We’re so excited to finally get this game out there, after somewhere around four years of development. Go grab it here on Google Play for your Android devices!
iOS Version Coming Soon!
The past few weeks have been really crazy – we’ve had the game done and ready to roll for days now, but we’ve kept running into problems at submission on the iOS side. Very boring-sounding, cryptic problems having to do with certificates and library compatibility and things like that that you probably don’t want to hear about.
A couple days ago, we thought we were finally ready to submit – we had upgraded our stuff, and we were ready to go. Unfortunately, this was not the case. We found out that there is currently some kind of incompatibility with AIR, which Auro uses, and latest version of iOS. It’s something that we have to wait for Adobe to fix, unfortunately, and we don’t know if that will be a few days or a few weeks – or worse. And short of re-coding half our game in a new language, we don’t have a lot of options (so far as we can surmise – leave a comment below or email us if you know otherwise!)
With this in mind, we’ve decided to go ahead and launch Auro on Google Play now, and as soon as we possibly can, get it out on the App Store. Hopefully, that won’t be more than a week or two.
Thanks so much to our fans and Kickstarter supporters who have waited such a long time for this game to happen. We really appreciate it and we hope you love the game as much as we do.
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.
Getting right to the point, wasting no time! At the time of this writing, we’ve got just around 12 days to get all implementation finished; namely, that’s everything except for bug-fixing. Here are the things!
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 →