![]() But Im done with this thread.Developed by the makers of FTL: Faster Than Light, Into the Breach is basically Pacific Rim: The Game. ![]() Imagine using an engine that allows exporting to iOS/Android with a single button. Thankfully, not everybody's like you, or devs shouldn't even bother making things. Nobody would have been an ass to them if there had not been, but now that there is, here you are. ![]() Seems without Netflix there probably would have been no mobile version at all. We’re happy that Netflix came out of the blue and let us do it. We tweaked the stuff that we had already made, cut some of it, turned it into something that we thought was exciting and we think it turned out pretty cool. And so there were aspects of that, along with it allowing us to financially have it make sense to make the mobile port, that we returned to the new content. We’re not necessarily asking people to sign up for yet another subscription. And in most cases people would be able to access it because a lot of people already have a subscription to Netflix. And so it would be a really nice big release without any complaints from players who couldn’t access it. And it’s not a market that for premium titles, which is how we’d rather be distributing it usually – just the classic sell it once, no microtransactions, nothing else complicated beyond that – but games like those are a crap shoot for how well they’re gonna do in that market.Īnd so, as you said, you gotta make money, and so we put it on hold rather than burn another six months, or another year, to get it out the door and we didn’t know how to sell it to actually make it worthwhile.Īnd so Netflix… that opportunity came up and, as opposed to other subscriptions and other places that might have satisfied a similar requirement, we liked that Netflix was gonna be on Android and iOS. One of the reasons that we set it aside was that mobile games are a weird market. We had other projects we wanted to get experimenting with and we kind of put it on the back burner.Īnd then three years later Netflix reached out to us, with an interest in putting it on their mobile system. But ultimately we were a little bit burned out on it. ![]() But we did see that phones would be a possibility. We had a functioning touch interface but it didn’t fit on phones yet. And we probably spent about six months on that content. Originally posted by Matthew:We actually started on the new content and the touch controls about a year after the initial release. ![]()
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