Hello Everyone!
Over 150,000 people have Added Dread Not to their library, with almost 25,000 lifetime player.
I want to start off with a message to everyone who has played our game... From the bottom of all of our hearts, thank you!
When we began this project for our senior capstone game, we knew we had something special. We had no idea however, that just 7 months later, we would be on the front page of users' Opera GX browsers, and that so many people would acquire, and play our game.
As an audience, you have been invaluable to us, from all the feedback, the bug reporting, and encouragement, it's been a pleasure to experience having a community and interacting with all of you. I want to spend the rest of this announcement discussing what is next for this game, as well as what is next for us as a team. Dread Not is far from finished, we released the game in early access to get as many eyes (that were not ours) on the game as possible, to get outside perspective from individuals and to apply that feedback to the game. Dread Not did release in a quite compromising state, it didn't run well, it had a lot of visual and technical bugs that were quite frankly, game breaking. Having the ability to read these reports in real time gave us the ability to quickly identify and fix several issues already, and is continuing to be invaluable to us as developers. We have a small, very rough roadmap for you to indulge in, to get a good idea of the remaining release cycle of the game. Sprinkled through the coming weeks and months
- Continued fixes for any visual and technical bugs players encounter
- Continued Graphics and Memory/CPU optimizations
- Continued Inclusion of new audio
- Continued work on environmental juice!
Update 0.2 - July
Will include Collectible Lore Objects for the players to find and read in their own time.
Will include some accessibility features regarding puzzles
Will include one new puzzle for players to interact with
Will include an update to the player indicator to update at all times
Will include further optimization regarding memory, CPU Usage as well as GPU usage
Update 0.3 - Late July/August
Will include one new puzzle for players to interact with
Will include further optimizations regarding memory, CPU Usage
Will include a slight rework to the C02 system, will include a rework of torpedoes
Will include some solo objectives for the mechanic to complete and interact with
Beyond Update 0.3 Will include one or more new puzzles for players to interact with Will create a single player survival horror mode for players to experience Will rework the tutorial to the best of our abilities to give players a better idea of the game More features to come throughout updates 0.4 - 1.0 When do we plan on releasing? The big question, as of right now the goal is to have all the content we want in the game by the end of November or Early December, most of us are moving on to bigger and better project so it will take us this time to finalize Dread Not. What's next for the team?
We absolutely adored working with each other here at Leviathan Interactive through this process, but given that this studio was formed for our capstone project, most of us have moved on to other ventures. As we all begin our new lives/careers as game developers, some members of the team will share their journeys with you in case you're curious and want to see us grow.
We loved making Dread Not, we still love making Dread Not, and we will always love our time on this game. Thank you for downloading, and playing Dread Not. Until the dev cycle for this game ends, we will cherish every comment, every review, every piece of feedback you may give. - Tech Director Ben