But in a contemporary weblog put up, the builders printed they’d up to now been operating on one thing rather other, and in the long run determined to throw out a yr’s price of labor on a sci-fi, post-apocalyptic survival sim as a result of they “liked it, but not loved it.”
So why had been The Astronauts creating a survival simulator within the first position? “Partially, it was about jumping on the bandwagon,” they are saying. “It seemed like the world has moved towards sandboxes like Day Z, Rust or Ark. We liked some of these games but figured we could do it differently. The plan was to make a survival sim for people who enjoy the idea of a survival sim – alone versus the universe – but hate the execution.”
But they quickly got here to grasp that it wasn’t the place their true passions lay. Presumably they sought after to completely revel in growing the sport for private fulfilment, however additionally they say that avid gamers can inform when there’s “love behind every pixel,” and that that is crucial high quality for his or her video games to seize. It was once handiest when they determined that what they in reality beloved was once capturing at monsters that Witchfire because it now exists was once born.
“Nothing carried over to what we’re working on these days. Not a single idea, not a single asset (okay, maybe except for the grass).” It is, I will have to say, very stunning grass, helped out by way of probably the most tips hired in Ethan Carter. As smartly as the most obvious gameplay adjustments, the sci-fi, post-apocalyptic surroundings has additionally been changed by way of “gaslamp fantasy.”
The eight-person studio has now been exhausting at paintings with a variety of crucial portions of “shoot monsters with guns” – specifically the monsters and likewise the weapons. It’s now not sudden, then, that this “cautionary tale” nonetheless has a favorable finishing: “we’ve never been happier than we are now,” concludes the weblog.