Hi there! My name is Tyler Owen and I'm the lead developer for Lacuna Passage. I normally write these posts anyway, but I wanted to make this one a little more personal while discussing some of our plans for the coming weeks and months ahead of us.
Steam Dev Days
This Wednesday and Thursday I will be attending the first Steam Dev Days event in Seattle with my father Jeff Owen (who has been kindly assisting with many of the financial and business-related elements of Random Seed Games). The conference is an invite-only event for approved Steam partners, which, thanks to the support of our followers on Steam Greenlight, we are.
Our goals in attending the event are threefold. 1) To learn more about the specifics of Steam publishing and SDK integration, 2) To explore the future possibilities related to VR and Steam Machines, and 3) To meet up with other indie developers.
This will be our first real conference visit since starting development of Lacuna Passage. Unfortunately we will not have a proper demo along with us, but it seems that will not be the focus of the conference anyways. The announced sessions and the fact that this is invite only for developers indicate that this conference will not be about promoting or demoing games. It will be about learning the Steam infrastructure directly from Valve and networking with other developers to learn from their experiences. That's what we intend to do. Our acceptance onto Steam through the Greenlight process might arguably be more important to the future of our company than even the funding support we received via Kickstarter so we don't want to waste this opportunity.
The Months Ahead
It is becoming apparent that we may not be able to provide as many behind-the-scenes details over the coming months as we have since the Kickstarter. This is due to many factors, but most importantly, we don't want to spoil things for our players. Since so much of Lacuna Passage revolves around the story we want to tell, we need to be careful that those story details are not revealed too early. We want many of our art assets and locations in the game to be a genuine surprise. What that means is that as we continue development there may be periods of time where we are unable to share what we are working on. A lack of updates will NOT mean a lack of progress. We will try to continue discussing our work as best as we can, but our visual updates may be fewer and farther between. We hope you all understand.
With that being said, we do have just a small visual preview of a large asset from our lead artist Cameron. Above is the nearly finished high poly render of the mobile drilling rig.