I have answers for a few questions that may be kicking around. Read on! (And here’s an image of various skill icons to distract you.)
So how is Dredmor coming along?
More slowly than we hoped, but steadily.
The game is making incredible progress that leaves us feeling much better about our finished product. We do want to release the best product we can as reasonably quickly as possible and we’re fixing all the horrible crash bugs (and polishing many little rough spots, particularly finicky UI issues). All major features are in, but a few small ones are trickling through because the gameplay suggests some good fits.
If we’re to be charging money for a product, we want to make sure it’s worth it to you. Yes, waiting sucks, and scooting deadlines back is ridiculous (and all too common), but I assure you it is better that we do it this way.
When will Dredmor be released?
Before Duke Nukem Forever. That’s one we’re definitely sticking too. Thankfully, they make it easy for us 🙂
Or more specifically: Within a month. We’re actually “pulling the lever” within a week. That is, we’re starting the process of release (that sound you hear is inevitability); we are assembling our fleet of Business Acumen to make this all happen.
So: Dredmor shall be released in the merry month of May.
Will there be pre-orders?
This depends a good bit on whatever deal happens with whatever distribution method we use. If it’s plausible and worthwhile, we’ll do it.
We could have attempted to push pre-orders earlier in development but it didn’t feel like the right move for a number of reasons. A good part of this is that we want to be as sure as possible to be able to put a full and playable product into the hands of our customers when they give us their money.
(We do, however, badly want to investigate Minecraft-style pre-order access to builds during development for future games. It’d be a more stable income stream for us, it’s make for a more community-involved development process, and it’d be Fun. We’ll see how it ends up. We did not do this with Dredmor because it is a much fuller experience when you get the dynamic that arises from the interaction between a lot of game mechanics in operation with each other. And there’s a lot of other stuff we’d do differently anyway, but that’s for the post-mortem.)
So what are the latest details with the Dredmor Beta?
We’re putting a lot of work into v0.94.2 which we shall be sending to some press/blogs/random people as well as to some people on our presently unused beta mailing list (which is primed!). This is also probably the version that’ll prove to distributors that we’re on the verge of product release, so it is indeed important to kill all the crashes and put a bit of polish into it.
This version should be done within the week. And what’s in it?
- Working Save/Load that doesn’t close every previously-opened door in the dungeon in a creepy Poltergeist-like manner.
- Added yet more monsters with yet more finely?-tuned spell-effect powers. The snow spell that is fired off when fighting Ice Golems is really quite delightful.
- Crafting skills which behave so now you can actually make drill-bolts and spring-loaded power cores
- The mighty return of The Lutefisk Cube!
- Meaningful difficulty levels (which I’ll do a post about very soon)
- Many custom-scripted rooms with Fun Surprises. This is a neat system which I should also write a post about.
- Teleporters no longer send you to a forever-alone void in the corner of the map.
- Potions can no longer shoot bolts.
- Heroic Vandalism!
- Krong, the god of anvils, may be slightly kinder to newcomers.
If you, dear readers, have any more questions you’d like to ask, feel free to leave them in the comments and our Question Answering Team will get back to you as soon as possible.
Note also that we finally have a crude contact email address on the bottom of the sidebar you see to your right, if you feel compelled to write us a strongly-worded letter.