Deadwood: The Forgotten Curse is an action/adventure game with a unique survival twist.
Latest Updates from Our Project:
A Big Update!
3 months ago
– Fri, Jul 24, 2020 at 12:33:47 AM
It’s been a really long time since you’ve heard from us, and for that, we sincerely apologize. We also recognize this is not the first time we’ve slipped on communication. Or the first time we have apologized for it. We thought maybe the best course of action would be to just focus on making the game until we had some concrete info to share. And while we aren’t quite ready to make the big announcement we are planning later this year, we’d love to take this opportunity to give you a quick update on where things are at, where we’ve been, and of course where we’re going.
First and foremost we want to say that we are absolutely still working on “Lathe and Roguard” (Or “Deadwood” which we still call it in-house) We love Deadwood, we all left our jobs to make this game. The money we received from you (our amazing backers) was integral to “Kickstarting” the game’s development. However, the money did eventually run out after about 7 months of tight budgeting, and so we had to find a way to finance the game through the rest of its development. We started taking on freelance work to fund our passion project. This is simply the nature of a growing studio trying to find stability for our employees. Expansion is important for longevity, but these are completely different teams. The teams making animation is a completely different team with different skill sets than the team making Deadwood. It’s hard to explain how the infrastructure of what we are building works but we promise you that Deadwood holds a special place in our hearts and that the game is getting made and WILL get done.
We’ve talked about a lot of this before, so this may not be news to some of you, but we feel it’s important to share just how dedicated we are to getting this game done. To date, we’ve put almost 2 million dollars of our own money into it. And the only reason we’ve been able to do that is because of the work we’ve taken on and how we’ve grown our studio. We often joke about how we had to build an animation studio just so we could make the game we wanted. Deadwood started out with 6 people and we now have around 20 talented artists and programmers working on the game.
Over these last 5 years, we’ve had more than our fair share of struggles with Deadwood. And while this isn’t entirely uncommon in game development, it was something we’ve had to work through. It is after all our first game and there was a steep learning curve for us. At the end of last year, we made a big push to get the game as polished as we could and we shared our progress here. Unfortunately even after that, we still just weren’t feeling like the game was as fun as it should be. The game had gotten too big and too complex. We did the math on it and realized the game we were making would come out to about 80 hours of playtime, which without a much bigger budget (or even more development time), just wasn’t going to be possible.
So we made the tough decision to scale the game down and rebuild much of it from the ground up. Rather than to continue working on a game that could still take several more years to finish. We stripped it down to it’s most pure form and found something that we’ve all been having a blast playing. We can’t wait to show you this more fun and focused version of Lathe and Roguard and plan to do so soon. As far as a release date goes, we plan on announcing one later this year, but we can say with confidence it will be out next year, no matter what.
We understand that it has been one heck of a ride these last 5 years and things have changed quite a bit over that time. We will continue to honor any request for a refund from anyone who feels it’s time to move on. We don’t want to see any backers go, but we absolutely understand if you’d like to.
We hope that this helps bring some clarity to why we’ve been silent for so long. We are planning on ramping up our communications again just as soon as we’re ready to share our progress and plans. Until then, please know we are working hard on making an awesome game and appreciate your ongoing support and patience.
-The Steamroller Team
10 months ago
– Mon, Dec 23, 2019 at 06:04:04 PM
As the craziness of the season descends on our studio, we just wanted to post a quick update to say thank you to everyone for there continued support, and we want to wish you all a Happy Holidays!
We will have some pretty exciting announcements next year. But until then, here is a video of the most recent build.
And a bit of animation... This is just the tip of the iceberg. We have SOOooOOooOOo many animations.
That's it for now! We can't wait to share more with you next year. Happy Holidays!
about 1 year ago
– Wed, Oct 02, 2019 at 09:04:03 PM
Hello! It’s nice to see you all again. We hope you had a wonderful September. We’re happy to greet you with a spooky update going into October.
Okay, so the update isn’t really that spooky. It’s just a normal update.
Let’s get to it!
First off, we are happy to announce that we have hired a new full-time artist to assist with lighting and FX animation. Lathe and Roguard is looking so pretty! We’re excited for you to be able to see it in action for yourself once we release the demo.
Speaking of the demo, texturing and model work is nearing completion for levels 1-5. We’re working hard to get this demo into your hands so you can get a good sense of all the work we’ve put into the game.
Next up, substantial progress has been made on the in-game character portraits. We have modified the illustration style and added even more expressions for our key characters. This allows us to better communicate intention and emotion as you’re reading the dialogues throughout the game. This all makes for a more dynamic and impactful story experience.
While explaining exactly what has changed is difficult, we would like to mention that we have made several alterations and improvements to certain game mechanics. Rest assured, these changes have resulted in a much more fun gameplay experience overall.
That’s all for now. We’ll be back here next month with another update.
Take care, everyone!
There and Back Again
about 1 year ago
– Mon, Sep 09, 2019 at 07:48:42 PM
Hello! It's been a while, right? Yeah, it has. We can't express our appreciation to you enough for sticking with us on this long journey. We haven’t posted an update in a while because we have been busy polishing the game and preparing to show you what we’ve been working on. We understand some of you may want to see every step of the production and that's something we had to come to terms with and show you.
We would like to lay to rest any doubts you may have. We are working on the game full time. The studio is split into departments, so while a portion of the team is working on animation for other projects, the “Deadwood” crew has been diligently working on the game every day. We’re not sure if all of our supporters fully grasp the scope and magnitude of this game! But you're not here for a long-winded dissertation about that. You're here for our progress on Lathe and Roguard.
We have accomplished quite a lot since our last update. First off, we had mentioned in the previous post that we were changing the name of the game. We’d like to present to you the official name and new logo:
The levels are really starting to come together. We've been focusing a lot of our attention on polishing the first five levels of the game for an upcoming demo release. We are filling the world with a variety of new assets and fauna so that when you traverse Knottington, the world comes to life and interacts with you.
Dialogue, story points, and lore are all being written and added. On top of that, we have started to record voices for Lathe, Roguard, and other characters. We are also implementing the music as we are receiving it from our composer. Very soon we will be working on fine-tuning lighting and FX.
In an effort to make sure your experience with the game will be seamless and entertaining upon release, we are frequently play testing the game to see what is working and what isn’t. In the last video, we announced that the release date is still TBA. While we understand that's not what you want to hear, we have and always will be open and honest with you when we relay information. With that said, we know you want information, even if it’s just a small amount. So moving forward, updates will be more frequent. Some may be long and in-depth, while others will be shorter, incremental updates just to let you know what our next step is, however big or small.
Thank you again for your patience and we will see you next month!
STATE OF DEADWOOD: VIDEO EDITION!
over 1 year ago
– Sat, Mar 23, 2019 at 12:11:28 AM
Time for a quick video update! We haven’t done one of these in a little while, but figured it was about time to get back on the horse. We talk about level design, animation, sound design, team size, and much more. We even announce the new title of the game! No more jokes about it being a western. Please enjoy, and if you have any questions don’t hesitate to hit us up.