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Dev Diary: Plans for the new year

Happy new year everyone! Now that that’s over with, let’s get back to business. Our official launch is about to roll around, followed by the other acts. We’re not ready to reveal specific dates yet, but here’s a general idea of what we have planned:

Official release of DestinyQuest Infinite, Act 1: January ?
Official release of Act 2: February ?
Official release of Act 3: March ?
Beta release of our new secret project: February ?
Some well-deserved rest: April (we’ll probably start running with another project, knowing us…)

What’s the secret project? Well, we’re not going to say everything, but since you’re here, here’s a quote from Fighting Fantazine’s interview with Chris, presented without context:

“From the beginning,  I had an idea of what the core challenge would be – making an engine that could support not just FF-style combat. We built out a really easy-to-customize system that lets you make special abilities – we could probably make a sword that does double damage on alternate Tuesdays (actually, we could do that).”

secret to everybody

Of course, once all three acts of DestinyQuest Infinite are out, we’ll continue support for it, and maybe even add some new things once in a while. Since we’re not tied to any platform at the moment, we’ll be pushing out updates for everyone as soon as they’re ready – no waiting for approval!

Speaking of which – as of now we still have no plans of making a native mobile app. But we are still working on making DestinyQuest Infinite playable on any mobile browser, with or without an internet connection. Hang in there, iPhone/Android adventurers!

DestinyQuest
DestinyQuest Infinite is the first in the QuestForge Games, a new line of gamebooks.


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