This game has been Greenlit by the Community!

The community has shown their interest in this game. Valve has reached out to this developer to start moving things toward release on Steam.

Greenlight is being retired. For more information on how to submit games to steam, refer to this blog post.
May 9, 2016 - Evelend

Hello there!
We know it has been a long time, and we thank you all for your kind messages of support!
We would like to encourage all of you guys to send us your inquiries because we think you deserve our feedback and we really want to be there for you.

Today we want to tell you a little bit more about what's behind the design process of AdventurOS. The game.
When we started flirting with the idea of creating a world out of each computer's files and folders, we encountered a lot of problems and exciting riddles to solve (to say the least!)

A classic one is the zip files being interpreted as chests. When you have a game in mind that enables the player to create the rooms, you have to make sure the design includes measures to avoid cheating.
In order to fix the problem of the player having the chance of creating unlimited chests, what we did was simple: We added a key for each chest you want to open.
This makes getting keys necessary before being able to open chests. And, how do you get those keys?
The keys are only earned by killing files, so if you want to open all the chests in that chamber that you just smartly created, you have a long way ahead of you!

Another issue has to do with the room generation process.
It is very hard to create a procedural world that is connected so that the player progresses, while you must also add obstacles to block access to certain rooms so that the game still makes sense. If that makes sense.
As you already know, metroidvania games give you abilities that invite you to re-explore areas that you have already visited in order to unlock extra content.
In AdventurOS you will need to get this special abilities by earning Adventure Points.
There are several ways of bypassing the special barriers created for you to overcome, and by exploring you will acquire the skills needed for that purpose.
You can get Adventure Points by visiting new areas or cleaning rooms in the castle or by finishing quests given to you by friendly NPCs. Long story short, the more adventurous you are, the more Adventure Points you can earn!
This has improved the pacing of the game. You will keep discovering when you are able to face each new challenge ahead.

A lot of ideas that we thought were amazing turned out to be "not so good" once the prototype began to be playable, but the iteration process is making them all fit in place to ensure that the game will turn out to be fun and enjoyable.

This is a long and painful process that taught us many things, what not to do among them, but soon enough we will enter the “Now we are talking” era for our dear baby game AdventurOS, and we will be very excited to welcome you all to enjoy it with us.

Thanks for reading and we'll keep you posted, promise!

We love you all!

February 17, 2016 - Evelend

Dear Adventurers,

Ninety nine point nine percent of your messages are of pure support and full of words of encouragement. There are, however, a few exceptions that show understandable signs of impatience about our release.

Let us give you some perspective on this:
As AdventurOS parents, we decided to do this, and we decided to do this well. The game has never been cancelled, and it will never be. That is out of the question, so everybody relax.
This is a ship that's being tricky to drive but that is far from sinking.

We work on it daily since day one and we keep working very hard. AdventurOS is a game that we stupid newbies thought would be a piece of cake but turned out to be a titanic project. We are just a crew of three and our funding was encouraging but merely anecdotic, so we must keep a regular job each to stay alive. So that we can develop AdventurOS.

For our baby game we have all turned our backs to many other life opportunities so that we can keep working on this and finally make it happen. You have all probably read about all the bureaucratic issues we also had and still have, which just adds up to the pile of shit independent developers must go through. But for every challenge that's put in our way we just say BRING IT ON! even louder than before and get immediately back to work.

We just want to go through it as gracefully as possible, without stepping on any of our principles (after all, that's what having no boss should mean) and it turns out that, in the meantime, many ideas were implemented in the now enormous AdventurOS snowball, so the tiny indie game we advertised is going to come up as an out of proportion piece of gaming awesomeness. This means that we must apologize for our unrealistic deadline and consequent delay, but that after all you guys will eventually get a game that is worth much more than what you initially paid for it.

We have discussed this before with our main backers and countless regular backers, and we all agree on a "product over deadline" approach. By the way, thank you guys for walking this path alongside us! We thank you for your patience and understanding of the full picture, and AdventurOS is going to be everyone's reward.

Big hugs, we love you all.

AdventurOS Team.

January 1, 2016 - Evelend

Hello everyone! Our months working together in Tokyo were wonderful development-wise, but now it's time to part and be back to remote collaboration.

We will miss each other very much.

