Auro Update for August 2014 – Super-Crunch Time!

We’re struggling to get the game done. We’re not going to bother pushing the release date back, but it is the case that we won’t be making our August 15 release date, I’m sorry to say.

The Good News: Everything is done! Everything we want to implement is there. The game saves/loads, Story Mode is complete, Play Mode is all there and balanced, and all of the polish that we planned to go into version 1.0 is there.

The Bad News: We have a bunch of bugs to fix before we can launch. Mike, our main coder, is also held up with a saving issue (arguably, a bug) which he has to fix before he can get to all our other bugs. I’m rolling up my sleeves and doing my part to try to fix bugs too, but I tell ya, some of these bugs are WILY! But we’ll get ‘em all, don’t you worry.

 

I’ll keep this post short because I have very little time, but you should know that we still plan to have the game out this month, probably around the end of the month if everything goes to plan.

Thanks for your patience!

Auro Update for June 2014 – Art upgrades, a new name… and a delay!

Click me to enlarge!
Our new title screen graphic and new upgraded logo, all in beautiful pixel art (Click to enlarge!)

Hi everyone! I am sad to have to report that our previous estimate was a little bit on the too-ambitious side, and we’re not going to be able to make our previously announced launch date of July 1. We’re really sorry about that! We’ve had a few things come up which have both created new work for us and also slowed development in parts. Which, of course, happens all the time, and you try to factor it into your estimations, but… well, it’s hard. Continue reading