The first public release of Timber and Stone is up for the windows platform. A Mac version should be up next week.
Emails are now going out for those of you who pre-ordered for a $15 donation. This process is quite slow, and there are a couple thousand that have to go out, so please be patient. It might take up to 6 hours to get your email.
I’d like to take a second and post some thoughts on Timber and Stone’s development thus far, my opinion of the game as is, and where it’s headed moving forward.
This was a project I started almost exactly one year ago, and I couldn’t be happier with how far it’s come. Fan support has been tremendous, and I’d like to extend my heart felt gratitude to everyone who has pledged and donated toward the project.
Of course, this release is not the final version of the game. In fact, it’s far from it. You might consider Timber and Stone to be yet another indie game that’s in a perpetual state of beta, and that’s probably the case. To be completely honest, I wouldn’t have it any other way. Games are art, and to say that a game is ever finished is to give up on it. I won’t be doing that with Timber and Stone any time soon. We’ve only just begun.
To be blunt, Timber and Stone has become easy since v0.1b, too easy in my opinion. It’s a terrific outlet for creativity, sure, and I’ve had folks tell me they’ve lost sleep building castles into the wee hours of the morning. And that’s great, a huge goal for the game already accomplished, but another goal, another intention, has always been create something that rivals roguelikes in terms of both complexity and difficulty. And that is where the game is heading, Timber and Stone is going to become difficult again, survival will become paramount, and protecting those castles from ruin will be your main goal.
I hope you enjoy the game thus far, and continue to follow it’s development.