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Weekly Update - 12-27-2020 (New blaster type, more writing, end-of-year thoughts)


(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)



Hey everyone. There's not too much to talk about this week, but I do have some more personal thoughts at the end of the post if you care to read through. First, though, the development update itself: as you can see by the animation up above, I started work on some new blaster types, as well as continuing the writing work I mentioned last week.

There's not much to say about the writing, but I'll detail the gif above! The blaster chip in the clip above is the Sawblade Shot; it fires a small projectile that bursts into a rapidly-spinning sawblade when it collides with an enemy or a wall. The damage it deals is on the lower end of the spectrum, but the rapid hits make it extremely effective at generating Force Shot ammo, which more than makes up for the low damage. The visuals are still very incomplete, so it should look a bit fancier when v0.43 is in your hands.  

Aside from that, I also spent some time this week gathering up a list of sound effects that are missing in Crisis Point; I'll be sending the list off to our sound effects guy as soon as it's ready, so hopefully v0.43 will have a lot of missing sounds filled in, like the Crystal Dragon and Boss 3 sound effects.


Lastly, before the update ends, I want to share some thoughts, considering this will be the last weekly update of 2020. It's nothing new to state that this was an incredibly difficult year, I'm sure you've heard it a million times before from other people - I was personally hoping Crisis Point would be further along by now than it is, but between covid, my own struggles with depression/mental issues, moving across the country, and difficulties adjusting to the shift in work dynamic that comes from hiring on a new employee, things didn't quite go as far as I wanted them to.

I don't think it's right to apologize for that, though. Our progress may not have been as great as I wanted, but we still did a lot of great work this year! For the first time in a while, we managed to mostly stick to our release schedule; v0.41 was a bit late due to the move, but v0.40 had an even faster turnaround time than usual, with only 1.5 months in development. The end result is that we had a solid amount of playable updates this year, and made lots of progress towards completing the game. Crisis Point's story (and content as a whole) is coming together quickly, and I expect it to only speed up from here as we gradually approach the finish line.

Despite 2020 not signaling as much progress as I hoped, Crisis Point is in a better, and more consistent place, than ever before. We're still a ways away from the game being done, but we have an internal roadmap detailing what needs to be done before the game is complete (and to keep scope creep in check), and things are most definitely looking up. Above everything else, we have all of you, our Patrons and followers alike, to thank for where Crisis Point is today; looking back on the game's early days compared to now is truly striking. The game might be done by now if we had kept all those early assets, but it certainly wouldn't be anywhere near the level of quality it's at today, and it wouldn't be the quality you all deserve. I can't thank you enough for giving us the opportunity to really make something fantastic. 

2020 was an awful year for everyone, but you all have taken an immeasurable weight off my shoulders by keeping a roof over our heads and food on our plates. Thank you so much for sticking with us, for supporting and believing in us, and for letting us take the time to make Crisis Point as good as it can possibly be. I hope your holidays were a bright spot in this overwhelming year, and that things continue to look up from here! We'll see you on the other side, friends, in 2021!

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