Greetings!
It’s been an admittedly long time since we’ve made an announcement that wasn’t simply Magicmaker bugfix patch notes. Things have seemed very quiet on the Tasty Stewdios front, and so we’re going to clarify what’s been going on, what’s happening right now, and where we’re going.
First things first: we have been working on our next game!
Over the last year we have been developing our second title. Alongside production, we’ve also been discussing what we learned from working on Magicmaker, identifying our strengths, and leveling up our talents to make the best game we can make. So why haven’t we said anything about it?
One of the things we believe very firmly is that things shouldn’t be announced if we can’t 100% deliver on them. We’ve all felt the disappointment of a late release or worse, the madness of a vague timeline such as a month, quarter or year. When Tasty Stewdios says we’re going to do something, it means we’re going to do it and have it done when we say we will. This project, like every game, has gone through the constant process of iteration and improvement. Some aspects of the game have radically changed, something that we feel we would have less freedom to do had those parts already been announced.
So when will we announce it? When it’s ready to be announced. In all honesty, we don’t even have a proper title for it yet. But, we would like to discuss what we can say for certain.
Our next game is a turn-based strategy game.
The one thing that hasn’t changed in the process of development and certainly won’t change is the fact that it’s a turn-based strategy game. The team is passionate about the genre and believe we are bringing some great ideas to the table.
It will be first available in the form of Steam early access, and we’re going to do it right.
We learned a great deal from the alpha testing phases of Magicmaker. Back then, Greenlight was a brand new feature. Since that time early access has also been added as a means of gathering early feedback.
We’re very much aware that the term “early access” leaves a bad taste in a lot of mouths- I’ve been stung by games abandoned in development too- it stinks. Tasty Stewdios will absolutely not be using it as a tool to sell an incomplete game- our plan is to push continual updates so we can always have the most up-to-date build in playtester hands, and then gracefully convert that to the final product once we close in on release. Simply put, if we’re not pushing an update at least once a week, we’re gonna be disappointed in ourselves.
We will be committing to [ramping] regular communication
Up until we announce the title (which again, we have no firm date or timeline on) we will be posting monthly regarding any news or concept pieces we feel confident in sharing. Once the game is announced, expect more frequent communication. Once on early access, as stated, we’ll ramp up to weekly news posts.
It’s NOT Magicmaker 2
There are currently no plans to make a sequel to Magicmaker. However, we will continue to support Magicmaker and push bugfix patches when able (we’re not abandoning it!)
The team consists of Chris (Laddo D) and Nick (Whoa Constrictor)
First up, nobody was fired! Those keen on the credits roll in Magicmaker may wonder where Brian and Paul are- they were both heavily involved in the early phases of Magicmaker, but in the later half of development handed their duties off to the rest of the team. Similar to Magicmaker, Chris is handling the engineering and art department, and Nick is back on music and game design. We’ve got great synergy together and experience in our roles, so we don’t plan to change the core of the team.
We’re really pumped about our next project and look forward to sharing more news in the future! If you have any questions, feel free to comment below and we will answer what we can.
It’s been an admittedly long time since we’ve made an announcement that wasn’t simply Magicmaker bugfix patch notes. Things have seemed very quiet on the Tasty Stewdios front, and so we’re going to clarify what’s been going on, what’s happening right now, and where we’re going.
First things first: we have been working on our next game!
Over the last year we have been developing our second title. Alongside production, we’ve also been discussing what we learned from working on Magicmaker, identifying our strengths, and leveling up our talents to make the best game we can make. So why haven’t we said anything about it?
One of the things we believe very firmly is that things shouldn’t be announced if we can’t 100% deliver on them. We’ve all felt the disappointment of a late release or worse, the madness of a vague timeline such as a month, quarter or year. When Tasty Stewdios says we’re going to do something, it means we’re going to do it and have it done when we say we will. This project, like every game, has gone through the constant process of iteration and improvement. Some aspects of the game have radically changed, something that we feel we would have less freedom to do had those parts already been announced.
So when will we announce it? When it’s ready to be announced. In all honesty, we don’t even have a proper title for it yet. But, we would like to discuss what we can say for certain.
Our next game is a turn-based strategy game.
The one thing that hasn’t changed in the process of development and certainly won’t change is the fact that it’s a turn-based strategy game. The team is passionate about the genre and believe we are bringing some great ideas to the table.
It will be first available in the form of Steam early access, and we’re going to do it right.
We learned a great deal from the alpha testing phases of Magicmaker. Back then, Greenlight was a brand new feature. Since that time early access has also been added as a means of gathering early feedback.
We’re very much aware that the term “early access” leaves a bad taste in a lot of mouths- I’ve been stung by games abandoned in development too- it stinks. Tasty Stewdios will absolutely not be using it as a tool to sell an incomplete game- our plan is to push continual updates so we can always have the most up-to-date build in playtester hands, and then gracefully convert that to the final product once we close in on release. Simply put, if we’re not pushing an update at least once a week, we’re gonna be disappointed in ourselves.
We will be committing to [ramping] regular communication
Up until we announce the title (which again, we have no firm date or timeline on) we will be posting monthly regarding any news or concept pieces we feel confident in sharing. Once the game is announced, expect more frequent communication. Once on early access, as stated, we’ll ramp up to weekly news posts.
It’s NOT Magicmaker 2
There are currently no plans to make a sequel to Magicmaker. However, we will continue to support Magicmaker and push bugfix patches when able (we’re not abandoning it!)
The team consists of Chris (Laddo D) and Nick (Whoa Constrictor)
First up, nobody was fired! Those keen on the credits roll in Magicmaker may wonder where Brian and Paul are- they were both heavily involved in the early phases of Magicmaker, but in the later half of development handed their duties off to the rest of the team. Similar to Magicmaker, Chris is handling the engineering and art department, and Nick is back on music and game design. We’ve got great synergy together and experience in our roles, so we don’t plan to change the core of the team.
We’re really pumped about our next project and look forward to sharing more news in the future! If you have any questions, feel free to comment below and we will answer what we can.
No questions, only a compliment. Magicmaker has more innovation in it, than the last three AAA-titles I've played combined. It's been a year since I last played the game and today I came back to it. You guys did a great job here - if you keep your humor and creativity, I'll throw all the money at you that I once (long ago) spent on Ubisoft and EA titles. May Gabe always be with you.
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