game isn´t made as a full-time job, but in spare time, which isn´t a surprise however

4.) Game design is complete, main quest line is complete, dialogues are at 1/3 completeness, side quests at 1/3 completeness, graphics at zero completeness apparently because of split, beta version should be released in 2020 (in case graphic designer is found soon), EA is unlikely
 

grimace

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Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
From YouTube comments:

Who is NoEZ games? The guys who announced they'd left Team 21 back in July, or the ones who stayed there?

Hi, these 2 guys ;) I plan to prepare a new website where I will have a blog. In this blog, I will explain everything and continue to use it as an environment for communicating new developments.
Nefarit
 

grimace

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Dungeons of Aledorn on Greenlight!

Greetings friends, backers and fans of Dungeons of Aledorn! We would like to thank everyone for their support since you’ve now allowed us to achieve 10% of our goal! If we continue at this rate, we believe that the campaign will be a great success. However, we request that you continue to share the campaign among all your friends in order to support the development of the game.

Furthermore, we have great news - today DoA has entered the field of Greenlight! You can help us get the game approved on Steam. Once we are approved, the game will be available for all backers who opt for this platform.

Again, a huge thanks to everyone for all the kind words, encouragement, support and sharing.

Does Team 21 still have the greenlight?
 

RPK

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steam greenlight isn't a thing anymore. anyone can put anything on steam, there is essentially no curation.
 
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Sacred82

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Team 21 seem to be still around and curiously enough are still holding the assets. Time for some investigative journalism.

Yes, we must investigate further.

Due to copyright issues we will be renaming the game from "Dungeons of Aledorn" to just "Aledorn".
Fortunately the design and story are mine, so we will not have to make any changes there.

https://www.kickstarter.com/project...aledorn-old-school-hardcore-rpg/posts/2462679

'story guy' and 'lead programmer' gone, allegedly,along with money guy. Where does that leave the project? Research that, retard.
 

CryptRat

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I'm really sad.

I hope DavidBVal realizes the extra pressure for making the now only Realms of Arkania trilogy successor we've been waiting for 25 years.
 

Dungeons of Aledorn

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Hi guys,
We have new web about project Aledorn from NoEZgames. Now here are information about development's history until leave Team21. Later there will be information from new developments.
Nefarit
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
That blog has all sorts of details about what happened to Team 21. Seems the posts have been back-dated. From July: http://noezgames.com/?p=224826&lang=en

Loss of illusions and leaving the team21

The new supervisor became cataclysm for great changes within the team. A lot of stuff started to be revamped, project structure got an overhaul, work with prefabs got changed, etc. We reopened game design as well, including the size and scope, we needed to minimize and optimize in order to have at least hope of completion. Initial design was simply too ambitious for indie team. We had to scratch a lot of things.

Despite a good restart, things started to grind down after couple of months, part of the problem was that the new supervisor had refocused on personal issues at homefront. At the same time we lost Yeve, our 2D graphics designer.

We tried to keep going, but we started to run into the same sets of problems we had before, in my case lengthy location design – I did prepare locations in form of a map and description and passed it on with additional comments to Daniel, who then followed (more or less) the documentation, created location, passed it on for review, which Ive done and sent him bug report.

This “system” didnt quite work.


What did really annoy me were recurring bugs, you could see the same errors and mistakes in various locations. Everything was done in rush, with little regard for quality, so we uncovered bugs, sent them back, got a quick fix (that often broke other stuff), rinse and repeat. Truly time eating and toxic approach.


Picture 1 – Example of Port of Condra

This was not the single issue we were facing. Our programmer didnt have the characters and animations he needed for the combat system. The same situation was with items – weapons and armor, potions, food, herbs, equipment, etc. We were waiting for Daniel all the time. He claimed that we have everything. Technically correct, yet very little was in usable state. This state of affaris driving both myself and Arbiter nuts, yet we still lived under impression that we cant finish the project because Dan does all the 3D graphics and level design.

And then summer 2019 came, we were discussing latest batch of locations with the same set of bugs as the previous one and Arbiter showed me how he is rather fixing everything himself than returning it do Dan for overwork. At that moment we asked ourselves question whether we cant do it ourselves – and better. The answer was positive, so we decided to finally leave Team21.

