December Update: It's a new year!
20 days ago
– Tue, Jan 02, 2018 at 04:44:54 PM
It's now 2018! Hope you've all had wonderful holidays!
We spent December doing lots of admin setup work to prepare for taxes (yay), accounting (double yay), and admin work (triple yay).
New CG Artists
Due to the heavy art workload, we've also started commissioning two additional CG artists to help split the burden. Our social media will have the formal announcement post later, but we will also include a recap in next month's update!
Don't forget, we now have our own forums where you can provide feedback or bug reports, discuss the game, or just chat!
Opening forums, come chat with us & others~
about 1 month ago
– Thu, Dec 14, 2017 at 12:30:15 AM
Holidays are approaching! I hope you're all having a wonderful time this December.
This is a quick announcement to say that we've just opened our fresh official forums! (Self-hosted, so we finally won't be moving from site to site and we're staying put!)
Everyone is welcome to post! If you enjoyed the demo and want to discuss it, share your thoughts, or report a bug, this is the place to do so.
Since a lot of our backers are fellow game or VN devs, there's also a subforum for devtalk if you wanted to discuss obstacles, get critique, encouragement, and find resources. Or... just chat. It's not exactly formal.
Hope to see and talk with you soon!
November Update — Writing and Preparation
about 2 months ago
– Thu, Nov 30, 2017 at 01:49:06 PM
It's the holiday season! The focus this month was on writing; the scripts for Common Route without cues clock in at 120,000 words. Because of the heavy writing focus, not much progress could be made in the asset department.
Unfortunately, some year-end business matters, like legal paperwork and accounting, have popped up. There aren't any problems, but I want to be thorough ahead of time as the fiscal year draws to an end. That way, there won't be any nasty surprises during tax season next year.
Due to this fact, and the fact that Common Route has expanded in terms of assets required, I must unfortunately announce that Common Route's release must be delayed until at least February 2018.
In all honesty, March/April 2018 looks more likely, but we'll do our best to work hard and make the deadline reasonable!
As we have to focus on administrative tasks and paperwork for the brunt of December, asset development may or may not be slow for the month. I apologize deeply for the continued delays. Thank you for your patience and steadfast support!
See you next month!
— Luna Chai Li
October Update: Prepping for Full Common
3 months ago
– Tue, Oct 31, 2017 at 07:35:51 PM
October was a crazy month with a big push for the public demo! (If you haven't tried it yet, you can download it here.) After release, we took off some time to recuperate and get our health back.
The next milestone is a release of the full Common Route. This release will be closed to the public, but available to all backers, as listed on the developer roadmap. It is roughly 110,000 words long (the demo is 33,000).
Below is a report of how many new assets we need to develop for this milestone, as well as where we're currently at:
Since we're still editing the scripts and counting up the assets, at this time, the asset count is subject to change—but this report offers a pretty solid estimate. We are still aiming for a Jan 2018 release, but will update after the full asset count.
Thank you for all of your wonderful support so far!
Several people have requested to have their Backerkit surveys or upgrade their pledges to have beta access. If you would like this, please message this account and I'll send your survey.
— Luna Chai Li
3 months ago
– Thu, Oct 12, 2017 at 11:25:07 PM
Please note, Beta Testers, the links you received in your inboxes two days ago will no longer work.
Backers, please also check your name in the credits. While I double-checked the names, it is still possible that I made a typo. If this is the case, please notify me, and I'll issue a hotfix next week with the corrected credits.
Thank you, everyone, so much for your support. Though there's still much more to go, it's a privilege to have wonderful backers like you!
A few special thanks
I first want to thank God for sustaining me with energy, discipline, and constant tiny miracles to bring this project to fruition.
I'd next like to thank the programmer, Ian. This guy is amazing with not only excellent knowledge, but wonderful communication and people skills that makes him extremely pleasant to work with. The hipster features in this game would not be possible without him.
Special thanks also to wrothsloth, who drew many of the stunning backgrounds, and Longest Distance, who created the stained glass pictures with absolute perfection.
And finally, a little hat off to my parents and my brother, who've been extremely supportive and my emotional foundation during a production rollercoaster.
From the delightful voice cast to the talented contractors, this product thrived off of the wonderful people who worked on it.