Learned a hard lesson there, and wish I had more capital to correct it in a more speedy manner. Underestimated shipping and labor for sure. I know when I did cost estimates for the physical stuff, the prices changed a lot in the years between when we fundraised and when we bought, AND I failed to take into account funding for the actual work involved, I just calculated how much it would cost to make it. In hindsight, I think most developers, us included, vastly underestimated the abillity to produce physical goods as compared to making the games. I actually looked at the 50 or so games I personally backed on Kickstarter Recently, and only a handful ever even released a game, let alone any physical rewards promised. The next two should be finished next year (RtR in Q1 and OotT: Fortress of Fire in Q3 or 4) I do appreciate the patience, and I don't think people were pitching money in a black hole. I live in NY, PA is just south of me! New games are forthcoming, and we have made and released two games so far. I sent a package to Pennsylvania last week with a QFI box & book in it, and it cost $10.15. (And, yeah, the past 5 years of my life have not been normal by any means, but we all have shit.) I'm still trying to get out all the boxes, I have all the items in boxes in my basement - it's assembling the boxes, stuffing them with the various items that go in them, then putting together the mailing boxes, putting the box and books in them, labeling them and shipping them that takes time and effort. I had intended for that part of this to be outsourced but those plans fell through, and I was left to do it on my own. The packing and shipping of them has definitely been my biggest regret in it all - I'm a far better game developer than I am a shipping manager, that's for sure. I have sent out many boxes and I am sending out more, I just started on another spate of them after not doing some for a while. Then, god willing, someday we make Quest for Infamy 2: Roehm in Space. When I get actual release dates, I'll post them here too right now I just have a general idea. After some testing, it'll be ready for release. I am also finally finishing up recording the voices for QFI: Roehm to Ruin (a prequel) and should be done editing those and getting them in engine over the next couple months. (After Christmas and New Years, I am told.) So if you like console gaming and wanna play QFI there, you can next year. Homey don't play that.Īs well, I got word from the team doing the port of QFI for consoles (Nintendo Switch, PlayStation, Xbox, etc.) that they're done and should be releasing QFI on consoles sometime in Q1. If you don't, there's no price change at all. Just kidding, if you already own it, you can get 2.0, of course. It's our way of saying thanks for the support. We'll be selling this new version as QUEST FOR INFAMY: SPECIAL EDITION DIRECTORS SUPER CUT for $59.95 - if you've previously bought QFI, you get a 5% discount. It will go from 320x240 resolution to 320x200, making it fit widescreen monitors better. Most of the changes are small cosmetic ones, some bug-fixes, a few graphical changes/updates, but nothing super major. Quest for Infamy v2.0 will be uploaded and released on all platforms (GoG, Steam, Humble, Itch.io, etc.) sometime in Q1 2022. Well, hey, here's some news and updates here:
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