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Here we are everyone. Today the core of SpunkStock is finished. There are a lot of things I will be covering here, so let's get started.

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>Let's address the biggest question: When is SpunkStock v1.0 releasing?

As soon as I get the first wave of bug tests/fixes out of the way, I will be submitting the build to Steam. Depending on how everything pans out I am hoping to have the game released in January. I will set a exact date as soon as we are cleared. While we wait, I am going to use the time to flesh out bugs, and make the game to a more fine condition. 

This will also allow for a little more time if patreons are pushing for that $14.99 USD threshold. (Patrons who have contributed a total of that much will receive a key for the game.)

As mentioned before v1.0 will not be posted on patreon itself like the previous versions.

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>This leads to our next question: How is the distribution going to work?

To ensure everyone is aware, I will be sending out messages to all active patrons who are under the threshold, along with every patron(active or not) who are above the threshold. This will be to alert everyone of the situation in case this post is missed.

Within these messages I will give a brief overview of the things said in this post, along with a question as to whether you want a Itch.io, or Steam key. If no response is given by the time of tallying, you will be defaulted to an itch.io key. The current planned cut off for tallying will be January 4th. This is also the planned cut off for reaching $14.99 USD for the full version of the game.

Note that if you have contributed that much already, you do no have to be an active patron to be included in the tally. (users who are no longer patrons, but in the past have contributed more than that will still be getting a key.) Basically, if you are over that amount right now, you can stop being a patron if you wish, and you will still be messaged a key at the time of the game's release. Which will lead to the next question

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>Should I stop being a patron? (What's happening with the page?)

Depends. The reality is. SpunkStock is wrapping up, and if you were here to support the development of it specifically, then your contributions have reached fruition. For this month, the page will still be SpunkStock focused as I sort out the last few things, but come January this page will likely be switching to our new project. 

If you enjoy our work, and want to peer in, and continue supporting into the next project, we would love to have you stick around! If you wish to retire from the Patreon with SpunkStock I want to say thank you so so so much! It was an amazing journey, and your support has all been phenomenal! 

Weekly posts will still happen through December. Each week I will talk about the current state. If you are under the threshold, but want to get that last bit in to hit it, then go for it! 

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>What's the next game going to be like?

The genre is changing. I want to step away from rhythm games for a bit, and take on something a bit new. We will also be stepping into the world of 3D. We will be keeping things simple to ensure we don't bit off more than we can chew, but we still want to take a step forward.

The game will be a rail shooter inspired by games like StarFox 64. The game will likely not be quite as "arcadey", and pull a similar progression aspect to SpunkStock. I still want to promote the idea of going to any character you want first thing.

To reel back for a second I do want to stress that AmHidden is still doing the art, and I will still be doing animation. This means Hscenes will NOT be 3D. Hscenes will be done in the same way SpunkStock's was, and AmHiddens art-style will still be very present. The 3D modelling will be headed by a new core member who I will likely introduce in the near future.

Disclaimer: These specific characters may not appear in the game, and the specific style may be different. These are early concepts.

Through this month, alongside reporting on SpunkStock, I will likely be showing some concepts we have come up with for the new game. On down time this month I will likely be working on the prototype for it as well.

Alright. I'm going to post this and start writing up the messages. Thank you all so much for the support through SpunkStock! If you're sticking around, I'll catch you next week. If you are heading out, it's been a pleasure!

-Regulus



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Comments

Mensn

I remember when Yoni was released, man that was a long time ago. Happy to see Spunk Stocks success and release date. Keep up the good work <3

James

Can't wait to see the Rail shooter prototype!

Jzhara

Congratulations on getting here to you and the rest of the team! Finishing a game is a great achievement and I'm sure you're looking forward to launching. (also I really like the character in the second concept image there)

Anonymous

i hope that the puffy hair character stays. i really like the design on that one and i would love to see how that game turns out!