What the developers have to say:

Why Early Access?

Approximately how long will this game be in Early Access?

How is the full version planned to differ from the Early Access version?

What is the current state of the Early Access version?

Will the game be priced differently during and after Early Access?

How are you planning on involving the Community in your development process?

“Game development is a sometimes enriching and sometimes utterly frustrating journey. We love playing and making games, but we wanted to make a game about what really goes on behind the scenes when making games.Gamedev Beatdown is our attempt at making a game that highlights those stories packaged with lots of action and the ability to influence the direction the game goes in. To allow the player to discover situations that they might end up in with seemingly insignificant decisions, and as developers to laugh at events that happened to themselves at some point in their careers as well.We are a small team of 2 developers. We took our experiences along with those of our friends from the industry and some who quit the industry. We are very close to the game and certain functionalities of the game are hard to balance or prioritize without player input. We are from the generation of developers for whom the game is never finished and is improved upon continuously even after launching.We aim for early access to bring us close to our actual players. To take feedback from them and make Gamedev Beatdown the best version of itself that it can be.”“We plan to spend as long as it takes in early access to do justice to the games potential. We have several rogue-lite elements that we want to refine before we launch the full version. Our pipeline for adding events, items, and combat is very stable. We can easily add more content after launch. Before we get there, we want to make sure the difficulty and strategic depth in combat is balanced out in the initial phases of early access.”“We will add many more unique events for each location and game project. We are also planning to add more items and abilities, enemy types and boss battles and gameplay variations for the veteran section of the game.We have experimented with mini-games and combat variations for different acts that we want to include based on community feedback. The complete narrative segment driven by our procedural event system will be polished and balanced for the full version for a very engaging single-player campaign. Allowing players to add their own events is also being tested.”“We have over 9 locations, 25 items, 30 projects, and 300 events as part of the game that provides several hours of gameplay. A single run through the acts can be completed in 3 hours at speed but will cover only about a third to a fourth of the projects. To see all the events and make all the games will need several more hours of playtime.Combat needs more abilities, buffs/debuffs and boss battles. Events need more branching and depth.”“We don't plan to increase the price. The game is at the launch price for similar games and the amount of content that it contains. Plus as indies who want to do justice to the possibilities of this game, this price point will help us fulfill that goal.The only scenario where we envision a price increase is if we spend a significant amount of time in early access, and the game is much larger on launch. If players want and we add complete new game modes or new acts to the game, we might consider a price raise on launch.”“We have made some significant changes to the game, where we completely changed the core combat system over time from feedback from our early players and alpha testers. We are available on all social media channels and discord https://discord.gg/rSRy7fg and take player feedback very seriously. We have added experiences from other game developers as events and are always open to people suggesting events and ideas from their own experience!”