Hey everyone, I'm Brett from
Kerosene Games (publishing Bladeslinger).
First, I wanted to say sorry for the delay of the game's launch (was originally supposed to be Q4 last year). Much of that is my fault. I really encouraged Luma Arcade (the developer) to make the game bigger and longer (which they already wanted to do) while trying to balance against the game's already giant development cycle--for a mobile game--complex combat and level systems, and of course, just wanting to get it out in your hands.
On top of the game's scope and complexity, Luma Arcade has been doing some things with Unity that have never been tried before (e.g. dynamic shadows on *everything* is really really hard to do on mobile...Infinity Blade 2 doesn't do this). There are special custom shaders and all sorts of super cutting edge stuff, built specifically to get maximum performance out of the latest gen devices.
This game is NOT on rails like Infinity Blade and Dark Meadow. There's actually a really nice, elegant control system for moving the hero character, William, through the levels and performing attacks. It took a LONG time to nail this stuff as it's new territory in control scheme design, but it's really come together. I'm really excited about it
Launch plans are always a squishy thing with games, and we're not going to ship this until we're SURE it's great, but it's feeling very close now. I think we're probably looking at May for the App Store, Android (with some special Tegra 3 stuff) very soon after that... hopefully sooner than later!
Thanks for all your interest in the game and support for Luma Arcade. They're an incredibly talented developer and you guys are going to be amazed how far the game has come since the preview last Fall. If you'd like to keep up with our progress, pelase follow
@LumaArcade and
@KeroseneGames.
BTW...device support planned...
For sure:
iOS: iPhone 4S, iPad 2 / 3
Android: Tegra 3 and roughly anything Galaxy S II class & above
Hopefully as well:
iOS: iPhone 4, iPad 1
Android: Tegra 2