Why we announced a release window, not a release date, and why delivering Ashlands takes time.
Ahoy @Lookout
A little follow-up for the latest news.
Here’s the situation. We’ve finished developing a large chunk of what we consider Ashlands’ MVP. We’re now assembling all our work into a stable build so we can playtest nearly the whole thing internally.
It may sound like everything is almost ready, but it isn’t. First, not all features are 100% ready, so there’s still quite a lot of development left. Second, we don’t want to sacrifice quality, so we need to set aside considerable time for dedicated QA. Finally, there’s the feedback stage, and some of what we test now will require changes.
The reason we say “this winter” is that there are a few unknown variables we’re still evaluating. The best-case scenario (the build is more stable, all features work as intended, etc.) is December. The worst case (too many bugs, rework required, etc.) is February. That’s why we’re giving a “release window” rather than a date. This is our estimate based on the information we have right now.
I believe the next few weeks will be critical in determining the actual date we can commit to.
I don’t see any reason to hold this information back, so as soon as we know and have scheduled the date ourselves, we’ll tell you too 🏴☠️
We’re excited to bring this update to Windrose as soon as possible. Please bear with us during this final push. We’ll do our best to make it worth the wait. It’s not just about new content; it’s also about addressing some of the current game systems, as we showed in the latest devblog. As always, we want Windrose to be the best pirate adventure for all of you ❤️
