So it's 2016 now
2015 is over, and let's be honest: it wasn't the best year for Gangs of Space.
We took the decision to remove a lot from the game, and while it was necessary to do so in order for our small 2-person team to be able to complete the game, it wasn't an easy decision to make. Deleting so many months of work was quite mentally taxing, and finding a "new" way wasn't easy. It took us many months to find something we both agreed was manageable for us, while keeping the "spirit" of the game intact (which, ironically, ended up being very close to the initial vision we had back in 2012...).
But while the thinking process was successfull, the making process didn't follow. For many personal reasons, the progress was slower than we hoped, and we had to leave you, our dear players, without a playable version for almost a year. This is something we wanted to avoid, but it still happened. We can only offer our deepest apologies for that, and assure you all that despite the lack of apparent progress, things ARE progressing on our side.
So... it's 2016 now (happy new year everyone!)... what is the current situation?
Grouroux has finished the game design and graphic design on most of the features and content for next alpha version. Subsystems, special abilities, dificulty curve, drops, enemies, you name it...
I (Erhune) am running a bit behind programming-wise. The good news is that that some of the personal reasons that prevented me from giving my full to the game in 2015 will soon be resolved. That means that development progress in 2016 will be much faster. I still cannot make any promises on the date of the next test session, but it is getting closer every week.
So thank you, people who preorder the game, who follow the development on Twitter or on our Twitch channel or just hang in there waiting for the next session. Your continuous support means a lot to us!
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