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"
We know there are some who say our development goes not fast enough for their liking, but know this...
WE WILL NEVER SACRIFICE QUALITY FOR TIME.
And we hope you appreciate that.
"
If you ask me, the game is quickly shaping into an absolute master-piece, on par with some of the greatest games ever made, and I'm perfectly willing to wait for it.
I am waiting for Star Citizen as well, it's coming into shape nicely.
Remember INDIE DEVS. Not giant AAA studios with more bodies than they know what to do with. They have a vision in mind. Taking into account, balancing, shaping a world this is not an overnight job. They are taking time to add things that players want as well like crushing enemies with heavy weight. Some back and forth on a product they care about.
This is a labour of love. Not a rushed out product that cares not for bugs, balancing or even full completion ala MGSV or Cyberpunk. Giant titles that were years in development but were forced out before they were done. If you don't like it. DEAL WITH IT.
Invest in other games, it's an over saturated market with more than enough to entertain you or other hobbies. Sure I'd LOVE to suddenly have a full released game but the world doesn't pull impossibilities out its ass.
Respect that games take a lot of time. Be patient. If you can't then uninstall, hide the game and then reinstall when you get reminded once it's fully released.
Too many games have suffered from rushing. This one doesn't have to.
Besides the Demo in 2020, the game released into EA in 2022 and has been slowly developing into something special. The fact you even mentioned Dead Island 2 and Duke Nukem Forever is honestly just sad. I too enjoy making random comparisons where the only comparable factors is they're all video games and nothing else, ignoring everything else from genre, dev size, internal issues like dead island 2 switching studios 3+ times, etc. What a fun thing to do.
And finally, the real golden line of "I understand these things take time, but there's also a reasonable expectations of the customer to be considered." Should have just stopped halfway through that sentence and called it a day. You're right though, there is customer expectations to satisfy, which is why they're hard at work creating a polished, fun, well designed immersive sim for your enjoyment, which shockingly takes time.
I ain't asking you to understand the complexities of game design and it's scale, cause it's something I sure as hell don't understand fully myself. However you are not entitled to a game arriving as quickly as possible because of money you willingly spent and "customer expectations" that you've made up in your head. It'd be one thing if a release date was announced and wasn't fulfilled, as that'd be a expectation set up for the customers, but it's an Early access game, says so right on the tin. And right alongside that disclaimer is a whole description of "expectations" you're more than welcome to partake in, like what to expect in the current build of the game, what's coming in the future, and a very, very open window for total development time because game dev is unpredictable and things can change and grow in scale so giving a release date years in advance is just silly. I'd wager that compared to when Dillon originally started work on Gloomwood, the scale of the project and total things planned has gotten significantly larger.
Perhaps in all that time spent being baffled (!!!) at the lack of progress in these few years you maybe should have thought "wow, progress on this game sure is slow going, maybe I won't commit money to it and i'll just keep it on my wishlist so I don't have any expectations until years later when i'm pleasantly surprised to see the game fully release." of course some companies exploit the Early Access title, that's just a known fact. However at the end of the day you should understand what Early Access means, even if it's been sullied by bigger companies. My one and only advice to you is don't buy games, especially indie games, that are in early access, because you'll find similar situations across just about every single one of them, and know that not one of them is going to change their development speed due to reasonable expectations of the customer
In a nutshell:
ver. x.y.z
x changes => new version
y changes => new major breaking changes (other devs NEED to update now)
z changes => someone did something, other devs don't have to update now
You might assume that x becoming 1 is the final stage (true to some extent)
That y is the thing that truly tells you that things are happening, but y could change just because a library they're using got updated (meaning that this number could change and you wouldn't be able to tell the difference)
z could change by only 1 and be absolutely major (from your point of view), like an entirely new map has been added
Also, the next step of a project in v. 0.12.345 could be v. 1.0.0
v. 0.1.224.04 doesn't mean that the game is 12% complete. Maybe it is, but that would be a coincidence (or God-like planning).
All that to say: Do not track the progress of anything using the version of that thing.
How am I supposed to keep track of the game's overall completion progress? I'm open to accepting any metric forms that would gauge the development process. Are we a quarter done? 1/6th? 33%? Anybody has a rough idea at all?
I've bought plenty of EA access games that had more content to offer upfront and provided more frequent updates. Also, I wasn't asking for advice, but I AM asking if somebody knows how many years it's going to take to finish it. 3-4? I would evacuate my mind from thinking about it for that rough estimate of time.
