Coming to Steam Early Access January 31st, 2019!
Praey for the Gods is a brutal journey set on a desolate frozen island, where your only chance of survival is to destroy the very gods you believe in.
In Praey for the Gods, you play a lone hero sent to the edge of a dying world to discover the mystery behind a never-ending winter. Arriving with only the clothes on your back, you must survive the colossal dangers that you encounter. To restore balance and reclaim the land from the brink, you will be faced with questions that not even a God knows the answer to.
Consoles coming later in 2019.
This release is going to be the product originally defined in the Kickstarter campaign for the game. The devs want to incorporate more of the stretch goal content into the Praey for the Gods (at least one more boss, additional puzzles, longer finale, etc.) before the proper release on PC and consoles.
Initial PC Release
Our plan is to release into Early Access with all the game content we achieved in our Kickstarter campaign. This means the 5 bosses are done and fully playable, along with cutscenes, open world exploration, minions, puzzles, and all the additional Kickstarter Backer Content. It's a fully playable game that is exactly what you backed us for when we started on this journey. However, we love working on this game and our engine and tools have come leaps and bounds since we started development. This is allowing us to develop faster and better and it feels silly to stop development on the game when we've just hit our stride. While Chien is working on getting the game further optimized and certified for PS4/Xbox One, Tim and I will add what additional stretch goal content we can prior to a final launch on consoles. We found this to be a win/win for both PC backers and console backers as PC backers will get the game as well as additional content over time and console backers will have some fresh content and a somewhat spoiler free conclusion to the game.
What additional stretch goal content would we be planning?
To be clear, additional content would depend on the sales we get when we launch on PC. However, we'd like at least one more boss, flesh out crafting, add more puzzles, have a perma-death mode as an option, and a bit bigger final conclusion to the game. Honestly, I like to think of it like an epilogue at the end of a book.
We want to reiterate the stuff you backed will be available at launch. We're simply initially releasing into Early Access to see if we can add more content before we launch on consoles. Yes, we could do a big ol' super duper day one launch but let's be honest we're 3 people and that kind of stuff terrifies us. We'd rather release newer content in waves, continue to expand our community and listen to your feedback along the way. We felt Early Access fits this approach and we watched our friends on Grim Dawn and Subnautica create fantastic games using this development method. We like the consistent development we've been doing since Closed Alpha and going this route feels like the proper next step.
Last edited: