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End of April Progress Report
Posted 1 month ago :: Last edited 1 month ago by kashigore
END OF APRIL PROGRESS REPORT
Vythrosa’s team originally consisted of 3 members. Now, it consists of 4-7 members at any given time, depending on what work is being done and personal life matters. Because of this, we’ve consistently run into periodic lulls that have made it difficult to launch on time, hence the constant postponements.
To make up for this, we wanted to lend some transparency to our audience, and lay out our known roadblocks and a rough estimate for the remainder of our to-do list.
To Do:
- Pull the remaining site extensions
- Ensure all extensions operate correctly
- Configure the remaining recipes, in-game shops, and activities
- Finish the remaining artwork: traits, guides, weather, etc.
- Finish uploading the remaining traits and items
- Finish cosmetic alterations to various site pages/ functions
- Complete the Ally, Detriment, and Item Buff extensions
- Upload all pre-registered characters
- Finalize the Comprehensive Design Guide & Payout Guide
- Finalize the Prologue, Tutorial, and startup questlines
- Finalize set up for the Cash Shop
- Scour the site for errors and bugs
- …Profit?
Almost all of the above items are currently in progress, with some close to be complete. We’ve also onboarded new team members to aid in development. Therefore, at our current rate, we’re looking at roughly 2-3 months worth of work.
However, Bora and I are moving overseas in early August. We will be largely unable to work on Vythrosa for the entirety of July and most, if not all, of August. The goal is to get everything on site ready for relaunch before August, so once we’re settled, all that’s left to do is reestablish our LLC—that way we can continue to conduct business legally. There have been personal events for our other team members that have greatly slowed progress down, too.
With everything planned, including our relocation, our goal is to relaunch Vythrosa by October. Depending on how fast we can get our LLC reestablished, it may be closer toward the end of the year. Unfortunately, only time will tell.
When we first announced our plan to revive Vythrosa, our goals were not as lofty as they are now. There have been numerous people along the way who have voiced their support and believed in our vision, which has evolved into a truly exceptional project. Many have even put their money where their mouth is and helped fund Vythrosa’s ongoing development. I want to reiterate that all monetary support from our community goes directly into artwork, code, and writing that I cannot do myself (and I’ve got my fingers in a lot of pies). I’ve personally invested about $3,000 since the tail end of 2023.
That said, we will be hosting another fundraising event sometime soon. At the time of our first announcement, the plan was to get the absolute bare necessities running and focus on revenue later; however, with certain areas of development falling behind others, we’ve actually been able to flesh out several more systems that were supposed to be added after our initial relaunch. As the saying goes, “Why wait?!” If we’re able to procure the money necessary to pay for the additional upgrades these systems require, Vythrosa will have even more to do than originally promised.
You might ask, “What have you been doing since last year?” and I would say, “...nunya.”
Just kidding! It’s a lot.
A majority of the work done that you can see for yourself is data entry. It is mind numbing and tedious, but a necessary evil. Uploading traits, items, configuring loot tables, and similar things no one really wants to do. Fortunately, most of it is already up! Designing the game takes the most of my time, which is largely not visible on site… yet. Certain extensions need to be added and tinkered with before I can get various things added on site. Questlines, fishing, and mining—to name a few—are fleshed out, but require some code revisions before they can be finalized. Once the backend is in place, it's primarily copy-pasting what I've already got written. Of course, game design entails a lot more than one would expect: in-game economical infrastructure, networking, plot cohesion—you name it, it’s probably under the “Game Design” umbrella. A large portion of my work consists of making sure Vythrosa is legally sound, too, which sucks up way more time than it should. And a lot of custom coding has been done!
I’d like to say that we are working as fast as possible, even if it’s not as fast as I’d hoped. As with any indie game, it takes time; frankly, we’ve been moving pretty fast compared to some games out there. I’m very dedicated to creating an experience that will have you all glad to have been here from the very beginning!
We may be quiet with announcements, but it’s not because we’re not working. I felt writing a more long winded report on our current itinerary would help the community better understand why we’ve been somewhat elusive. All in all, Vythrosa is coming together nicely, and the relaunch will be here before you know it. We really, truly appreciate your ongoing patience as we work tirelessly to bring you the best possible relaunch for Vythrosa. I am personally forever grateful for the support you all have provided over the years!
Until the next major announcement,
kashigore
P.S.:
If you're already registered, you are free to poke and prod around the site for any pesky bugs or errors. To view a catalog of known errors, visit this page. To report a new bug, you can DM me directly on Discord (kashigore), or send a report on site.