Should our passport country (Spain) be in a different phase, I think we'd all give settling here a shot. However, this country is far from being a self-employed or freelance-friendly one, and it is especially unadvised if you work in the software industry.

There is a chance that the strongest emergent party could change that in the long run, but it does not seem to be going to happen in the near future. Now Spain doesn't even have a government to begin with!

Whatever happens, and wherever each of us chooses to spend 2016, we have just charged batteries together and are determined to take AdventurOS very far. We apologize again for the unrealistc deadline we once set, but it will all be worth it, for us and also for you guys.

We have so far walked a path of exploration and discovery of our own profession, of the industry and all other (rather stupid) rules that may (and will!) apply.

Thanks for walking along with us!

Now, if you are curious about what's lately on our desks, we can start by telling you how pleased we are to have replaced the Python indexer side with golang.

Also, the Story Mode took shape and we are loving it!

Development processes are usually surrounded by much secrecy, but this time we have cool footage to show you guys, and you can choose what to see next by leaving your suggestions in the comments below.

We love you all!

November 6, 2015 - Evelend

Good morning, afternoon and evening, fellow Adventurers!

We Evelend team are fully focused on work here in Tokyo. We are now reunited and able to share the same “office” and to finally work side by side after so much remote collaboration.
We are a having a very productive time here, but we have a limited number of months to spend together, so the goals are making the best out of it and pave the way for a smooth transition back to remote work when it’s time to part again. Sigh...

Most of our latest work has been focused on the replacement of all the code in Python by code in Go (golang), because of Python’s limitations when it comes to distributing executables.
This is especially an issue for Windows users, given that OSX and Linux have it pre-installed.
These Windudes messing with us again… but hey! a deal is a deal and this game is going to be available to all!

Those kind Indiegogo contributors who chose the highest perks should have received an email from us about displaying their info in AdventurOS credits, so if you are one of those contributors but you have not received the email, please get in touch with us!

And now a thank you note to all our supporters.Big and small. Pioneer and late additions. Thank you so much. This is all possible thanks to you.

We wish you a wonderful gaming time, see you soon for more updates about AdventurOS game!
Love you all!

September 18, 2015 - Evelend

Hello dear friends,
This letter will disappoint many, but not those you are thinking. This update of ours will disappoint the ones systematically mentioning, almost seeming to wish, our development interruption. To all those, we are sorry. Brace yourselves. AdventurOS is coming.

This is, however, not the announcement of its release, but it is getting closer.

For those who don't know, AdventurOS team went to hell and back to make this possible.

We had all sorts of administrative problems and we could not fix them all yet. Not even by moving to other countries and continents with the sole purpose of paperwork for release.
Since ours was already a team of globetrotters, we just tried to go through it all as gracefully as possible, and even though we needed other jobs to keep us going, AdventurOS development has, not a single day, become the one on the side.

This world is definitely not made for independent authors, but we know exactly in which way we want this handled, we know we have the right to it and the ability to do it without intermediaries, and we will not rest until we get there.

AdventurOS will be out before we reach our actual goal (the Steam release) because our bureaucratic delay forced us to make Steam also wait.
We then pushed "hype and exposition theories" away and decided to launch AdventurOS independently on our site as soon as we are happy with it, and save our spot on Steam for later.
This way we will give you access as soon as possible, regardless of when we get the chance to peak in our sales through bigger platforms. If that is ever happening.
Revenue has become secondary in our struggle to stay independent and do things our way, paving the way to others who might want to do the same.

Once we figure this out ourselves, we will undoubtedly put all the info out there for those considering joining the industry, but first we need to learn. We hope all our war scars are of service to others some time in the near future.

Having to postpone our initial, naive deadline, and getting such avalanche of words and gestures of support from the community definitely helped us staying strong, and believe us, we are soon paying you guys back by modestly launching on our site, with you in mind instead of our own sales strategy.

Quick note to our kind contributors with highest donations, please remember your version of AdventurOS will always keep updating on Dropbox. Feel free to get in touch if you have any questions or technical issues, and enjoy!

AdventurOS development will most probably speed up from today.
We all finally made it to Tokyo, and we have not met yet, but we will very soon reunite and we'll finally work in the same room again. We can't wait!

For any of you currently staying in Tokyo, we will be happy to meet up, preferably off the beaten track.

Lots of dev love from Japan,

Evelend Team.

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