We started to sort out the asset database and in matter of days we saw more tangible results that in months that passed by when Dan was in charge. We found some interesting assets and I started ti build my first scene out of that. And again, to our surprise, everything went quick and smooth. On top of things, by eliminating Dan, locations we started to get were much more fitting the overall concept.

We started to buy new assets and started to sort everything in an intuitive way, so anyone can navigate through it easily. Tags, textures, layers, material, everything fall in place, this made the work significantly simpler for our programmer and the development became more effective.

Of course negatives came with the breakup. Main problem was that lot of work did belong to Team21 (and by extension to Dan, as the owner of the company) and we could no longer use it. This was mainly 2D graphics from Yeve and music from Mark. We also lost access to most of asset database and Kickstarter resources. As a matter of fact, we never had access to these, as Daniel guarded it jealously.

But as the saying goes: “Everything bad is good for something”. Fact that Daniel blocked the contract helped us in the end. By never being official members of Team21 (funny, isnt it?) we retained rights to our own work, so all the story and game design are 100% mine and Arbiter owns the code.

A tak vlastně došlo k odtržení od Teamu21. O situaci kolem našeho odchodu se zajímala i česká herní media. Pokud by o tom chtěl někdo vědět trochu víc, tak zde je rozhovor pro games.cz a též krátké vyjádření v pořadu Fight club (čas 21:50 – 51:25).

And thus our years long journey with Team21 came to an end. But not Dungeons of Aledorn, now rebranded to just Aledorn.

From October: http://noezgames.com/?p=237710&lang=en

Something ends, something begins.

Whats the current state of affairs? Well, to be honest, rainbows and unicorns Leaving Team21 has been a great relief for both myself and Arbiter and work has been progressing faster than ever. I worked on Aledorn in every spare moment for the whole summer and my enthusiasm managed to “imfect” Arb as well. But lets not get ahead of things.

New beginning

First thing to follow through was to assess what we can and cannot use from all the work done so far. This was essential to avoid any future complications and quarrels with Team21. This has been described in previous blog post, so I will not get into it here.

Next step was to sort a lot of materiel we gathered during previous development, planning and discussions. This took us lot of time and effort and for example we threw out all the graphics.

Another point was to decide what exact steps we need to do to move on. The agreement was clear – first we will make one new location of each type – dungeon (combat and non-combat scene), battleground (fight only location), interior (noncombat location), town exterior and rural exterior.



Fig 1 – Lower deck – new location
To be able to do this we needed building blocks. I volunteered to go through various asset databases and sort out those that might come handy for future development. I then did proceed to buy about 500 USD worth assets that Arbiter approved and then we started with large scale sorting, cataloguing and taging. The output was the first version of our internal asset database.

I then used this database to build my very first location, which was a reincarnation of the first location we build few years ago in Team21 – the Lower Deck (non-combat interior). Surprising enough the work progressed really well and in about a day worth of work I had it done and ready. With my spirits lifted by this early success I proceeded to create second one, Merchant quarter of Lim, the capital city.

Outside of the development itself things started to happen as well. After leaving Team21 people who worked on Dungeons of Aledorn started to reach out (Yeve, Jan Říha, Jaroslav and others), they all did congratulate us on the step and voiced their support and told us its just shame we didnt do it earlier. This was a huge morale boost for us, which cemented our resolve.

Another important piece was outward presentation. In other words new name for the game, for the new company and new logo. After loads of discussions we decided to keep the name of the game more or less, we altered it a little bit, so instead of Dungeons of Aledorn it is just Aledorn now. Question of the name for our team remained, I came up with “NoEZ Games” or phonetic for “No Easy Games”. We are trying to make game for hardcore gamers and it doesnt sound half bad as well, Arb did like it as well, so here we are: a duo of game designers (re)starting their bid to create a successful RPG game


Fig 2 – New logo
Another crucial step was to find a new graphic designer, as we wouldnt be able to finish without one. Times of text based computer games are about two decades past. We can build a lot of locations using prefabricated assets, but there is still the question of characters and their accessories. We needed a specialist.

