With Kickstarter and Steam Greenlight, indie games have become a lot more mainstream than they once were. I think you’d be hard pressed to find any gamer that doesn’t have at least a couple of indie games in their collection. Yet, while we’ve enjoyed all the benefits of the blossoming of the indie game market, many have yet to truly accept the potential pitfalls of independent development.
Nekro, a game I first learned about at PAX East 2013, has been taking some flak for some time, and it isn’t entirely undeserved. To be quite honest, after playing an early access version and loving it, I said “I’ll see you at launch!” and moved on to the many other games crowding my steam library. The game was expected to be releasedshorlty after that point, and as far as I was aware, all was well.
But all is not well.. It’s been almost 2 years since the expected release date of May 2, 2014. There’s been little contact from the developer. both the Twitter and Facebook pages of darkForge games have been relatively silent, with no real substantial updates to the game having come out in ages. And, as a proverbial nail in the coffin, you can no longer buy the game on Steam in its early access version.
But Nekro is still worth the wait.
This is based not only on the fact that I do really like the game, with its fantastic old school school mechanics and a superb art style, but one simple fact: Indie Developers are people too, and sometimes, life happens.
This entire article sprang up after I stumbled upon one of developers responses on the steam forums, after watching an old Fan Fraturday video of the game by Jesse Cox. There were more than a few negative comments on YouTube, Reddit, and the rest of the internet, so I dove deeper.
The whole story can really be explained by a little research, as is the case with so many things in life;
Status of Nekro for 2016
Hey everyone, I wanted to give an update on the state of the game.
2015 has been a very crazy year, and personal issues outside my control have made progress on the game much harder than I would have liked. As the only coder on the game, having to drop everything and take care of family related business esentially means all production on the game comes to a halt because there is nobody else to fill in my role.
The game has not been abandoned, but life has made working on Nekro difficult at the moment. As much as I wish I can simply spend all my time on the game, it would seem life had other plans. That said, the game IS almost done. It won’t take much more to push it out the door and get at least a solid 1.0. It may be a bit longer before I can resume work on it as money, time and personal matters are all trying to slow things down. But worry not, the game will see the light of day.
I want to thank everyone for sticking with us over the years and for all the support. I’ll keep everyone updated as I know more.
This was found on the Steam Community Forums from Dec 10, 2015.
We love the benefits of Indie Games; the new ideas and mechanics, often from a different point of view than we’d normally get from a triple A title; the opportunity to talk and offer feedback directly to a developer; early access and the chance to see a game grow and change. However, it’s a lot harder to swallow the potential pitfalls of Indie Development; running out of money, a lack of man power, delayed schedules, and that ever present thing called life rearing its ugly head and getting in the way of video games.
So, I preach patience. Give darkForge the time that is need in their personal lives, and wish them well.