Wow, when we announced Lair of the Clockwork God back in April, the end of August seemed so far away, didn’t it?
So, here’s what’s happened: Ben and I identified a couple of areas in the game that were a bit… lacking. They were conceptually very strong, but a bit thin in terms of puzzles and player engagement. I’ve spent a lot of time adding new content (puzzles, dialogue, areas) to those sections, and bolstering those bits to bring them up to the same quality as the rest of the game. That process has taken a couple of months.
My intention was always to have three months’ “testing, polish and bug fixing” time before releasing the game. Enough to add in loads of ace little inconsequential details, make sure the puzzles are satisfying but not too hard, and make sure nothing awkward happens bug-wise. I’m still super-keen to get that time, I don’t want to push the game out until it’s all polished up and completely ready. I have a lot riding on this game.
There’s also the question of marketing, which I don’t have time to do right now because I’m busy making the game. Although I’ve got Ben, Tobey and Tom doing various bits and pieces, Size Five Games is still technically a one-man band, and marketing the game is my job (as well as, you know, making it). Getting Clockwork God noticed has been a lot more effort than the last time I released a ‘big game’ back in 2015. A lot has changed out there. Getting noticed is a full time job, and I’m not keen to push the game out unless it has every chance of being a huge success. For that, I need to shoot for nothing less than ‘indie classic’, the sort of game mentioned in the same breath as Limbo, Undertale, Meat Boy etc.
So where does this leave us? Well, sadly it leaves the game sailing past the traditional “indie-friendly release window” of the summer months, and into the “uh oh” time frame of Jedi: Fallen Order, Pokemon, Call of Duty, Death Stranding, Outer Worlds, Doom Eternal etc in the run-up to Christmas. Those aren’t even all the games, and even that selection isn’t games I’m keen to go up against.
So for now I’m leaving the release date as ‘???‘. Hopefully in 2019, if I find a window or run out of money, or decide “screw it, I’m not really competing with those games”. Maybe I’ll have to sit on it till early 2020 where I can find the space to do it justice? I’m not entirely sure.
Sorry about this. It’s tough running a business, and it’s also tough guessing when games will be finished… but delaying the game until it’s properly done means it’ll be better, polished to a super-high standard, and I’ll have the luxury of time to make lovely trailers and get it in peoples’ hands nice and early for marketing purposes.
Thanks for your understanding.
If you want to get in early and play the game before release, there’s a high chance I’ll be looking for testers from the Size Five Discord. Join in and introduce yourselves now!
While you’re here, please do help out and wishlist Clockwork God on Steam, it’s really helpful for when the day finally comes. Thanks!