KeeperRL was developed for 11 years, and spent 9 years in early access. In this strategy game, Dwarf Fortress meets Dungeon Keeper
Sport Message March 4, 2024, 1:03 p.m
It took KeeperRL 11 years of vogue and 9 years on Steam to derive out of Early Acquire admission to. Alternatively, Polish creators are peaceful no longer inquisitive about alongside with a local localization.
Portray source: Electric Succubi.
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Long previous are the days when the announcement of a sport created by a domestic group became one thing unfamiliar. Yet any other aspect is that the Polish foundation doesn’t consistently translate into the presence of a Polish language model, which has ended in complaints from avid gamers bigger than as soon as. Fortunately, this did no longer undermine the plans creators KeeperRLwhich at closing came out of Early Acquire admission to after 9 years.
The project of the Electric Succubi group, founded by Michał Brzozowski, appeared on Steam already in 2015, but the tournament became preceded by 2 years of intensive work. That is a truly prolonged production time, but it ought to be taken into story that the “studio” is in note only three other folks that, as part of a crowdfunding campaign, amassed mighty much less funds than the creators of yet another “three-person” title.
The title with out a doubt didn't anger huge hobby, but as a minimal the customers cherished it. For near to 1.2 thousand users KeeperRL 85% of customers rated it positively. This also applies to reports from the closing 30 days, despite the indisputable fact that these are moderately few (74 at the time of publishing this text) and are extra destructive than those published at some level of early derive correct of entry to.
Complaints in regards to the “ambitious dungeon simulator” (which is a roughly combination of Dwarf Fortress and Dungeon Keeper) essentially whisper the no longer completely sophisticated interface or the dearth of depth. Alternatively, it will likely be extra noticeable to local avid gamers no Polish language model.
As we mentioned when summarizing the Polish gaming industry in February, Brzozowski explains this “oversight” with the need to focal level on gameplay and sport interface. Since KeeperRL has a good deal of randomly generated text, translating the game into Polish can be “too mighty of an funding of time.”
Maybe in some unspecified time in the future – while engaged on a conceivable sequel – the group will grow adequate to severely mediate localization into Polish. Alternatively, the studio is currently no longer planning such a mission.
I’d cherish to derive a Polish language model, but sadly it’d be too mighty of a time funding for me, because a good deal of text within the game is generated. As a replace, I resolve on to focal level on gameplay, interface, and so forth. Maybe in some unspecified time in the future I would per chance have an even bigger group and derive a sequel, it will likely succeed.
Pointless to negate, any plans to make a “sequel” would per chance also depend on how KeeperRL performs. Up to now, the title did no longer also have a thousand avid gamers at the identical time at its peak, despite the indisputable fact that it will likely be eminent that compared to the early derive correct of entry to duration, the magnify in recognition is huge in share terms (by procedure of SteamDB).
Source credit : crast.net