Wednesday, November 29, 2017

Impish or Admiralty

Hello again. It's weird how fast 2017 seems to have gone by. At least in my own experience, so many memorable things happened in the previous year that 2016 felt like ten years in itself, and god, oh god was I ready for it to be over by the time it finally ended. But 2017 has, more or less, been something of a smoother ride. Not necessarily better or worse, but less earthshaking overall. On that note, when last we spoke I promised that we'd take some time in November and discuss the ongoing progress on Demo 2 and beyond, and that's what I'd like to do next.

Now, Demo 1 was a little longer ago than I would care to admit, and while it was made with copious amounts of blood, sweat and tears, it was more or less a proof of concept. We made it to prove to ourselves and to the world that we were still alive and capable of putting something out into your hands that was actually playable, whether there were rough edges or not (which there definitely were). Now, with Demo 2, we've worked hard to both polish and improve what we already had in place (such as UI and writing, as well as adding an additional background image for a scene we felt was lacking), and also give players a better overall impression of what Familiarity is and what the first chapter of the game will be about. Depending on your actions during Demo 2, you will be able to meet two out of the three main heroines, as well as make choices both large and small that will have lasting consequences in the full version of the game. In terms of sheer content, Demo 2 comprises everything from Demo 1, including some scenes that were spit-shined and reworked, as well as several additional scenes that continue the story past where we left off before.

Our team is currently hard at work wrangling the build into submission and aiming for a New Year's 2018 release, as well as hoping to finish up the last few sprites required. Music, backgrounds, writing and editing are considered done for this demo. But enough words words words, here's some stuff you can actually look at for a change.


Presenting our new main menu...

...and new and improved options screen.






Areas on the surface level of the ship have a day/night cycle. Fancy!





Well, that's about all we have to say/show for now. I'd like to offer a big thank you to anyone and everyone who's been willing to stop by and forgive our admittedly slow development pace. We all work in the hope that the end product will be worth it.

Here's hoping to see you in 2018!


Tuesday, October 31, 2017

Ju Ju Magic

Hello again to any and all. Today we've reactivated our deep space communications array to wish you a happy and safe Halloween, whether it's a space Halloween (in space) or a regular old normal Halloween (I.E. not in space). From everyone here at Airheart, best wishes before we all plunge headlong into the holiday season.

Artwork by Chocojax!

If you were hoping for a more substantial post to show off some progress and discuss the impending Demo 2, don't worry! Another update will be coming in November. As always, thank you for tuning in.

Sunday, June 4, 2017

And Then It Was June

I can't believe the time has gone so fast. Obviously, our hopes for getting demo 2 completed swiftly didn't come to pass. I'm not going to bore you with excuses, I just want to say that we're still here. Progress continues if only as a trickle, one that we hope to increase in size and volume once life begins to calm down for members of our team. Thank you for stopping by.

Someday.

Saturday, February 4, 2017

An update on the lack of updates

Hey all/any. I just wanted to give an update on the status of the demo that we mentioned a little while ago. Right now most of the work on Demo 2 has been completed, we're just waiting on a few more assets to get finished and then a final round of bugtesting and tweaks.

Eventually.

I'm sorry that we weren't able to deliver the demo when we originally planned, but we do hope to have it ready to release within the next week or two. Thanks as always for your patience and your interest.

Sunday, January 1, 2017

It's the horrible legacy one. (Updated)



Goddammit, 2016. While there's no silver lining to the loss of Carrie Fisher, the upside of our resident programmer spending a few days in the hospital is that the rest of us have a little extra time to do playtesting, bugfixing and last minute tweaks before we're ready to put Demo 2 out into the wild.

So to make a long story short, give us one more week, please. Here's some nice art for your time.

Soon!

Update: Sorry everyone. It looks like we need a little bit longer to get things to the level of polish that we're happy with. Please check back with us towards the end of the coming week.