Dead Air

So it’s been three weeks. And what do we have to show for it?

… truthfully, not a lot.

The last few weeks have been a doozy. Two of our team got sick (though they’re both on the road to recovery). Our multiple outside commitments got very committed. And there were some moments where some of the more finer points of logically plotting the story got head-to-the-wall stressful. That’s not to say nothing happened, though: we finished another key CG, overcame the particular narrative struggle we were dealing with, and this next week is going to be all about new beginnings - redrafting sections of Mesmer’s outline, starting the sketches for another piece of key art, and getting down to brass tacks when it comes to organizing principles.

We’ve mentioned this before, but the fact that this is a pure passion project - one with no initial funding, supported by our work outside the game - is both a blessing and a curse. It’s a blessing because the version of the game you’ll eventually see will be uncompromised - we don’t have investors to please, there are no board meetings about targeting key demographics, and we aren’t racing headlong toward an impossible deadline. On the other hand… well, we aren’t racing headlong toward any deadline. Crunch isn’t really a concept we’re looking to embrace. If we need to take a week here and there to take care of ourselves, we’re going to take it.

All that said, we’re still passionate about keeping things moving, and we should be picking up the pace in the coming weeks. Thanks for your patience. We’ll be back soon.