Lessons Learned from Alpha v1. (Patreon)
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The last 9 or so months have been hectic. We've been learning a lot about what our limits are, where our priorities need to be, and how we need to go about handling what we do and how we do it. Bug testing has been getting more streamlined and efficient, what we add to the game, and our game plan of going about things, have had to evolve and change from what we had originally intended. This would have involved us releasing the game almost identical to where it is now before we announced the Patreon, though as everyone knows, circumstances forced our hand to launch early with a much less complete sample of what we intended to deliver on.
What this comes too though, is we have found our pace is far slower than we had originally intended, even with the revised plan, we had hoped to have Alpha v1 done in January at the latest. This didn't occur between keeping things running, squashing bugs as they come up, dealing with the fallout of our rushed original systems, and similar problems.
I, Judge Heath, was the one who set up our original time line as the product manager, and I was overly optimistic about what we could achieve in 2 years. For this, I offer my apologies, and I ask your patience as I say that the full release of the game, for reasons of both quality and depth, will have to be pushed back for a year. Rather than releasing in the Autumn/Winter of 2018, we'll be doing a full launch in the Autumn/Winter of 2019, making it a full timeline of 3 years rather than 2 years. I apologize for misjudging our capabilities, and giving you a false promise, and will attempt to keep my allowances for time and resources more in check in the future. Thank you, once again, for your support, and I hope you remain with us for this entire crazy journey.