Frontiers - Early Access Launch Update
Lars Simkins takes a look back at his funded kickstarter game Frontiers. The main point of the update is about what he has leaned from the game on Early Access.
1,000 days later: Early Access launch (and beyond)
The first piece of FRONTIERS code that I can find - code written for the actual project, not just for noodling with Unity - is dated March 14th 2012. It's from a test scene where I implemented an inventory square.*
So here we are 1,000 days later. (1,008 but whatever.) That's a lot of missed birthdays, anniversaries and holidays. A whole lot of unreturned phone calls from friends and family and bill collectors. A whole lot of VFX jobs turned down. Sometimes I ask myself: was it worth it? Was it worth all the insane late nights and frustration and answering hundreds of emails and forum posts and sending out press info and - oh, right, working on the game, at least when I'm not butting heads with this god-forsaken engine?**
Yeah. It was. Maybe I'll feel different by the time the game is actually finished (we should start a backer pool on how many more days that will take) but right now I'm looking at the FRONTIERS logo on the Steam home page and thinking: yeah it was worth it. Seriously look at this:
When I started this project I could barely write an inventory square, and now two campaigns and a Greenlight backer-blitz later, we've got a game on Steam! That's nuts!
Information about
FrontiersSP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: Released