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.

Spirits of Xanadu
June 25 - allen

In just under 30 days Spirits of Xanadu has been Greenlit by the community.

I just want to say thanks to everyone who took the time to watch the trailer, look at the screenshots, comment on the page, and especially for voting. You don't know how much that means to us.

June 6 - allen

I would have a video but I have yet to give it sounds, so instead here's a GIF of it in action:

And here is an up close screenshot:

While the other robots keep their distance and fire from afar, these prefer to get right in your face before they self-detonate. They're fast and deadly, if you get caught within their blast radius you'll die instantly. They do have some counter-play, it takes a few seconds for them to reach their max speed and you can always sneak into a vent or some other hiding place to get some free shots in. Also since they're quite tall, you can crouch and sneak past them, as long as you don't make any noise.

May 29 - allen

We've made some great progress so far, 51% of the way to the top 100. Thanks to everyone who has voted and left a comment or feedback.

I wanted to address some few things, namely gameplay and enemy variety. Lee and I recently contacted John Polson to clear things up regarding the gameplay, so check out his article here[]. The post goes into detail about the combat, as well as the interactivity and the focus on environmental storytelling. Also includes a previous cut of the trailer that includes some of the interactive elements, such as playing basketball and using items in the world like toilets and cigarettes. As for enemy variety, we will definitely be adding more enemy types, and I'lll be sure to include some footage of those once we get them implemented.

Oh and if you have any suggestions or requests for robot enemy types you'd like to fight against, send them our way. I'd be happy to consider any kind of suggestions along them lines.

May 27 - allen

The first website (to my knowledge) to post about the game was Kotaku with their article by András Neltz:

There's also an article by Larry Everett of Gamebreaker here:

And I'd like to thank everyone who has voted and taken a look at the game so far, and thanks for all the comments and feedback. I've listened to each and every one of them in the hopes of making this game as good as it can be, so keep 'em coming.

The requests for multi-language support are deeply being considered once I figure out the logistics of it all. It shouldn't be too hard, but I won't make any promises until I have something set in stone.

As for a demo, that will likely not happen. Due to the story driven and atmospheric nature of the game, I feel a demo would spoil the final and full experience. The request for this is high however, so I'll see if I can't compromise and come up with something ancillary and playable. Once again, nothing is set in stone, but it will be something I'll deeply consider.

Thanks again for anyone who has taken a look so far, and thanks to those who have voted for it. It means a lot to me, really.

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