Coming soon, wishlistable but not yet downloadable (yep, even now I’m finding little bugs….)
The store page has some screenshots and trailers.
Even when I upload, it will take some time for the approval process. I have set a (goal) date of June, 2026 (June 1 if possible but only committed to “June”). It is guaranteed to be as timely as Duke Nukem Forever was!!!
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I thought I’d add a note.
To make the trailers, I used OBS Studio to record, then did the editing with the free version of DaVinci Resolve (the free version is pretty powerful but there’s a learning curve; I keep doing internet searches for “how to do X”). For the walkthrough, I downloaded the free version of the program called Swordsoft Mousetrack. (The free version works, but you cannot save settings so you have to re-enter them every time).
Screenshots were saved by the game itself, which made a call to Unity’s ScreenCapture API. (I used Unity Recorder to make the page load images and in-game icons and such).
The Steam Store page capsules, icons, etc. I used Gimp. The logo and shortcut icon is hand-drawn in Gimp (I replaced the older dragon heads because it occurred to me that that Synty Studios might not like me using their graphic as a trademark, vice in game). Most of the other stuff used as source material are from icons and screenshots made by Unity Recorder. I made a master file containing layers for everything, then adjusted for each required graphic to upload (there are several, with specified sizes and other specified requirements).
And just for interest, the “credits” screen lists all asset and tool providers I used in the game.
They are contained in the manual at the end. This is the current version of the manual, as I still am making changes. The screenshots in the manual are older ones, though pretty close to what it actually looks like.
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It’s been approved by Steamworks! I still have bug fixes before the actual release though.