I wouldn't call it 'scummy' per say, they are working on it for sure. Just at a snail's pace, could be out of lack of resources, which was my main suggestion to the dev - get additional help from crowdfunding or new blood interactive. From memory, Gloomwood's been a project ever since 2018, I assume active development had started later, but still, wish there was some sort of a progress tracker, because all this whole 'adding 1 building to the game' isn't a great indicator.
Approximately how long will this game be in Early Access?
“Gloomwood will remain in Early Access until it is considered both content complete and polished in a state we consider v1.0. There is no estimated time for how long that will take but given the amount of game left to be built and our Early Access track record with games like DUSK, AMID EVIL and ULTRAKILL it will be a year or two at least.”
Or to put it simply, no one knows, as I stated in the rest of my original response besides just the little ending bit where I provided the unasked for advice. Concrete release windows are for games that are just a few months or even weeks away from release, or AAA companies that're going to guarantee the release their game regardless of the state it's in to satisfy investors and Fiscal Quarters. I'll once again reiterate my previous statement. Game dev is something that takes time and the time it takes can increase rapidly due to unexpected issues, added mechanics, increased scale of the game as a whole, etc. Just going off memory I remember reading that Gloomwood has multiple districts planned of similar scale to the Market District being released relatively soonish. New enemies, areas, weapons, etc.
I'd spitball and say yes, it'll likely be at least 2 years until this game is fully released, and that is in no way a bad thing. It's entirely possible it'll release sooner, but at the end of the day the release time doesn't really matter to me, at least personally. If anything I'm more curious as to why this seems to be something you seem so adamant on learning. And I'd love to see example of what sort of "progress tracker" you're referring to, like which other early access games have utilized something similar, besides something simple like a rough road-map.
And finally, once again, comparing different videos games really isn't going to lead to any useful discussions. For example how many of those Early Access games you're saying you've purchased are 1. An Immersive Sim 2. Developed by a small dev team 3. Specifically released in an extremely early state so it can grow and change alongside the community, something New Blood as a studio prides itself on doing with it's games. Once more referring to the "Early Access Game" section Steam games in EA have.
Why Early Access?
“At New Blood we pride ourselves on building our games WITH our community of players and Gloomwood is no different. Since our initial demo in 2020 we have incorporated player feedback into the development of Gloomwood and aim to continue doing that throughout the rest of the game's development.”
Of course different Early access games are going to release with more content upfront. Sometimes EA titles are just glorified full games. But there ya go, 2 years, 3-4 years, whatever amount of time. Just forget about the game entirely until the new breaks that it's in 1.0, since it'll be a while regardless. Maybe contribute to discussions, leave bug reports, etc. If you're that concerned with the development of this game and it's "lack of resources" which I'd bet is not an issue in the slightest and just seems like a disingenuous view to take as the reason a game "seems" to be developing slowly. There is more to game dev than just the things seem on the outside, like the numerous bug fixes, smoothing over issues from new mechanics, and all that behind the scenes stuff. Adding new difficulties, multiple save slots, general quality of life changes. Boiling it down to "1 new build per update" because that's the only truly surface level thing you can see is just sad.
Since it's release into early Access there has been the implementation of the entire Blood Moon Difficulty, Armored Huntsmen, completely overhauled Animations for Huntsmen, The Tavern, the Church, the Castle Gates, more voicelines, the map is constantly growing and changing, adding secrets and new routes even in the areas that might be considered finished like the fishery. The Goatman "mini-boss". Cannon mechanics, Heavy objects dealing damage when dropped from high places, new bolts to extinguish things like torches, and lots more. All of which you'd see from simply reading the patch notes.
tldr thats all I was looking for, к thnx
This is a rather complicated game, and the most recent patch was a combination of content, systemic changes (interaction, physics, AI), structural changes (performance, save slot menu/quicksave options) and other improvements like the action log. We also showed off a bunch of stuff that has been in the works, like the Merchant's shop and Market district.
We have expanded the team since launch, but remember that throwing more people at a problem is a balancing act - it has to be done in a way to preserve the game's vision and so that everything still feels consistent. Currently, all the game's content is ran through me to ensure each element feels appropriate and well tuned. Otherwise you run into the old "too many cooks in the kitchen" adage.
No need for a refund, I'm cool with waiting. I'm just hoping this won't be a 'Chris Roberts in the kitchen' situation. I trust it won't come to that, and the time-release window will be more reasonable.
It also helps with them "undercooked" issues if you know what I mean.