plus ein schöner Neujahrsgruss des Teams
https://www.kickstarter.com/projects/1535515364/pathologic/posts/1774258
https://www.kickstarter.com/projects/1535515364/pathologic/posts/1774258
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Oder mit Konsolenrelease.Die Gesichtsanimationen gefallen mir schon mal sehr gut und die Atmosphäre wird eh wieder ganz gross, aber ich befürchte es wird wieder buggy ohne Ende.
Wird wohl ein Spiel das man erst nach den ersten paar Patches spielen kann.
Hey everyone! My name is Alex Nichiporchik, I’m the producer of games like SpeedRunners, Party Hard, Punch Club, and Hello Neighbor. Today I bring some good news to the backers of Pathologic. I’ll be producing the game from tinyBuild’s side, as we’ve partnered up with Ice-Pick Lodge to help finish this gem.
This has been a while in the making, and we’re finally ready to take the curtain off from where Pathologic is heading as a franchise, and what this means for the game you’ve Kickstarted.
First, the drill-down:
• What we referred to as Pathologic is now Pathologic 2 to avoid confusion between the original game, Pathologic Classic HD, The Marble Nest, Mor. Utopia, and so on
• tinyBuild partnered up with Ice-Pick Lodge to bring Pathologic 2 to market in 2018
• All original pledges are still in effect
• We’re changing the development methodology to become more open, similar to what tinyBuild did with Hello Neighbor — allowing in-development access to game builds to fans who support the development
Full game is coming in 2018, alphas are coming sooner
In the good old days of game development, typically you’d get a publishing deal in place — receive funding from a publisher, and lock yourselves in for a couple of years until you ship something. Repeat every few years. It’s clear this work method no longer works, not for us or for the industry as a whole. Releasing The Marble Nest gave Ice-Pick Lodge an insane amount of feedback, and after seeing what tinyBuild was able to achieve while being completely open with their fans about games like Party Hard, SpeedRunners, and Hello Neighbor, it was clear the dev process needed a change.
To be clear: tinyBuild is coming on board to help produce Pathologic 2, acting as a publishing partner
Ach der ist doch harmlos, ich finde die ganze Atmosphäre, wie die Stadt in Anarchie verfällt, richtig schön unheimlich
Zum Glück haben sie genügend Geld zusammen bekommen um auch die Steppe auszubauen![]()
Hey, so, let’s talk about the current state and future release of Pathologic 2.
To make sure we’re all on the same page, let’s start with bullet points:
- We’ve made the tough decision to release the game in parts
- The first part—the Haruspex’s storyline—will be available in Q2 2019
- The Bachelor’s and the Changeling’s stories will be released later
- After it’s released on PC, the Haruspex’s story will also become available on XBox Game Pass
- All eligible backers will (obviously) receive all three stories as they get released, no additional payment or fuss
- For now, we’re unsure how exactly we’ll release the other two stories technically—whether as DLCs or something else. What matters is, they remain as crucial to the overall concept and as content-complete as before, no matter how delivered to you
- Polishing changes a game a lot
To sum it up, this decision did not come easy to us, but it had to be made for the following reasons:
- We want to watch you play the Haruspex’s story just as much as you want to play it—and it will also help us fine-tune the other two.
- It would just be wrong to prolong the wait even further.
- Your feedback to the Marble Nest and the alpha confirmed some of our suspicions, but also gave us new food for thought. We realized that we need to tweak the game—not its core ideas, but the presentation—some more. Some of our ideas are not what you would call extremely accessible; but that only means that we need to put extra work into making sure only those parts of the game that we want to be confusing, are.
- The economic crisis in Russia, that happened just around our KS campaign, seriously hindered the early development. It came out of the blue for many people, and, looking back, we still can’t see how we could have avoided it. We invested our personal savings into the game, worked for free sometimes, and in the end, overcame the issues. But it came at a cost—namely, of development speed.
- In this era of soft launches and Early Accesses releasing a game in parts does not have to come as a shock. Some projects choose it do this deliberately. It was not our original intent, but we do think it works fine with the game’s concept.
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