Overview of development so far.
Feb 15, 2015 10:37:13 GMT
Lord Ba'al, stuhacking, and 7 more like this
Post by Gmr Leon on Feb 15, 2015 10:37:13 GMT
Let's see if we can get a mostly straight version of Godus' development from what we know on the outside. Correct me wherever I'm mistaken, and if we can dig up sources to link, probably even better.
November 25th, 2012: Godus appears on Kickstarter. (Deadline set to February 28th, 2013(? check December 6th video description) it appears, but in other posts is suggested to be December 20th.)
December 5th, 2012: First prototype of Godus appears.
December 6th, 2012: Concerns voiced about mobile, microtransactions.
December 21st, 2012: Kickstarter successfully funded. From here on out, presumably development was occurring?
May 20th, 2013: Publisher partnership announced.
May 28th, 2013(?): First alpha releases, said to be around 20% complete. Store is found, backlash. See June 1st video.
...
July 2013: Matthew signs on with 22cans.
August 2013: Matthew begins formal work with 22cans.
August 30th, 2013: Infamous Jupiter-sized world announcement. (Also procedural generation lie.)
September 13th, 2013: Game suddenly jumps to beta, releases to Early Access. Matthew first posts over in private backer forums.
October 4th, 2013: Beta 1.3 update hits.
December 13th, 2013: Recognition of silence and absence of updates since October.
December 20th, 2013: Last status (not content) update of the year.
December 21st, 2013-February 17th, 2014: Second instance of comms blackout and minimal updates.
February 18th, 2014: Sam begins to leave 22cans. Gave notice either in January or December, reportedly stopped appearing around a week after notice (unclear reasons).
March 12th, 2014: Beta 2.0 releases after 6 months of nothing.
March 19th, 2014: Big hubworld announcements made. Limited territory release on mobile announced.
April 2nd, 2014: Big Reddit AMA. Video follow-up.
March 9th, 2014: Matthew reintroduces himself and his involvement with the 22cans venture.
May 8th, 2014: George announces joining 22cans (first work beginning about the first week of April, and regrets everything about this decision a few months later). First settlement revamp made (limited to opt-in).
May 20th, 2014: Godus soft launch on iOS in New Zealand.
May 29th, 2014: Last small update for Godus for the summer. Roadmap finally released for Godus. Quickly becomes irrelevant (hubworld (i.e. multiplayer) announced as nearly a month till release despite mobile development occurring and no updates till August). Delay attributed to community decision for more god power focused development (which brought very little).
...
August 7th, 2014: Godus releases worldwide on iOS.
August 8th, 2014: PC Godus finally receives update with second settlement revamp. Pit of Doom appears, gems reintegrated into PC build.
August 14th, 2014: Balance file modding tool announced (initially sounding like it will be very soon to be released).
October 10th, 2014: Weyworld/Frontier Age appear in opt-in. Arguably first "substantial" update since March 12th. Weekly dev activity updates finally emerge.
October 13th-15th, 2014: Community Q&A part 1.
October 30th-November 5th, 2014: Community Q&A part 2.
November 7th, 2014: Balance file modding tool finally releases (and is very barebones).
November 26th, 2014: Balance tool gets Steam Workshop integration, PC sprint announced as underway, some features reemerge, ranged combat appears.
November 27th, 2014: Godus releases on Android.
December 2nd, 2014: Peter announces The Trail. Beginning of the end of everything Godus.
December 23rd, 2014: George and Matthew depart from 22cans. Matthew's last day somewhen in November, possibly 11th. Assistant producer Kristine Greaves left somewhen in December.
January 7th, 2015: We learn that 22cans has left Godus' design to FuriousMoo. Remains unclear for awhile who else he has to work with.
February 2015: Jemma Harris, head of production leaves.
February 4th, 2015: Daily dev activity updates appear.
February 9th-15th, 2015: Peter (and 22cans) get a week from hell(?) as media crashes down upon them regarding Godus' development. Meanwhile, a small bit of the story appears in Godus.
March 31st, 2015: Fabs, Programmer takes his leave from 22cans.
April 20th, 2015: Jack Attridge, Co-Designer leaves 22cans to work on his own stuff.
April 30th, 2015(?): Tim Rance, Technical Director of 22cans appears to have left in some form. Unclear in what way.
May 5th, 2015: Daily dev activity updates cease with no warning. (A week will proceed before any explanation as to why arrives.)
May 15th, 2015: Pavle Mihajlovic, Programmer leaves 22cans to join Jack's new venture Flavourworks. (Successfully ridding Godus' core team of most of those who had extended experience with it.)
