Having known it back then, we’d probably try to be better prepared and we’d have scheduled things more cautiously. The game was already a huge undertaking for a small team, but rebuilding and adding major systems on a living game proved to be much more time consuming than we anticipated. This is the main culprit of why it took two and a half years. It was something we weren’t really prepared for, but we were keen on fixing the biggest limitations coming from our original design. Book of Demons was supposed to be a midcore take on a hardcore genre, but soon it became apparent that catering to a diverse and enthusiastic Steam audience would mean much more than doing a few bug and balance fixes. The ever-abundant feedback from the Early Access community steered our development into territories that we never anticipated. After all, it shouldn’t take long to balance 2 more classes, add some cards and some sounds, right? Back then we felt the game was already pretty solid, and we were planning to stay in Early Access for about six months. When we launched Book of Demons into Early Access in July 2016, we’ve been already developing the game for more than 3 years in a team oscillating between 3 and 6 members. Also, it’s the beginning of a new year, so what better time to make new and bold plans? But before we jump to the point, let’s take a step back and look at what we’ve accomplished so far (and why getting here took us so long). It’s been a whole month since Book of Demons went out of Early Access and the launch dust has settled a bit, so we feel it’s the right moment to talk about the future.
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