Wasteland 2 Post-funding Update #49: Release Date

While the team doesn’t commit to a precise date, the forty-ninth and latest post-funding update for Wasteland 2 still gives us a far clearer idea of when the game will be released than we had so far: barring anything unexpected happening, the game should be out by the end of August. Aside from that, we also get a good look at some of the improvements brought by the latest beta update, some note on the upcoming novella from Mike Stackpole and Nathan Long and a few more things. Here’s a snippet:

We are very happy to announce the ship date for Wasteland 2: the game will be coming to you at the end of August of this year!

Before saying anything else, I want to first and foremost again thank you, our backers. Without you I’d never be where I am today, just a few months removed from finally releasing the game I’ve been wanting to make for 25 years. It’s exciting to be in this home stretch, and all your support and feedback throughout the process has made the game much better than it would have been otherwise. What we’re releasing is a game of much greater scope than we ever dreamed of when starting our Kickstarter. More features, more areas, more reactivity, more words, all thanks to you for funding our game and for giving us the time needed to finish it. My goal has been to over deliver on your expectations for Wasteland 2.

We also just released another big update to the Wasteland 2 beta (full notes on our tumblr). This update adds the final major area of Arizona, meaning the Wasteland 2 beta now includes all Arizona maps, which is approximately half the entire game!

At this stage we’re internally feature complete, but not feature locked. What that means is that every feature is in our dev builds but we’re still testing functionality, gameplay balance impact and even quality. If a feature is not good enough, we’ll cut it, but if fan feedback and internal review indicates it’s vital, we’ll double down on it. But the main focus for the new few months lies with balancing, optimizing and of course mercilessly hunting down bugs.

But we are not yet in full lock-down, it is important for us to stay flexible for iterations as we keep learning from the backer beta. For instance, we’ll be tweaking the skill usage density and variety our game levels, and adding some smaller lines and skill-paths. Combat balance is something else we’ll be spending a lot of time on in the next months, as it still needs much fine-tuning. Localization is another major step and we can do with more help on that, see more below. In other words, these next few months won’t be idle months!

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