June Waveform Update - New Features and Beta Info

Hey everybody, Drew here with another update for June on Waveform Wipeout. First off, I just want to thank everyone again for backing Waveform Wipeout and supporting us all this time. We're so close to launching this game and we never could have done it without you. We've been dealing with some internal changes that have caused some delays, but we're pushing through it and we're rounding the home stretch.  

I'm excited to announce that the backer beta will launch later this month in June. You will be receiving a steam key for it, so please keep an eye on your inbox. The beta will feature a selection of some of the music we will use for story mode as well as the full Arcade mode, where you can load your own music. It will also include some features that have not been announced until right now!  

I didn't want to say anything about this until we got it completely functional in case it didn't work out, but we have added functionality for playing music directly from YouTube. You can enter a URL directly or search for a video and surf along to... well literally anything on YouTube! 

In addition, we've added Twitch support so streamers can interact with their chat directly. There will be preset commands that people can type into chat to queue a song from YouTube in the playlist directly in the game. There will of course be controls for both the streamer and mods to review and remove songs from the playlist, as well as options for limiting the commands to subscribers only. I'm super excited about these new features, and I think it's going to add a lot of replayability to the game. 

Because we're so close to launch, I would just like to remind everyone about their Kickstarter pledges. We've started working on the additional playable characters that some of our most generous backers earned from our Kickstarter campaign, but we're still missing a few response. If you don't get us a picture of you or an idea of what you want your character to look like soon, we can't guarantee they will make it in by release. If you get it to us after launch, we will definitely get it in as soon as possible in an update. We are also missing many of the voice clips from backers as well. If you'd like to get a message into the game, please send it to us as soon as possible! 

That just about wraps it up for today, thanks again to everyone who's supported us so far and thank you for your patience. Before I go, I just wanted to leave you with this teaser image for one of the scenes from the story mode. Thanks, and I'll see you all in the next update!

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It's E3 Time!

It's that time of year again, where the industry waits with bated breath to see what nuggets of information we can collect on the next year's biggest releases. Well, I guess we were waiting with bated breath. Nintendo's E3 spotlight presentation marked the end of the press conference and and trailer reveal segment of the week before anyone can actually get their hands on anything. I have to say, I'm pretty pleased with the showing overall. I was totally floored that Ubisoft had an actual trailer for Beyond Good and Evil 2 and I was pleasantly surprised that EA actually announced some new IPs instead of just riding the Madden / Fifa / Battlefield train all year long. Sadly I couldn't make it out to LA this year, and it seems like I'm gonna miss a hell of a show! With heavy hitters like Mario Odyssey on the show floor, I'm a little jealous of everyone out there right now.

But things are still exciting back here on the east coast! We're working hard on Waveform and we'll have some pretty exciting announcements on it in the weeks to come. We'll be launching a Kickstarter campaign at the end of June, so you can look forward to lots of updates before then. As always, in addition to this blog you can follow us on twitter @CharcoalCity51 for the latest news and updates!

~ Drew

2017 Roadmap

 The new year is upon us and I wanted to take a minute to give everyone an idea of what 2017 has in store for Charcoal City! We were very fortunate to sign our first contracts in 2016 and since then we have signed on to do even more games for Legends of Learning...

Our First Contract!

The life of an indie developer is often filled with difficult choices. Which game concept of the hundreds we've been talking about do we go with? Can it make enough money to keep us in business? Do we want pepperoni or bacon on our pizza? These kinds of things can keep a guy up at night.