In terms of regions, the Avernum region will be the last one we add before the full release. Okay, so after a long-winded intro, back to actually responding to your questions. So the time is coming soon (probably later this year) when we need to 'try the pudding' by releasing 1.0, and see if there is enough interest for a game like this to keep us going. We would also like to turn on regional pricing at the time of the full release. It's an indie title after all and breaking the $30 threshold is unlikely, no matter the amount of content we pour into it. We briefly considered increasing the price of the game to cover the additional content and development cost but do not think that would benefit the game. Narrative-heavy games have become increasingly niche over the last decade (unless fully voiced), and Vagrus has already reached the size in terms of content that adding more is unlikely to yield better financial results. The question is how we can best time the release of 1.0 to ensure we have enough money to cover the development cost for both the short and the long term. So it's a matter of timing rather than 'completeness'. Especially for a game like Vagrus, born out of decades of ttrpg campaigns, with our hope and plan to keep expanding it for many years to come.Įven if we pushed out its full release five years from now, we would have stories we could tell. Unlike other game-genres, an open-world RPG does not - necessarily - have point when it's 'finished'. Where we draw the line for 1.0 is actually something that has been on our minds a lot, recently. Hey, thanks for the praises, glad to hear you like the setting and the game, even in its current readiness.
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