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Kentucky Route Zero dev hard at work but won’t set release dates for remaining chapters

Tuesday, 11th February 2014 21:39 GMT By Brenna Hillier

Kentucky Route Zero developer Cardboard Computer was so “demoralized” by the negative reaction to missing past release dates that it’s held off giving even a vague release window for the upcoming chapters.

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In a statement provided to Polygon, foundersJake Elliott and Tamas Kemenczy said the developer struggled with player reactions after missing announced release dates for the first and second acts.

“It was pretty demoralizing to miss deadlines, and the barrage of negative attention that followed made it only more difficult to focus on work.

“More importantly, we’ve learned that our process is quite exploratory, experimental, and unpredictable anyway. It’s crucial for our work that we reserve the right to throw things away, rework things as necessary, and allow the project to grow organically.”

The pair said that they quite often find that scenes they had expected to be “small-scale bloom into something much more complex”.

“It’s difficult (or impossible) to really know what you’re working on until you’re really working on it, and it’s important to us that we err on the side of respecting the game rather than the timeline,” they said.

Kentucky Route Zero’s first act released in January 2o013, with the second arriving in May, Both had missed their target launch months. An interlude between the second and third acts is on the way, too.

If you’re keen on the point-and-click adventure, you can grab a season pass for $25 for Linux, Mac and PC.

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2 Comments

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  1. Luciferous

    I’ve yet to play act II, but I adored the tone and story in act I… Think I’ll reward myself with playing Act II Once I clear my current ‘assignment’ of backlog games.

    #1 6 months ago
  2. Revolting

    I wouldn’t want it any other way. You don’t schedule or rush art, you let it evolve at it’s own pace.

    I think some of the issues KR0 faces stem from people seeing it as a point-and-click adventure game, and consequently feel it should have a set of pre-planned puzzles that should be easy to schedule, produce and release to plan.

    It isn’t a point-and-click adventure game, though. Yes, it features the old-school interface and tropes of a golden-era adventure game, but that’s just the platform used to convey what KR0 really is; at the risk of sounding like a pretentious dick, KR0 is not really a “game” in the traditional goal-driven sense of the word, rather it’s a highly experimental interactive experience saturated with visual and aural creativity. And it’s absolutely superb, and shouldn’t ever be forced to meet a deadline or conform to preconceptions.

    #2 6 months ago