GYATM Beta


Beta!

It has been a year-long trip here, but finally all the critical pieces are in place. The game runs, the assets are built, the testing has rooted out the majority of the show-stopping bugs. Localization is in place, cutscenes are prototyped, and GYATM now exists as an actual game: beginning, middle, and end.

Now comes the tuning, the testing, the high-quality builds and cutscenes, and the gameplay balance. From now until the end of November, we will be focused on polishing it. This is our first full game released as Indie Imprint, and while our ambitions are modest, we want to be certain that it is a game we can look back on with pride. We have many more games in the pipeline, so this game is an important milestone.

We have been asked about an open beta. At the moment, we aren't ready for that. It seems like a good idea to split beta testing into two phases and deliver the first "release candidate" as an open beta. Look for an update about that in September. Developing in the open like this is still a new experience for us. The last thing we want is to give you folks a game with bugs that might sour your enjoyment. 

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