Dear friends of Days of Dawn.

As promised, here’s some insight into our plan:

We will build the 16-Bit demo – the first 1 to 2 hours of the actual game – until around Christmas and release it for free to you and everybody else. We will continue to develop it alongside (as it’s kind of our rapid-prototyping environment to test the balancing, maps and dialogues anyway, before we transfer them into Unity).

Based on the reactions, we might consider to start a Greenlight campaign for the 16-Bit version and  release updated versions of the pixel-version (labeled “Days of Dawn 16-Bit”) on Steam Early Access for a small fee to assist the development of the original version. Of course, backers with game downloads will get them all for free. I’d be very interested to hear what you think about that.

With the feedback we will get from this prototype (and any input you might be willing to give us), we’ll continue transfering the content into the new high-def version. We hope to be able to deliver a 2.5D version of the demo-contents at about february. All backers will get direct access to this demo as soon as possible. We’ll showcase that version to potential investors and publishing partners too, hoping to find a partner that will help us speed up development – given the conditions match our expectations.

So much from me, I’ll hand over to Micha now. All the best,


Hello, everybody.

I am happy to anounce that our work on the 16-bit demo is coming along great! In fact better than we expected it to be. We are building the demo using RPG Maker VX Ace, a tool I am very confident in, having spent countless hours in it. By tweaking it to our requirements, we’re allowed to test our planned gameplay in action before building the scenes  up in 2.5D in Unity, which is much more timeconsuming.

Tassilo is transforming all the original artwork into 16-Bit pixelart and animations and is working on some custom enhancements of the basic engine, while I take care of map design, scripting of events and … about everything else (so far), exept the writing, since that was already done when we started.

The highdef and 16-Bit characters in comparison

The highdef and 16-Bit characters in comparison

I will continue to make weekly updates on kickstarter until next year.

After that the updates will become a monthly event for kickstarter and weekly updates will only be posted on the bumblebee-blog. The reason for this is that while we want to keep you informed, we don’t want to spam your email inboxes. For some of you, one update a month is fine while others prefer weekly updates and since there is no perfect timeframe that could please everyone we will offer both coming next year.

Read you next week,,