We sent word out that we are looking for a graphic designer (thanks games.cz !) and few candidates contacted us, after couple of interviews we struck a deal with one of them – Václav “Drakojeb” Rod, whose specialty is just that – characters, clothing, armor, etc. At the same time Jarda (our ex-associate from Team21) reached out and offered help, he returned to Aledorn for third time now, but we hope this time for real

With this post I would like to close a chapter of my life labeled “Team21”. You win some, you lose some, but you carry the experience over and hopefully this will help us to finish our dream hat started about 7 years ago. From this time on I will focus my blog on current development progress reports rather than poking in the past, so hold on tight.

Thanks to all you backers who are still hopefull, thanks to all our suporters, friends and a huge thanks to all our colleagues who helped us move forward.

Nefarit

And there's more dating all the way back to 2012.
 

thesecret1

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This is some good news, actually. The sad reality is that the biggest enemy of any development team more often than not isn't the amount of work or deadlines, but the work collective. Once shit hit the fan with the amount of drama witnessed previously, there was zero hope of Team21 actually producing anything of worth. This new team, which seems to have some good synergy going on, does have a chance to deliver (albeit on a smaller scale, most likely). Hodně štěstí, chlapi.
 

Divine Blessing

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if anyone hasnt learned from the most expensive tech demo in KS history - Star Citizen - ill glady provide my paypal for the most innovative uber RPG to be announced soon.
but i guess for some singular access to consensual sex is to pay in front...

/edit: and before anyone autosexual arguments: muh, its only 10 bucks - buy urself some LSD and play IRL frogger on the next highway
 
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karnak

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Grab the Codex by the pussy Strap Yourselves In I helped put crap in Monomyth
As it is written on the web, the project started in some parts from scratch. The game is just my child and I will do anything to finish it, so yes. I never gave up on Aledorn. ;)
Look, man. We all appreciate your effort. And if your game turns out to be good (and I really think it'll be) I intend to buy it (if it sells on GOG).

But there are some thing you must do: Like updating the urls on your Youtube channel. It still redirects to dead links (like aledorn.com).
I know that I'll probably seem petty, but it's small details like this that really separates pros from shovelware devs.

Since I'm not a programmer myself I don't have the authority to give you advice, but I'll speak as an RPG player:
Don't waste your time trying to create something big or revolutionary which you haven't the tools and manpower to do. Get "out of the box" and create something with a solid story and solid gameplay. Try doing something a bit different while using the "good old recipes".
Cleve Blakemore tried to adapt the old "dungeon-crawler blobber"/Wizardry concept and he created a cult game with Grimoire.
Paper Sorcerer is also a good example of how you can create a solid old-school RPG with a bit of imagination.

Thanks and good luck with your project
 
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Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth

http://noezgames.com/?p=251844&lang=en

First steps – again and better

We were very much hyped after leaving TEAM21 and got down to business straight away. As I mentioned in one of my previous postst we needed to create one location of each type, so we started with what we thought is going to be easiest – interior.

The truth is that basic level design was not too complicated, it is pretty much like playing with Lego, when you have limited block selection, but when you miss one real hard, you can either build or buy it.

Of course we ran into a number of small and big problems, one of the most pressing ones were lights – where to put light probes, where to put reflex probes, what should be dynamic, etc.

But now back to what has been achieved and what I want to present to you – the environment. As I wrote before graphics had to be built from scratch again, so along with asset database we started to build first locations as well. You will see yourselves that we have plenty already. I will be posting screens of every location we made in past half a year.

Very first location the players will see is the ship hold – a tutorial for first person GUI control. Player will have the chance to learn to interact with the environment, check the lightwork, etc.




In the second scene players are going to face their first enemy, learn basics of the combat system.



After this players are going to be tossed right in the game – harbor city of Lim, the capital city, which will be divided into 4 quarters.
Lim’s harbor:









Old market district:





First version of Old market district:

Dungeons and interiors in Old market district:






Lim’s graveyard:






To save some space and not to spoil much, I am not going to describe other screens. You can see scenes representing elements of the game – dungeons, interiors, combat interiors, battlegrounds, exteriors, caves, mines, etc.










