Hey folks,
A number of you have already gotten a steam key for the private alpha, with a note that I would post on the forums when it is ready to actually install. This is that post!
If you have NOT gotten an email from us, but you did PM Josh (tigersfan), then don't worry: we are doing this in batches of players, so we didn't just ignore you. If you have not emailed Josh, but would like to be in the alpha, feel free to email him as we may still have some room in a future batch of testers (we'll see).
Alpha ProcessWe'll be doing this in waves, as usual. So if you are not in but hope to be, please tell Josh when your time availability actually is during the next week or two. The idea of doing this in waves is the fact that we can only make a first impression on a given person once. So having some testers be first and then making adjustments on their feedback means that the first impressions of the later testers are closer to what the beta and 1.0 customers will experience. Which is really useful to us.
Current State Of The GameThis thing is practically done, to be honest. It's very 0.900 at this point. This is unlike any other recent alpha or even beta that we've done. The reason is that this game HAS to be pretty much done in order to be playable much at all. So don't expect titanic shifts in the game during alpha or beta (it already works and is plenty fun), and in general don't expect much more in terms of content.
Current known things that are going to change during alpha and beta:
1. We are still working on more floor graphics and more "flavor objects" to add more variety in the visuals of your locales. These have no impact on gameplay.
2. There will inevitably be some bugs found and some balance things that need adjusting (of course).
3. Four(ish) more cities will be added so that we have a total of 5 rather than the current 1.
4. We
may add a few more bots, depending on how it winds up feeling over time. But there are already 100,000 possible combinations of normal bots that you may face in a level, plus more with the "special" bots that are in smaller numbers. So that's, uh, pretty good.
5. During alpha, not all of the bots are yet lit and animated. We'll be finishing that next week.
6. We're also still putting in some of the "robot chatter."
7. The comic from Nick Trujillo is just getting started.
8. The hackable computer terminals that are kind of like potions in other roguelikes are in, but this is one mechanic that may see some substantial revision as it is less mature. We'll see.
9. The big one: there may be things that are unclear in terms of the game not explaining whatever. There is no formal tutorial in this game, and we don't plan for there to be. There's no large wiki or encyclopedia, and we don't plan for there to need to be (though feel free to create one if you wish). The idea is that the game presents you with what you need at all times, and I think that it accomplishes that for the most part already. THAT said, that doesn't mean there aren't some awful glaring oversights, so let us know what confuses you.
And... yeah. That's pretty well it.
When it comes to this alpha, mostly we're going to want you to just play it and report anything you feel like you want to tell us (bugs, balance, something that isn't clear or fun or whatever). And that's about it!
Schedule- Alpha will last for 1-2 weeks or so.
- Then we'llgetting that to anybody from the public who wants to try it.
- Shortly after that, when things settle down some (maybe a week in), we'll be treating the beta as our press build.
- Then 1.0 will be in mid-October.
Cheers!
Chris