It is with very mixed feelings that I announce we are suspending development on All Heroes Die.
The quick summary is that AHD is a huge game, and we are nowhere near done. With the resources and time we have, it’s also one that currently can’t support the company. Graham and I have both been working without drawing any pay for our entire time on the project, and we’re at the point where we can’t continue doing that.
We very much want to return to it when we can, but we don’t know when that will be. Right now, we’re just going to take things one step at a time. We still believe in AHD, and we want the finished game to see the light of day.
This isn’t the end of the road for Macguffin Games, either. In fact, the reason we’re halting development is so we can work on another game – this one in the Social Media space. I’m sure some of you will be disappointed to learn that; I understand. We think there is an opportunity to make great games there, make enough money to live, and to do it in a reasonable time frame. Our creative goal with this new game is to make something that we can be proud of, something unlike most of the offerings out there. We’ve begun prototyping the design and art direction, and we are all extremely excited by it. We hope you will be, as well – more details will follow as things shape up.
Thank you so very much to everyone that has supported us for the wild ride that has been All Heroes Die. I started development on it just a bit over 2 years ago, teaching myself how to code, alone in our guest bedroom. Since then, I’ve met literally hundreds of people whose support, enthusiasm, and good will made it possible to keep going. Two people in particular must be mentioned: my wife Anya, without whose support (both emotional and financial) this never would have happened, and Graham Sternberg, the man who created most of the AHD setting, most of the art, and who talked me off the ledge on more occasions that I’d like to admit. I’d also like to mention Heather Wilson, Mike Faulk, and Phil Krzeminski for their work on game events, game events, and art respectively; thank you folks for all your excellent work.
Finally, thank you to all of the wonderful people in the Boston Indies community; because of them, I seriously believe that Boston is the best place in the world for someone to be an indie developer.
EDIT: When I originally published this, I forgot to mention, we are planning two more builds for now – one to fix a number of bugs that came up in the last build, and another with Warfare in it. The first will happen sometime in the short term – the next several weeks – and the Warfare one some time before or around fall. I’d like to give a better estimate, but it all depends on how everything else is going.
EDIT EDIT: I’m an IDIOT! I didn’t thank Whitney. This game would not have gotten 1/4 as far as it did without her, and it sure as hell never would have launched for PAX. Her fantastic and awesome coding skills were all that got us to that first Beta build. Whitney, thank you so much for you amazing work.