Oh wow. Hi, internet.
Abi here, Artist and Writer at Chucklefish. I’ve come out of my hermit cave to give you guys a window into the writing of Wargroove! Let’s get right to it, as it’s bright out here and I want to get back to those sweet, mossy shadows…
Just like the art, design and code, the game’s writing was a team effort. From the outset we wanted Wargroove to be a character-centric game, so that’s where we started. We had meetings about the commanders’ personalities, their histories, their relationships and their goals. Eventually, out of the squishy clay of discussion and debate, more than a dozen characters were formed: colourful, complex golems brought to life.
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Read moreThanks for the feedback (this extends to some of the other comments here)!
We're currently collecting community feedback to decide our roadmap for the next few patches and address as many issues raised by the community as possible, so I'll be sure to add this to the list of topics to discuss!
First of all, I want to say how humbled and thankful we all are here at Chucklefish for the incredible launch weekend. It’s truly been amazing, we’ve already covered the cost of development and are throwing ourselves into improving the game further.
So what’s next for Wargroove?
Really Short Term
We already have the first post-launch patch submitted and going through approval, this patch brings with it a number of bug fixes and other small improvements that we weren’t able to fix in time for release.