It's been unusually quiet. And I apologize for the lack of anything from my end. I'm kinda here to speak my mind on some things relating to the current hiatus.
The game is still in a fairly deep hiatus. Not very much has been happening with the game at all outside of some light planning and a tiny bit of development work very occasionally. I'm unsure if we will pick up production properly any time soon. I could pick it up tomorrow, I could pick it up several more months from now. I don't know.
If I'm going to be honest, I'm sort of in a strange place in my life. Usually, when I've been taking a break from DELTATRAVELER, I would work on some other project. Mario Bros. Mayhem, the Smash Bros prototype I made, UNDERTALE: The Last Amalgamate, and my 10th Year Anniversary video were all created during DELTATRAVELER hiatuses. But that hasn't been happening this time. I've sort of been on a personal hiatus since around November, and I announced the hiatus at the end of that month. Since then, I haven't really worked on any sort of side projects in my spare time. My energy has pretty much been going into my current job exclusively.
There's this feeling of exhaustion that has loomed over me this whole time, and it's hard to say what exactly it is. But it's been keeping me from doing anything. Maybe it's a fear of burning out again after multiple cycles of wearing myself out until I turn to ash. Maybe it's an extreme burn out that is compounded by the expectations placed on me as being the creator and director of one of the most well-known UNDERTALE series fangames in the space (fucking Vargskelethor knows about this game). Maybe there's something I need to change about how I currently live my life, which only then could bring back my spark. I'm 25 now, and I was freshly 21 when I started creating this game. Evidently, something needs to change. And as of now, I don't know what that is.
But that's kinda where we're at right now. There's probably more that I could get into, like some of the rebranding work we've done behind the scenes, but it's not worth discussing until the project actually starts kicking again. I hope it isn't too far from now, but I won't hold my breath.
- Sarah














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