Hyper Light Drifter - Release Update
Heart Machine has an update on the release of the ARPG Hyper Light Drifter.
Schedule: Keeping everyone as informed as we can
After heavy development, much discussion and examination, the team and I have decided that we will not rush the project. There's an intense desire to create a polished, beautiful experience and we need more time to do so. We plan for the closed beta to come out near June, so you'll still savage hordes of beasts and explore a section of the world in due time. The Steam + PC release are first, as they were the initial platform; we have our sights set on the end of the year holiday season. Other platform releases are planned to follow shortly thereafter.
We've spent these past months working incredibly hard - on weekends and beyond - scheduling, planning and budgeting how we can best utilize the resources you, the backers, have so graciously given us to create the game everyone deserves. The original approximation of a June release was for a game developed with just myself and Beau Blyth, something much smaller; I would have been creating art for the next six months, with much rougher edges and animation. Since we have been given this remarkable opportunity, the project has evolved, requires polish and finesse that I was not originally afforded. We are able to make the experience whole, into the full vision I had wanted it to be.
The other major factor is health: I can't physically push myself to the brink; I live with limitations that most do not. The amazing thing now, after the success of this campaign, is that I have a team to support this project, to support me. This means that I'll have to pace myself to avoid crashing, a fact I was reminded of just this week. We're all working as hard as we can within reason.
I know some will be disappointed about a delay. For us it means creating as great and polished an experience as is possible. I remember yelling at Nintendo Power whenever Zelda: OoT was delayed, and now I fully understand why they did it and how it paid off in the end. In Miyamoto's words: "A delayed game is eventually good, but a rushed game is forever bad."
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