Welcome back Knights-To-Be,
With the day of 1.0 just three days out, our minds are filled not only with excitement but with anticipation of just how much we will learn from this experience. Each of our subsequent releases, be it a prototype, a playable demo, or our Early Access release, has taught us so much about ourselves and Sands of Aura. We’re eagerly looking forward to what 1.0 has to teach us as well. With that in mind, I’d like to recount some of our previous releases and reflect on what those experiences taught us.A knock at the door….
Not only did Sands of Aura generate interest among players at the Steam Winter Game Festival, it also captured the interest of several publishers! There was a lot we learned during this process and a lot of outstanding people that we met—many of whom we’ve kept in touch with despite deciding not to work together. We learned more about what Sands of Aura is and isn't during those months than we did during development. It was an eye-opening experience. But after months of meetings, of pitches, of important considerations regarding Sand of Aura’s future, we ultimately elected to partner with our current publisher, Freedom Games.

Early Access Launches!
[previewyoutube=sCr7dpDG0X0;full][/previewyoutube] By the close of summer 2021, our team of nine had grown to a team of twenty. While the additional help brought several advantages, it also was a challenging experience learning to manage a team of nearly double our original size. Despite that, and despite us having so much to do for the Early Access launch just a couple of months away, we elected to add voice acting to our game with the intent of securing just one more element that would bring life to our world. The initial plan wasn’t to include voice acting, but when creating our Early Access launch trailer and hearing the very talented work of Rhiannon M as our narrator…we quickly reconsidered. To say we were blown away would be a major understatement. Rhiannon’s talent revealed just what we’d be missing without quality voice work and so, very soon after recording her lines for the trailer, we began the grueling process of getting our other characters voiced.


Our first hurdle… Not Recommended
While we had anticipated there would be unforeseen issues missed by our team before the Early Access launch, we had planned on being as vigilant as possible to address issues as soon as they crept up. This is exactly what we did. An issue would be reported, we would race to fix it and push out to our players. What we didn’t expect was just what an impact the negative reviews would have on our team.




The cost of a beauty…
The next pressing issue we needed to address was that of gameplay performance. Our world was beautiful at its current state but there was frustration among our players about how its current presentation was impacting performance. After many months of consideration, we realized that to address the core of most performance problems we were going to have to change the way we loaded islands into player view. To accomplish this, we expanded the size of our world to keep the islands from loading in simultaneously which was what we discovered was a main contributor to the throttling performance. Originally the islands were clustered much closer together to allow room for even more islands else where in the world, this caused unforeseen issues with performances, island progression and story development as well. Before Reshaping Talamhel


We weren’t alone…
The biggest boon to our studio during this trying time was that we attracted very passionate individuals to our discord. Their discussions of and passion towards Sands of Aura was inspirational for us. It was through them, our Mentor Knights, that we got a renewed sense of what we were working towards.