
So, thanks everyone for sticking with us, and please do continue to provide your feedback, either through the discourse or this reddit. We're adding game content at a faster rate than ever, and expect to continue at about this pace as we complete the rest of the game. The first set of technical hurdles are behind us: AI, the building engine, crafting engine, combat engine, and the RPG-lite scenario system. So that's what we're doing.Īnd we're picking up steam. Overwhelmingly, you guys have told us to follow the original vision for the game, even if it takes somewhat longer. This is why we've done weekly updates without fail to keep you in the loop. Because you guys have funded us (not a publisher), we are only beholden to our own vison of the game and the direction that you guys contribute as we build the game. Our persistence has paid off already, when some of you guys started building things that the system simply was not designed to build, like extended cliff porches and furniture on house roofs.Īnd this is a perfect example of the beauty of Kickstarter. We didn't do that because we believe that not cutting corners is what allows for the unexpected, emergent gameplay that makes the sim genre so awesome. Instead of actually building the building up voxel by voxel, your citizens could all stand at the base of a building, hammer the ground, and poof up goes the building, sort of the way buildings are built in an RTS game. We could have saved months of technical investigation and development time by cutting corners. Your citizens build every building voxel by voxel, are smart enough to know when to build scaffolding to reach high places, etc. The building AI in and of itself is particularly challenging, because we don't fake a thing. And it needs to do that in a way that doesn't bring your computer to it's knees, and that is moddable by all of you. The Stonehearth AI system needs to coordinate dozens of individual AIs as they complete hundreds of simultaneous tasks, from eating, sleeping, building, crafting, running away from danger, etc. Why? Well, the game is technically a much bigger challenge than we anticipated, particularly with regards to AI. I'd estimate we're about 9 to 12 months behind schedule. That said, we are certainly behind schedule, as everyone realizes. Hired 3 more programmers and 1 audio designer, growing the Stonehearth development team from 2 to 6 people. Living in the SF bay area, this was no small feat! This was a pre-requisite to actually growing the team, as we literally had no space for more people. Here's a super brief summary of how we've grown Team Radiant in the past year. I think we've made tremendous progress along these lines. Remember, when we started the Kickstarter we were literally just two people working out of a spare bedroom to make the game. The goal of the Kickstarter was to grow the team so that we could actually build the game that we saw in our heads. I'm utterly confused as to how more people aren't upset about this. At the rate they're going the game won't be fully released until some time in 2016. Why haven't they hired more developers to push the product out more quickly? right? They said they only needed $120,000 to finish this game yet received $750,000 just from kickstarter (who knows how much more they've gotten from sales outside of kickstarter). Now, correct me where I'm wrong, but Radiant Entertainment hasn't hired another developer.

I understand that things get delayed, and sometimes just don't work as easily as you thought they would.įast forward 6 months, and the beta still hasn't been released.
Stonehearth mods steam alpha 15 software#
Fair enough, I'm a software developer myself. A beta was not released, an alpha was released. I was one of the original backers of this game on kickstarter and was really really excited to play the beta when it was set to be released before the end of December 2013.
