PROGRESS
We’ve made great progress this week! So much, in fact, that we are confident enough to say…
We will be releasing the first wave of the Alpha on November 30!
You can expect to hear more from us leading up to the alpha launch with details and instructions for those in the first wave of testing. We’ll be posting to our website as well as our Kickstarter page.
Last week, our team started holding small internal tournaments to stress test the game and look for bugs. The range of skill levels within the team is variable, but watching the more seasoned members go head to head in the finale is always entertaining. (Rob usually wins. Surpriiiise.)
This sprint was divided between adding many cool new attacks, lots of fixes to accuracy, new VFX for the existing attacks, and a great deal of bug fixes. Each of the fixes were pretty small, but as you run into more and more it can really affect game feel. Getting these patched up was really a massive improvement!
We finished the (very rough first version) of our input settings screen. It features rebindable keys and something a lot of people have been asking for: Controller Support!!! Do note, it's still a very early version with no semblance whatsoever of things like aim assist and proper deadzoning. As we get feedback from players and do more play testing ourselves, we'll be making improvements to controller support and features like it over the course of the alpha.
We've added the ability for players to host and join Private Games. Our matchmaking always allowed you to play a against a random player in your region, but now you can set up a private game against your friends!
We've moved onto beefier servers in preparation for launch, and also added dynamic scaling so more servers come online automatically to handle the load. We'll be doing a lot of server load tuning as we start adding players. It's been impossible to stress test with our small internal team, so expect a few bumps in the road as we tweak the scaling.
We've been doing a lot of cleaning to get ready for company ;)
Sprucing up the icons, fixing fonts, adding more impactful graphics. Just the standard sort of polishing stuff you’d expect leading up to an alpha launch. It’s fair to say the game still looks like an alpha, but at least it's not the ugly mess it was a few weeks ago.
COMMUNITY
We’re so thrilled to see that people are starting to receive their Awburn plushies!
We’d love to see how your Awburn is settling in! If you feel so inclined, share a picture on Twitter or Instagram using the hashtag #AwburnIsHome so we get to see!
If you’re expecting a plushie but haven’t received an email with tracking information, please be sure to fill in your address info in your user account on our website! We will be doing rolling shipments, so the sooner we have your address, the sooner we can send your plushie!
Thanks for stopping by! You’ll hear from us again before our next scheduled newsletter, but we will also see you for the next one on December 4th!