Act 1 Update
Hey everyone, Cohen here, creative director and head writer for Hiveswap. Hopefully you’re reading this after watching the new trailer. If you haven’t watched it, go watch it. If you have watched it, go watch it again. It doesn’t cost anything, and, more importantly, no one can stop you.
OK, now you’re back. Wow. Wasn’t that dynamite? I agree.
Anyway, just wanted to give you a quick rundown on the status of Hiveswap: Act 1. We’re very, very excited about
THE GAME: The game is good, folks. It’s gorgeous, and fun, and the music is outstanding, and people say it’s pretty funny, too? We’ll see! All that’s thanks to
THE TEAM: We’ve got a great team full of outrageously skilled people, and over the next few weeks we’re going to be talking to them here about the work they’ve done for Hiveswap: Act 1. If you’ve wondered, possibly aloud, possibly at length, about why we haven’t done more of that before, it’s because they’ve been too busy doing all that work! Busy, busy bees with no time for chatter.
It’s a practice that is potentially frustrating for fans, though, which is why we’re going to be parting the curtain a little more. Because, of course, what you really want at this moment is for me to
SAY MORE ABOUT THE GAME, IDIOT: Right! So, the game is nearly done. It’s taken us a while, but we’re committed to bringing you the game you deserve, even if it means delivering it later than you deserved it. Some things take longer to implement or polish than we anticipate, but our intent is not to mislead you. I promise. We want to keep you in the loop as much as we can.
But…it’s a difficult juggling act for us. We’re trying to make a game that is fun, funny, and beautiful, and we haven’t compromised on quality in order to get it out quicker. On the other hand, we DO want to talk to you about how it’s going! On yet a third hand (or maybe back to the first hand, now hidden behind my back), we’re also committed to not spoiling every mystery the game has before you actually get to play it. These interviews we’ll be doing are our way of striking the balance between these three hands (possibly two hands, with one in flux).
The next time you hear a release date from us, it’ll be because the game is about to launch. In the meantime, we thank you, one last time, for your continued patience and understanding.