With this week's update, I've felt it time to keep you all up to date with some of what happened behind the scenes. Including of course my efforts and progress in polishing and updating the game. But also a few ventures I have taken upon myself to increase visibility and spread the word of the horror to come. And the issues I've had to overcome as part of the process.
As some of you may know, one of the largest gaming events was set to take place this very week. That event being EGX Rezzed. An event where many up-and-coming indie titles make themselves known. Allowing a far greater public exposure than any local event I've attended. And while I was discussing the logistics behind showing the game there and have indeed prepared to do so. The recent situation with COVID has thrown a wrench in my plans which unfortunately meant EGX got postponed, and Dark fracture would have to linger in the shadows for a while longer.
While that, of course, was far from ideal, I've kept on production. Snippets of which I have revealed week by week in these very articles. EGX wasn't the only venture I have taken upon myself. Another being in the form of a Steam release. Or rather, a Steam page at the moment. Which, to those unfamiliar with the process might appear like a simple enough task. However, it was far more arduous than first expected. A lot of effort on the administrative side of the production was put into making that a reality. But that too is a hurdle that I would overcome. And before long Dark Fracture would be visible to a larger crowd yet.
Sadly, another wrench has found its way into the tireless gears of my production. This one taking on the form of technical difficulties.
And with that all out in the air and behind. This week I have still taken a step forward. Not only in the form of finalizing a few more assets and polishing up some visuals. But in the form of optimization. I've greatly reduced the amount of space the demo would demand off users. This would allow more people to download and play Dark Fracture without needing to worry about space nearly as much. While up until very recently the demo would have demanded 9GB of space. After the most recent optimization, I've cut it down to a mere 4GB.
Busy as the week had been, as mentioned above I do have new assets and visuals to show for the efforts. Some I have already teased as they were being made, some have not been revealed at all. And as ever, this week I would tease just a bit of what I have delved into as part of the work done. The pictures before you this time have been taken in a working environment and thus may not represent an in-game scene.
Also, grab a quick look at the planned shirts I've made for EGX!


























4 comments