We didn’t focus just on level design (of course). As we were working in Unity we stumbled upon its rough edges and deficiencies, so we developed various tools that bring significant quality of life improvements for all involved in development.

One example for all is e.g. “RandomPrefabSpawner”. If you put any prefab (think of it as a building block) on the scene, you are adding it via drag and drop menu from DB and then put it in place. This is of course all fine if you are creating unique environment, but if you want something more generic (forests, fields, etc.) then things get tiresome – imagine placing every tree and bush into the setting manually. So we decided to create a tool to help us out – RandomPrefabSpawner – you just dump prefabs in, set occurrence probability, rotation, scale, etc. and place prefabs by simple clicks. Don’t like the outcome? Trusty “Ctrl+Z“ will undo what is needed. This tool meant massive increase of level design effectivity. This is just one of dozens other tools that we have at hand and we are truly glad that Unity allows to integrate these functions, but of course we couldnt do that without a skilled and experienced programmer and fortunately Arb is just that.

Because lighting will play important role in Aledorn – especially in fights – we had to transfer all the rules from paper to the game, which is already done, so let me walk you through very quickly: Every hex in the game can have just three types of lighting conditions – no light, partial light, full light. This affects ranged combat primarily, but many other things work with light&darkness. The calculations are based on many things – amount and types of light sources, location, distance, etc., so if there are multiple light sources giving partial lighting conditions, they may create full light on certain hexes. See the “gif” below for better explanation.



If you remember what I wrote about weak spots of our two man team, you might recall that it was mainly the characters and their clothing (not ours ). We were looking very hard to enlist some help and for a while things were looking good, our old auxiliary graphic designers Jarda and Václav joined us, but even though Jarda was very enthusiastic in the beginning, he decided to back out in the end and though our cooperation with Václav lasted longer, he found a full time job and no longer had time to do character and clothing design.

Me and Arb had a brainstorming session, discussing the complicated situation. In the end we decided for the way of least resistance – “makehuman” program, which is free and to be honest quite sufficient. Characters created by makehuman are not as good as those you can design in Mixamo, or even those hand made, but it brings a great cost and work savings.



Last problem was clothing, we tried to comb throughseveral asset DBs to see if things have changed in past few months and – to our surprise – it had! We found couple of decent databases of light and heavy armour, which cover about 60 per cent of our current needs, but we needed someone to apply the finishing touch in order to make sure our newly acquired assets match our models. We have been lucky to find a new colleague Daniela who started to work on our armours right away and if she keeps the pace and spirit, we will be able to provide clothing for all our characters in no time.

Not sure how but it seems like our little project is acquiring some fame, as we were contacted by another upstart graphic designer Honza. He started to work for us about a month ago and – among other things – currently works on sets of luggage (backpacks, rucksacks, bags) which we didn’t have at all so far. He also helps Daniela with clothing, so we are even more hopeful to have that piece of jigsaw puzzle put in place soon.



Last element I am going to unveil is the new Day/Night cycle, which now work in interiors as well – you can for example see that light coming through windows changes with time, street lighting plays role as well.

I hope you liked this update and that it kindled the flame of hope of seeing the game soon in hearts of our remaining supports.

for team NoEZgames
Nefarit

Translated by
Robajz
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Still at it:



http://noezgames.com/?p=365060&lang=en

The Road to the First Chapter of Aledorn

Greetings and salutations, it has already been over a year since any last update, apologies for that, I found it more reasonable to focus on game development rather than PR, but at least I tried to find time for smaller updates that I post on our Facebook site. Anyway! Time has come to throw you a bigger bone and this time I have really something proper!

A lot has happened in the past ten month, like for example The Plague that impacted many things across the globe, our progress notwithstanding. Unfortunately I had to change jobs (events & entertainment industry has been uneventful and not much fun recently), which meant less time to do game development. We did not stop, no, but we had to rearrange priorities and even while Aledorn stayed on top of the pyramid, there were delays. Nevertheless, we kept pressing forward, as you will see for yourselves.

Among other things we spent a lot of time discussing possible early access, which could help us in two ways – get feedback from the community and secure additional funding. After much back and forth we decided to follow this path, though in a slightly unusual manner.
Aledorn is a massive game (even after we scratched some ideas), so we will divide it into chapters and early access will cover the first one. In total there will be three or four chapters that will be released over time.

