Dev Log: September 24, 2024
It’s been 2.5 years, and where are we at? Here’s the latest update on Perfect Tides: Station to Station.
The latest playable iteration of Act 3 has been finished, with Act 4 underway. It’s been a demanding but fruitful few months getting everything into shape for internal testing. If I keep hitting planned milestones, this stage wraps in November and I move on to systems, wrestling the trickiest bits of code, and making everything [redacted]-ready.
I hesitate to use the word “alpha” since there are apparently many definitions of it these days, including games that are fully for sale to the public. I want to stress that there is still at least another 8-12 months of work. There is so much unfinished artwork that I have to block it out of my mind. But I know that won’t be the hard part. Aside from a couple of minigames that remain in shambles, this is no longer a vague assembly of parts. This is a fully playable game built around a complete story, and I am getting very close to letting people (the ones who aren’t closely working on it with me) test it out.
I continue to be very happy with the game. These waves of optimism about its near-completion come and go. It’s possible that tomorrow I’ll be sinking into misery again over the scope of it. But that happens less and less these days as its features and scope lock in. The game is in the pot, and I’ll be hitting “simmer” before long.
If you’re interested in playtesting the game, keep your eyes glued to this blog! I will be offering that information as soon as I have it, hopefully by the end of this year.
And in the meantime, please wishlist the game if you haven’t! Developers rely on building these wishlists for a successful launch, and every little bit helps.