
Basically, we'll ride the crazy that happens during a launch of a game. First, we'll pour over new feedback we receive from our new players, identify any outstanding issues that crop up, and prioritize that against our future tasks. Rest?! Hahahahaha NOPE! We'll be even more heads down. Here are some images of those higher tiered items: We'll look to create ways for all players to access versions of these assets in game at a later date but for now they are specific to those backer tiers. These items are not necessary to play the game and are merely a fun way to say thank you to those that wanted to back for more and assist in our development.
#Praey for the gods console release date skin#
We'll also be sending out Steam keys for the elite grappling hook, outfits, pouch, soundtrack, wolf skin and pets that certain tier backers will receive. We hope you enjoy it as much as we do! Click Here to check it out ) Ian Dorsch is our long time friend and the composer of the soundtrack. Our plan is to add more tracks while we're in Early Access. Currently, there are 26 tracks with a total of 54 minutes of music. If you missed the chance to pick it up we highly recommend getting it now. The Praey for the Gods Original Soundtrack is available for purchase today on our Steam page. We like the consistent development we've been doing since Closed Alpha and going this route feels like the proper next step.Īll images © 2019 - No Matter Studios, LLC We felt Early Access fits this approach and we watched our friends on Grim Dawn and Subnautica create fantastic games using this development method. We'd rather release newer content in waves, continue to expand our community and listen to your feedback along the way. Yes, we could do a big ol' super duper day one launch but let's be honest we're 3 people and that kind of stuff terrifies us. We're simply initially releasing into Early Access to see if we can add more content before we launch on consoles. We want to reiterate the stuff you backed will be available at launch. Honestly, I like to think of it like an epilogue at the end of a book. However, we'd like at least one more boss, flesh out crafting, add more puzzles, have a perma-death mode as an option, and a bit bigger final conclusion to the game. To be clear, additional content would depend on the sales we get when we launch on PC. What additional stretch goal content would we be planning?
#Praey for the gods console release date Pc#
We found this to be a win/win for both PC backers and console backers as PC backers will get the game as well as additional content over time and console backers will have some fresh content and a somewhat spoiler free conclusion to the game. While Chien is working on getting the game further optimized and certified for PS4/Xbox One, Tim and I will add what additional stretch goal content we can prior to a final launch on consoles.


This is allowing us to develop faster and better and it feels silly to stop development on the game when we've just hit our stride. However, we love working on this game and our engine and tools have come leaps and bounds since we started development. It's a fully playable game that is exactly what you backed us for when we started on this journey.

This means the 5 bosses are done and fully playable, along with cutscenes, open world exploration, minions, puzzles, and all the additional Kickstarter Backer Content. Our plan is to release into Early Access with all the game content we achieved in our Kickstarter campaign.