Now let’s get to the first chapter. What will it contain, you ask? At this moment we have about 60 locations ready (exteriors, interiors and dungeons) and all of those will be present in it. It will also include all the core features, up to a point. Let me elaborate – I will use magic and skills as the example: Aledorn Chapter One will contain all the basic skills and spells of Basic and Advanced level. Expert and Master level skills and spells will remain locked and will be part of further chapters. Similar to classes, you will not be able to evolve your class in the first chapter. We still believe that Aledorn will be a good well-rounded experience comparable to many standalone games out there. For those who have been around for a bit: Think of Baldur’s Gate I. – your character progress was hard capped on seventh level and it still was a kickass game.

Now let’s get to the merit – what progress we made in the last 12 months? We will start with the usual – level design, which is about 90 per cent finished, at least as Chapter One goes. As mentioned in one of the earlier updates, the capital city – called Lim – is divided into four quarters, three of which have been revealed earlier. The fourth and final one is the Main Boulevard, where some of the most important landmarks can be found – the Castle, Temple, Library and the Warrior’s Guild to name a few.








Below the streets of Lim is the biggest single-story dungeon of the entire game – the massive Lim Sewers, which sprawl with all sorts of life. You can encounter various monsters, faction dwellings, secret stashes used for smuggling or passing on messages, etc. Sewers will be the stage of many adventures and you will visit its unsavoury depths on more than one occasion.







Apart from the four quarters, the capital will offer over 20 interiors where you will be able to barter, meet NPCs and get quests, which will yield some precious rewards you are so keen to get. Simply taverns, shops, guild halls (every class gets one) and others.












And of course, such an important city as Lim cannot be left with just one (albeit large) dungeon, there will be multiple ones. Just for explanation – by dungeon we mean any location to explore and fight in, not just your castle cellar, sewer and such. See some neat pictures below.





As you can see Lim is a big place where you will spend a lot of time (or at least we hope so), but now let’s move away from level design and have a look at other features that will be present in Chapter One.

We have made quite a progress on character models and clothing. Thanks to a combination of assets – coupled with hard work done by Daniela, Honza and Arb – we have over 10 different sets of armour at our disposal, various pieces of which can be combined freely.

The clothing parts are helmet, torso, bracers, gauntlets, pants and shoes, which you can mix and match to your heart’s desire. I will not describe in detail how much pain the clothing system containing dynamic scaling caused us (a LOT), but the final outcome is more than decent. See for yourselves.

As Aledorn is largely a dungeon crawler, we cannot forget to show you some of the dungeons we mentioned earlier, including various mechanisms, secret doors, stashes and puzzles. Check out the vid and pictures below.

Now let’s get back to samples of level design – see below screenshots of some of our dungeons you will come across throughout the game. There will be plenty of them, as they are one of the central pillars of Aledorn gameplay.













As I worked on level design I decided to make a short video to show you how I create locations in Unity. It is probably going to suck if you don’t have an ultrawide screen, dual monitors, or a big TV, sorry about that, but I am used to doing the work on multiple screens. CZ only.

The game will contain other interactive animated objects as well, for example special containers, piles of rubble, piles of bones, creature den, etc. See below.

At the end of this update I would like to mention that we have reached an important milestone in the game development: We can see the light at the end of the tunnel! (meaning Chapter One) After walking a long and crooked path, beset by many ill events, we can see the project finish in the distance. Yes, still very far, but we can see it nevertheless. At this moment I feel confident enough to proclaim that we plan to release Chapter One in Q2 2022 and we will invest maximum effort to deliver on time.

That being said, I will add a caveat – there are two things that could delay the whole thing significantly. First is the translation, as are building the narrative in our native Czech, we will need to localize to English at minimum. Second point of failure is testing and debugging, as it is close to impossible to divine how much time that would take, cannot estimate how many bugs we have built in so far.

Thanks a lot for your continued support, stay tuned in and check out our progress on FB, which is where our smaller updates typically go. Cheers!

Nefarit
The Mouthpiece of NoEZgames


Robajz
The Linguist Savant
 

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