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First of all, this is very unfortunate news to break. CGoCI has been in off-and-on development since July of last year, supported (and funded) by fans all over. I deeply apologize for disappointing you all with this sudden news. I've already broken the news to the Cursed Game team last weekend, and will give the same news publicly on FA soon. I understand that many of you are funding me on Patreon specifically for this game, and I hope you will read both this post and the next one before making a decision to leave.

I've broken down details into two FAQ-styled posts. This post is dedicated to explaining why this had to happen.

The other post: HERE 

So...

Why stop development?

Development has been getting slow over the course of the year. There are a number of factors that contributed to it's slowdown, but also occasional ramp-ups thanks to various free contributors who helped the project immensely.

I had an emergency that forced me to move out of my place

Due to an apartment flood, I had to rapidly cease all game development and art creation for two whole months. It's been hellish and I'm extremely grateful to those who sent me well-wishes as I was without internet for a few days, had to hotel hop a lot, and am now paying more in rent. Unfortunately, the move isn't even over, as I have belongings at the old place that I cannot access to until a crew comes in to clean up the mess.

A large portion of patrons also left during those two months, which is perfectly understandable, and I assume it was due to inactivity and lack of updates. Things are relatively normalizing, but not quite back to normal.

Cursed Game is no longer a game jam project and requires a larger team

One of the biggest goals of Cursed Game was to provide an 'all-encompassing' transformation rogue-lite. It was supposed to support UDTF, animal TFs, TG, inanimate TFs (basically everything anyone would want). I was hoping to achieve this by making Cursed Game into one of the first mod/DLC friendly games for transformation media. Unfortunately, that's a larger undertaking than I first thought, and the team (as of this writing) only consists of three programmers, all of whom are part-time and fully volunteering. I had intended to expand the team in June, but the flood ruined the paperwork I was writing job descriptions on.

My day job has changed projects; I have to focus on ramping up that

Originally, Cursed Game was made in Unity because Unity is a very good game engine for general prototyping and I use it as a stand-by for extremely short projects where I need rapid development over performance requirements. Unfortunately, I'm now in a situation where I need to learn a completely different game engine for my day job, and Unity knowledge resources are harder to come by. Also, context switching between my job and Cursed Game is straining my brain too much, and it's just not something I can maintain.

On top of this, despite not quite reaching post-pandemic, my 100% remote position is becoming less remote, which means hour-long commuting and lunch away from home will cut out a lot of the free time I was relying on when developing the first few versions of CGoCI


Once again, I'm really sorry to disappoint patrons, especially those who wanted to see this game through to completion. Please check out this post for the current plan for next steps. HERE 

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