The story of how ihobo games made Silk, a neo-retro game with the exploration of classic tile-based games like Eye of the Beholder and The Lords of Midnight, and a unique Advisor system where who you hire determines the choices you can make. Out Now!
We're very close to shipping v1.3, which includes a Control Summary on the pause menu and a How To Play tutorial (like the image above) on the start menu, plus a huge number of minor map and script bug fixes. We have also fixed the last of our major bugs, which included one related to the Unity compiler that we're especially proud about tracking down (if you've ever been in a settlement that didn't behave like one, you've fallen prey of this bug!).
Thanks to everyone sending their thoughts and bug reports to the QA Report link we sent you all with your Steam keys - these all get read, but we can't act on everything reported because we're so late in the project. However, everything we can fix without delaying our Switch launch we have fixed, and every viewpoint raised does get discussed by the team and considered for feasibility.
I'm away next week on a much needed (but badly timed!) vacation, but I'll be back in time for our Switch Master Candidate submission which is getting very close now. Until then, expect v1.3 to appear on Steam sometime in the next day or so - and keep travelling the Silk Road!
We're continuing to make good use of our final month of core development on Silk, balancing our bugfixing against requests from Backers for changes to the game.
Version 1.2 ships later today, which will see a new Notification system that should be easier to follow, a message on start up informing players that the game is keyboard controlled, the removal of the cursor in the game to help prevent confusion, a maximum frame rate of 60 FPS, a fix for the bug that causes some players to not discover the map, some new sprites, and a massive overhaul of the Bazaar scripts that fixes more than 200 subtle bugs.
We are looking at adding a control reference card to the pause menu... it should be possible in v1.3, which ships at the end of next week. There is probably only one more update after that, and then we're Master with only the porting to go.
If you have any requests or issues, let us know through any of the usual channels! We'll do what we can in the remaining time.