Last night at 8 pm I tagged a branch, compiled a release build, ran the end-to-end test script, and pinged the testers about where to download it. Hadean Lands is now in beta.
(If you chose the "access to the closed beta-testing phase" backer reward, and you haven't gotten email from me, please contact me for testing info. Assuming you still want to test, I mean.)
This momentous day is a good time for some announcements!
Hadean Lands will be available both as an iOS app and as a portable (Glulx) game file. The Glulx version will be playable on Mac, Windows, Linux, and anything else that the (open-source) interpreter can be ported to. I expect to sell the Glulx version through the Humble Widget and through the Itch.IO game download service. The sticker price will be $5 no matter where you buy it from.
All backers will get the Glulx version as a free download. Yes, every person who backed me. Even if you contributed just a dollar; even if you asked for your money back; everybody. This wasn't part of the original Kickstarter plan, but you deserve something extra for waiting this long.
I am going to ship the game first, and physical rewards later. People signed up for postcards and posters and CDs and calligraphy and all that good stuff. It will all happen! But I am not going to worry about any of it until you have playable copies of the game.
(Footnote to the above: I do not plan to be on the Humble Store or in any bundle. I'm just going to use the Humble tool for selling downloadable content. I might wind up on the Humble Store at some point in the future.)
What's the timeline? Later this week I will send out the dreaded Kickstarter backer questionnaires -- one for everybody, one for people who get physical rewards. These will cover shipping addresses, App Store account names, whether you want your Glulx download from Humble or Itch.IO, and so on.
Beyond that, I have several tasks still in front of me, including cover art, a map, a web site, and integrating the game into my iOS framework. Plus the time it will take Apple to approve the app. I'm allocating a month. That's not a hard deadline, but as a rough target, think "early October" as our ship date.
This means that HL is likely to ship in the middle of IFComp voting. This is a right nuisance but we'll have to manage. I can't promise to get HL out before IFComp starts, and it would be stupid to delay it until after IFComp is over.
One of the tasks of my list is "the expectations-setting blog post". I was half-joking when I wrote it, but I think this is a good time to talk about how Hadean Lands has come out.
Hadean Lands is a hard game. Eight people have been working on the first (July) test release, and none of them have made it even halfway through (which is how much was implemented in July). Obviously nobody has been playing full-time for two months (or even for two weeks), and testers have not yet started to cooperate on puzzle-solving. But it is safe to say that this game will be a challenge for a solo solver.
HL does not come with hints. In an ideal world, every puzzle game would ship with hints, but this is not that world. Adding a comprehensive hint system would add months to the development cycle, and I'm not going to do that. Instead, I will point everybody to a forum thread and say "Exchange hints here!" (This approach worked fine for Counterfeit Monkey.)
HL is more about puzzles than story. As with The Dreamhold, I put in some background information which implies a story. I hope that is interesting. But your play experience will be about the puzzles.
HL involves a lot of typing. (My end-to-end test run is 1280 player commands. That's not absolutely minimal, but it gives you the order of magnitude of the thing.) You might say, what, I'm going to play a thousand-command text adventure on my iPhone? Well, that's one reason you get a desktop version for free. (I hope to have a way to exchange save files between iOS and Dropbox.)
Despite everything I've said... this is the game that I intended to make. It does what I wanted it to do. Oh, there's always a long list of failed dreams trailing behind any game -- everything you hoped it might do, which didn't work out because no game can do everything. But I stand behind this thing.
Comments imported from Gameshelf
Paul Z (Sep 8, 2014 at 4:56 PM):
Is there going to be a launch party? Maybe a dramatic reading of the first scene? That would be fun. I would come. Probably a lot of Boston-area backers would enjoy it!
Andrew Plotkin (Sep 8, 2014 at 5:11 PM):
Hah -- I hadn't thought about a release party at all. I suppose the October PR-IF meetup might be declared to be it.
Jason Dyer (Sep 8, 2014 at 11:34 PM):
I think we're past the days of needing built-in hints -- everyone is so connected to forums etc. it's acceptable just to link.
David Cornelson (Sep 9, 2014 at 12:24 AM):
I can't even imagine a puzzle-fest that takes 1,280 turns. This is beyond mainframe Zork in complexity. Kudos Andrew and I look forward to playing it. My kids are all on-board with playing IF now so I'll have help.
Mary Alexandra Agner (Sep 9, 2014 at 12:37 PM):
I would like to come to launch party but don't know if I'm allowed at the PR-IF meetups??
Andrew Plotkin (Sep 9, 2014 at 4:25 PM):
Bylaws forbid anyone from attending who decides not to be there.
Andrew Ekstedt (Sep 9, 2014 at 8:18 PM):
I'm so glad that the Glulx version will be available. I missed the kickstarter and don't have an iDevice, so I was worried that I wouldn't get to play...