Thing 2 RPG The Next Few Releases

The public test builds have come to an end for now. The feedback I received was very helpful in getting broader opinions on the game. With the Release of Test Build 8 I have gone back to a select few private testers who are helping me to refine a better game.

I estimated a release of October the 28th 2013 and it looks like I am on track for this release. I do want to say that this is not set in stone as I can foresee certain factors hindering my progress especially work that is getting done on my behalf (of which I cannot control the timescale). I will try to get it released on this time but in the meantime I will be very busy working on the game as much as I can.

Here is an overview of what the next few releases will be;

Test Build 8 (Released, Private):

This was the efficiency update (larger screen and lots of fixes) as well as an update to the story mode of the game (Chapter 3).

Test Build 9 (In Progress, Private):

This update will have the full story mode gameplay, that being Chapters 4 and 5 as well as the ending scenes processed. What I look forward to most with this update is the inclusion of a “New Game+” feature which will provide some re-playability to both the Story & Original Modes of the game. New Game Plus will carry over bonus items for the player as well as extra rewards.

Test Build 10 (Private):

This will be my final test build. The main feature will be the inclusion of the games Survival Mode. I will also be working on the structuring for the Extra Content (DLC) mode as well as some sample DLC to be included. There will be 3 types of content available to the game and they will come with future downloads/releases and will be free of charge. Content 1 is additional areas for Story Mode (I already have a few planned), Content 2 is maps for Survival Mode as well as any New Scenarios for Extra Content Mode (Like Dragon Age Origins ‘Witch Hunt’ type) and Content 3 would be updates to gameplay such as new features or items/weapons.

Beta Build (Undecided):

Assuming my Test Build phase was the “Alpha Build” this type of build would basically bring everything together. Everything here would then be polished up as much as possible and attempts to refine the system would be finalized here. This exists to remove any bugs and make fixes to the game before full release.

The Thing 2 v1.0 (Full Release):

This will be the first full public version of the game with all the benefits of the changes made from the beta build. The game will be freely available for download from ModDB and my website via a mediafire download link. The first game had at least 100 downloads and I am hoping that this one will do at least 200. I understand that not everyone will like the style of gameplay but you cannot please everyone.


Any Questions or comments please post on this article as it is very hard for me to know if I have anything to respond to otherwise.

Thanks for reading and please wait for the v1.0 release.

You can find more information on this game at:


Engine Overhaul ~ 29/01/2013

I have decided to completely review and edit the entire engine and battle system. I am going to go in favor of longer lasting battles with them being less frequent than they were. I will be making a lot of changes and will be focusing more on how status ailments effect battles.

As for the engine itself I am reviewing the game NPC’s, modifying existing scripts and editing all the systems that I built. My random level modifier worked quite well but I want to expand it so that it places items in more random locations making the gameplay different every single time.

I have been focusing on character development and character loss as well. As you play through both stories in the game you can recruit over 80 NPC characters. Obviously I want to make higher leveled characters more valuable and for them to show some experience but its the character loss that I need to focus on. As it stands characters seem to either die (that may be because of my piss poor command) or they get infected. For some reason an attack with 6% chance infection commonly infects NPC units. What I intend to do is have armor protect NPCs from infection more and use the wound/injury system I built to manipulate infection rates. So for example a character who is bleeding will be more prone to infection than a character that is okay.

In the preview for this news you can see an early design for an enemy battler.
Here is the artists page