Short Update on Development

Hi everyone! Short update this week since we're not allowed to talk about the new content that we're making. I mean... what? What new content?

Things are going well as we approach our console launch, slated for this summer. The Switch was giving us the most difficulty as we were getting weird crashes without any information in the output. Well, we got some information, sometimes, but it was often in Japanese and didn't help much even with Google Translate. In the last few weeks though, we've gotten major Switch functionality, and it's almost on par with the other consoles. We're waiting on some plugins from external partners to be updated so that we can hook up the online play and move forward with the social stuff.

Apart from that, we're working on new content that we'll announce at some point in the coming months. In a world of games press, it's important not to divulge all of the information immediately, as press doesn't like to cover stuff that's been "public" already, even if that's just on our site. It's exciting though, you'll see! 

Our new artist, Fabio, has been working out wonderfully (not like working out at the gym, though maybe he does that too) and we've been super impressed with his quality and speed of his work. We're really happy to have him on board and it'll help make the future of the game more full of cool stuff.

That's pretty much all we have to update you on today, but we'll be back next week with... something! 

A Thank You Speech... even though we didn't win

Hello friends!

Someone who I respect (but can't quite remember who) told me that even if we don't win the IGF Design Award for which we were nominated at GDC this year, we should still say thank you to the people who have helped out along the way. I think it's important because those people still deserve the thanks to help us get to where we are now, including a nomination for an award like this. So, here goes... our thank you speech that we had semi-prepared in case we won.

Thanks to all of our players. From our earliest fans at Mont Royal game society, our Kickstarter backers, to the people who are still playing today. All of your feedback and suggestions have made the game what it is. Its been a collaborative effort.

Thanks to our audio team, Vibe Avenue, for great music and sound.

Thanks to all of our families for so much support in so many ways: financial, emotional, accounting and legal help. Kyler would like to say a special thanks to thank his wife Jackie for all of her help, support and love to make this game and this company possible. 

Thank to all the people in the world who have YouTubed or streamed the game on Twitch and other streaming sites; your interest has spread the hilarious antics of this game around the world and in so many different languages, it's truly amazing.

Lastly, it's so cool to be up here (or not up there, as t'were) with such amazing developers. We'd like to thank all of the game companies we've befriended on the way, and thank our shared office called the Gameplay Space in Montreal for being such a great community.

Keep being awesome, keep making great games and thinking outside the box, and keep helping each other by sharing tips and tricks and information, and keep paying forward the lessons you learn, it helps us all to strengthen our industry.

That concludes our thanks, but we really want to emphasize the fact that we couldn't have done what we did and what we're doing without the support of these people. If nothing else, it's a good reminder to be thankful for what we've had and the people who surround us.

:)

GDC and PAX Awesomeness

Hiya! As you might know, we recently came back from both GDC and PAX. GDC (Game Developer's Conference) is a week-long event that takes place in San Francisco, and PAX (Penny Arcade Expo) is a massive consumer-facing weekend event that takes place in Boston. This year, the two were about a week apart, and we're rested up and back to our routine... if you can call it a routine. 

GDC is a great opportunity to learn, get inspired, do business, and meet other great devs. The conference involves going to lectures, meeting cool people, going to eat, meeting more cool people, going to parties, and meeting even more cool people. We were also nominated for an Indie Game Festival award for design, which was a great honour, and we got to go to the award show which was a ton of fun.

The award ceremony was hosted by the lovely Nina Freedman, and then the Game Developer Choice awards were hosted by Tim Schafer, who was funny as ever. We got to feel fancy and have little (kinda big actually) meatball hors d'oeuvres and wine and stuff. That was just one of the many, many, many parties where we met a ton of great people.

We went to some great talks as well, and we were able to share the knowledge within the team at dinner one night as well as in a meeting that took place here at our office. The most interesting thing about the talks is not only that they teach great things, but also that they inspire you to think of things beyond what was covered in the talk, and talk about those ideas at parties (which further accelerates the creativity).

The next step was PAX East, which is a game expo which sees over 150,000 people over three days (my source on this isn't reliable, but I think it's close to that). As you can imagine, the show was pretty crazy. 

It was really great to hear people come up to us and tell us how much they loved the game, as well as introduce it to new people who hadn't seen the game yet. We also had some press interviews and had some streamers pop by to play the game. 

It was a great two weeks full of team bonding, lots of beer, knowledge gathering, and gaming (though we didn't actually get to play much...) and we're looking forward to the next event.

:)