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Physical rewards shipping soon


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Yujin Choo signing some chibi prints

Hi all! Gallery Nucleus has wrapped up production of all the art prints, and all the pins are also finished and ready to ship. Yujin and I have just finished signing them, and Ali will be adding his signature this week. Once that’s done, they’ll be ready to start sending out in batches, so be expecting yours soon!

Work continues briskly on Invisigun itself, and you can view a pretty active changelog that I try to keep updated daily here. Most notably, there’s been a lot of progress on the new game modes (Land Grab and Treasure Hunter) as well as experimentation with some new character abilities, and a completely new planet (Arenae, the desert temple world). I’m really excited about the potential of some new environmental interactions in Arenae.

Arenae, the desert temple world

Arenae, the desert temple world

Ali and I have also been working on filling out the soundtrack, which means adding secondary tracks for each planet. Here’s a preview of the alternate Arx-515 track:

I’m extremely excited to say that at this point, Microsoft, Sony, and Nintendo have all accepted Invisigun Heroes into their development programs and I can publish on all three platforms, barring any unforeseen issues. I’m working on acquiring development kits so that I can start experimenting with console builds, but the desktop versions still take priority. I don’t want to derail the promised schedule, and it’s best to take everything one step at a time. But it will be nice to test on consoles once in a while just to address any major technical showstoppers early, since that’s much more difficult later on.

In life news, we had to move since the place I’ve been renting will be up for sale, so I was scrambling to find a new place amidst all of this. Luckily we found a place and will be moving this weekend, so I’ll be splitting this week between development and packing. That’s all for now!

Kickstarter reward production and packaging


Hey everyone! This week I’ve finally been able to dive back into almost full-time development on Invisigun. I knocked off a ton of bugs, implemented a couple new game modes and some prototype abilities, and completely replaced the controller input subsystem. It feels great to finally get back to coding, and for those that are curious, you can always view the latest changelog here. I will probably slow down with posting updates on the Kickstarter campaign page in the future, so the best resource for status updates and development progress here on out will be here on sombr.com, the forums, and my Twitter account.

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Thousands of pins, bagged up and ready

I’ve also been busy preparing all physical backer rewards, and we’ll be shipping them out soon. My girlfriend and I made and bagged thousands of buttons, and Gallery Nucleus is underway with the art print production. All is going well!

There are still about 120 outstanding Kickstarter surveys, so if you haven’t filled it out yet, I can’t deliver your rewards! I’ll of course still be fulfilling late surveys, but it helps to get them in sooner rather than later. Also, all alpha backers that have filled out surveys should have received forum invites, so if you’re expecting one and haven’t received it, please check your spam filters. If you still can’t find the invite, just send me a message and I’ll clear it up.

Invisigun Heroes marches forward!


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Well, it’s been a crazy adventure from day one of this campaign. I was blown away by the support at the beginning and it continued all the way to the finish line! It’s definitely been one of the most memorable months of my life — from the puppet video creation, to launch, to driving a van full of booth gear 2,600 miles to PAX South, to these final moments — and I owe it to all of you to go above and beyond your expectations for the game.

Thank you all so much: my family, my best friends for all their help in production and spreading the word, all the new friends and everyone I met at PAX, the Kickstarter staff, streamers, my girlfriend (who endured my endless pacing), and last but not least, you guys! You’ve all championed it through the whole campaign, and it wouldn’t have been possible to get this far — not just because of the pledges, but because of all the continuous promotion from everyone.

I’ll be starting on all the post-campaign activities this week. My first priorities are to start working on the production and fulfillment of the physical rewards (art prints and pins), setting up the private backer forum, and collecting all your custom victory phrases. I’d like to work out a development schedule and possible periodic stream to keep everyone in the loop going forward. If you’re a backer, expect some Kickstarter surveys coming your way soon!

Kickstarter heroes means more heroes for all


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70% with 11 days to go! I just wanted to express my gratitude to all the backers so far, and give a special shout-out to the two generous backers of the Hero tier. If the project is fully funded, I can’t wait to collaborate with you guys, and the best thing about it is that everyone benefits – this means there will be a total of 10 playable heroes when the game is released!

I’m also extremely proud of the press the campaign and game have received so far, and wanted to just post some of the highlights. The last few years have been a roller coaster of a journey, and I’m so happy for everything to be out in the open now.

PAX South was unbelievable!


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I’m back from PAX South, and still in a whirlwind of unpacking, catching up on email, and decompressing. With a minivan jam-packed with booth gear, we drove a total of 44 hours and 2600 miles (of mostly flat nothingness) to make the trip from Los Angeles to San Antonio and back. Being exhausted is a given, but I’m also thrilled from one of the best experiences of my life! It would have been logistically impossible without the generous help from two of my best friends (who also help with design/balance and music of the game). I put together a short video of some reactions to people trying out the pre-alpha build. This might seem a little repetitive, but this was literally happening all weekend long!

In the three days, there was never a moment without people playing, and there was always a small crowd around the booth. I was pretty nervous going into the show as I wasn’t sure if it was the type of game that would translate immediately to a convention floor. By the middle of the first day, I was overjoyed with its reception. Everyone got it right away, and by their second round, the concept was already internalized and they were working out next-level strategies.

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Over the weekend I met a million different amazing people, and had an equal number of amazing conversations. This included new fans of the game, existing backers who wanted to check it out in person, new backers, publishers, press and journalists, youtubers and streamers, other developers, and parents of joyous kids. I had a list of booths I wanted to check out, but there was literally no down time (though I did manage to meet Adam Saltzman and purchase one of those adorable Overland shirts). There was some wonderful press fallout from the show though, and here are a couple of my favorite snippets:

  • “Invisigun Heroes could be the next Towerfall Ascension” – PC Gamer
  • “I wouldn’t be surprised if we see it being a popular YouTube and Twitch game after its launch.” – MMOHuts
  • “A simple concept can make for the best games.” – Gaming Trend
    This article has a really good write-up about the moment-to-moment feel of the game, and some emergent tactics.
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We ran a bunch of mini-tournaments with future Steam keys as prizes on the last day, and there was already some high-level play shining through – including newly-discovered tactics that I hadn’t anticipated. That’s the best! Congrats to all the winners, and it was such a blast to meet you all. :)

©2017 Sombr Studio LLC