I think that roughly covers it, yeah? It skips over much of the meatier forum posts, unfortunately, but that would be a true pain to pull up. However, if anyone has them on hand (alongside anything else to add), feel free to post them here.
November 25th, 2012: Godus appears on Kickstarter. (Deadline set to February 28th, 2013(? check December 6th video description) it appears, but in other posts is suggested to be December 20th.)
December 5th, 2012: First prototype of Godus appears.
December 6th, 2012: Concerns voiced about mobile, microtransactions.
December 21st, 2012: Kickstarter successfully funded. From here on out, presumably development was occurring?
May 20th, 2013: Publisher partnership announced.
May 28th, 2013(?): First alpha releases, said to be around 20% complete. Store is found, backlash. See June 1st video.
...
July 2013: Matthew signs on with 22cans.
August 2013: Matthew begins formal work with 22cans.
August 30th, 2013: Infamous Jupiter-sized world announcement. (Also procedural generation lie.)
September 13th, 2013: Game suddenly jumps to beta, releases to Early Access. Matthew first posts over in private backer forums.
October 4th, 2013: Beta 1.3 update hits.
December 13th, 2013: Recognition of silence and absence of updates since October.
December 20th, 2013: Last status (not content) update of the year.
December 21st, 2013-February 17th, 2014: Second instance of comms blackout and minimal updates.
February 18th, 2014: Sam begins to leave 22cans. Gave notice either in January or December, reportedly stopped appearing around a week after notice (unclear reasons).
March 12th, 2014: Beta 2.0 releases after 6 months of nothing.
March 19th, 2014: Big hubworld announcements made. Limited territory release on mobile announced.
April 2nd, 2014: Big Reddit AMA. Video follow-up.
March 9th, 2014: Matthew reintroduces himself and his involvement with the 22cans venture.
May 8th, 2014: George announces joining 22cans (first work beginning about the first week of April, and regrets everything about this decision a few months later). First settlement revamp made (limited to opt-in).
May 20th, 2014: Godus soft launch on iOS in New Zealand.
May 29th, 2014: Last small update for Godus for the summer. Roadmap finally released for Godus. Quickly becomes irrelevant (hubworld (i.e. multiplayer) announced as nearly a month till release despite mobile development occurring and no updates till August). Delay attributed to community decision for more god power focused development (which brought very little).
...
August 7th, 2014: Godus releases worldwide on iOS.
August 8th, 2014: PC Godus finally receives update with second settlement revamp. Pit of Doom appears, gems reintegrated into PC build.
August 14th, 2014: Balance file modding tool announced (initially sounding like it will be very soon to be released).
October 10th, 2014: Weyworld/Frontier Age appear in opt-in. Arguably first "substantial" update since March 12th. Weekly dev activity updates finally emerge.
October 13th-15th, 2014: Community Q&A part 1.
October 30th-November 5th, 2014: Community Q&A part 2.
November 7th, 2014: Balance file modding tool finally releases (and is very barebones).
November 26th, 2014: Balance tool gets Steam Workshop integration, PC sprint announced as underway, some features reemerge, ranged combat appears.
November 27th, 2014: Godus releases on Android.
December 2nd, 2014: Peter announces The Trail. Beginning of the end of everything Godus.
December 23rd, 2014: George and Matthew depart from 22cans. Matthew's last day somewhen in November, possibly 11th. Assistant producer Kristine Greaves left somewhen in December.
January 7th, 2015: We learn that 22cans has left Godus' design to FuriousMoo. Remains unclear for awhile who else he has to work with.
February 2015: Jemma Harris, head of production leaves.
February 4th, 2015: Daily dev activity updates appear.
February 9th-15th, 2015: Peter (and 22cans) get a week from hell(?) as media crashes down upon them regarding Godus' development. Meanwhile, a small bit of the story appears in Godus.
March 31st, 2015: Fabs, Programmer takes his leave from 22cans.
April 20th, 2015: Jack Attridge, Co-Designer leaves 22cans to work on his own stuff.
April 30th, 2015(?): Tim Rance, Technical Director of 22cans appears to have left in some form. Unclear in what way.
May 5th, 2015: Daily dev activity updates cease with no warning. (A week will proceed before any explanation as to why arrives.)
May 15th, 2015: Pavle Mihajlovic, Programmer leaves 22cans to join Jack's new venture Flavourworks. (Successfully ridding Godus' core team of most of those who had extended experience with it.)
I think that roughly covers it, yeah? It skips over much of the meatier forum posts, unfortunately, but that would be a true pain to pull up. However, if anyone has them on hand (alongside anything else to add), feel free to post them here.