Axiom Verge for Wii U Released
/As of September 1st it's available on the eShop, and it's 10% off until the 8th.
http://www.nintendo.com/games/detail/axiom-verge-wii-u
As of September 1st it's available on the eShop, and it's 10% off until the 8th.
http://www.nintendo.com/games/detail/axiom-verge-wii-u
I’ve been waiting a long time to be able to say this: Axiom Verge will be coming to Wii U on September 1 in both the NOA and NOE regions!
When I first announced Axiom Verge about 4 years ago, there was tremendous excitement from Nintendo fans who had been waiting for years for a true 2D Metroid-style action/adventure/exploration game. Because of some technical issues, however, I wasn’t able to launch it on a Nintendo platform straight away. Some people were understandably upset:
The Nintendo games of my childhood are what inspired me to make Axiom Verge. Metroid is probably one of the more obvious influences, but it’s actually a lot more than that. Axiom Verge actually started out as an exercise in game design. I wanted to deconstruct my favorite games from my youth and see what would happen if I took the best elements of each and put them together. The Bionic Commando’s grapple hook and Rygar’s Yo-Yo in the setting of Blaster Master and Shatterhand. I wanted to see what would fit together – and just as importantly what wouldn’t work.
You can still see some of those influences:
But the influence of the olden times doesn’t end there. Remember glitches that would show up in the game if dust got in the cartridge? Remember Game Genie?
I used to love playing around with that thing. I used to love seeing what would happen if I started up one game and then swapped out the cartridge. It used to fascinate me as a kid that I could walk through a glitched wall into an area that was never intended to be seen. Or I could make enemies behave in strange ways. Sometimes it would freeze the game, and sometimes it would do something useful, but I just loved being able to experiment with all of that stuff. So I included glitching as a primary mechanic in the game.
There’s also another deep connection between Axiom Verge and Nintendo. Dan Adelman, who’s been working with me on the business and marketing side of Axiom Verge for almost 2 years now, was the one who started up the indie games business at NOA about 10 years ago. He’s helped tons of indies get their start from World of Goo to Cave Story to Shovel Knight.
So for so many reasons, Axiom Verge truly belongs on a Nintendo platform. It was only because of Blitworks’ amazing technical skill that we were able to make that happen, and I’m grateful for their work on the pixel-perfect port. Even though the game’s been out for a little while on other systems, the Wii U version is probably the best one. It’s the only console version to support leaderboards for the dedicated Speedrun Mode. And the Wii U GamePad will allow people to have the world map viewable at all times without pausing the game – or to play Off-TV.
It’s been too long in coming, but Axiom Verge is finally home.
Finally! You can download it here or directly from your Vita! It's cross buy with PS4, so you can get it there, as well! EU customers, hold on just a few more hours; it releases on the 20th for you.
It's cross buy with Playstation 4, and it'll be 10% off for the first week!
Read more here: http://blog.us.playstation.com/2016/03/31/axiom-verge-comes-to-ps-vita-april-19-2/
So, last week we finally submitted the Vita version of Axiom Verge to Sony's certification system. For all console platforms this process takes some time - how long is beyond our power - but it's on its way. As soon as it's passed we'll know when we can release and announce that to the world. Given how we really wanted to release it last year, it's definitely going to be as soon as we can - without it being March 22nd (AKA Day of the Tentacle, among other things). And it's free for anyone who has the PS4 version.
Again, much thanks goes to Tom Spilman of Sickhead Games for making it even possible.
Also coming are Wii U and XBox One ports! Sickhead games is again doing the XBox One port, while BlitWorks is handling the Wii U sku. We don't know exactly when they'll release yet but it'll be this year, and definitely after the Vita release. We plan to have playable demos for both at PAX East (April 22nd - 24th); hopefully by then we will also have more details to share about them.
For months now, I’ve been saying that the long-promised Vita version of Axiom Verge is just around the corner and apologizing for the delays. My hope was that I would be able to get it out to everyone and not need to bore everyone with a lot of technical details as to why the port has been taking so long. But as we come within a month of the 1-year anniversary of the PS4 launch, I felt I owed the community a more detailed look at the issues we’re struggling with, where we are in the process, and how much further we have to go. The tl;dr version is this: we have a list of mostly known issues that we are working through and we really, really are getting quite close.
Since you’ve heard me say that we’re getting very close before, though, let me go into more detail about why I think that’s the case. For people who already paid for the PS4 version with the expectation that the Vita version was right around the corner, this isn’t meant to serve as an excuse for the delays. As a consumer, you shouldn’t have to care about what’s going on in behind the scenes. All you should have to know is that you’ve paid for something that included a promise for a Vita version, and you still haven’t gotten it yet. Many of you are upset about that, and that feeling is 100% justified.
So here’s the good news: the game is ported. It runs and is playable! Anyone who has worked on a porting project can tell you that that represents the biggest hurdle. Going from ported game to polished and shippable ported game is much easier than going from non-ported game to ported game. In fact, one of the reasons I couldn’t give a status update on the port before was that there was nothing to show. It was all plumbing and wiring. It’s only when you get everything hooked up and hit the switch that it goes from 0-100 pretty much overnight.
So from here on out, our focus is on cleanup, polish, and bug fixing. Here is the current list of known issues with the game. Some of these sound like major issues, but in most cases, it’s just a question of going down the list and implementing each feature or isolating a few bugs. For the most part, this list is not necessarily in the order of which these issues will be tackled; rather, it’s primarily in the order of ease of understanding. Any feature listed as critical is something we feel we cannot ship without.
The proper way to read this is not to add up all of the different timeframes to come up with the total time. Many of these things will happen in parallel. For example, fixing the graphics glitches is part of general QA. Fixing the memory issues will also help with load times. And so on. In fact, when I first started drafting this update, the list was quite a bit longer. In the time it took me to record the video, the to do list had shrunk by about a third.
I am extremely tempted to share our internal target dates for completion, but I am going to restrain myself from doing so, since I don’t want to fail to meet expectations and continue to disappoint those of you who have been so patient and supportive. However, I am very comfortable in announcing that we’re in the home stretch. It’s everyone’s top priority, and we’re getting closer every day. Thank you all for your continued patience and support.
Looks like I know where I'm going to be on December 3rd!
Check out the full list here: http://thegameawards.com/nominees-announced-for-the-game-awards-2015/
When Dan (the business side of Axiom Verge) and I discussed our pricing strategy, we decided that come hell or high water, we were going to keep the price as is for at least 6 months. Although this flies in the face of conventional wisdom (and we may have lost out on some sales as a result) we felt it was important to do for 2 main reasons:
Given all of that preamble, I’d like to announce that the 6-month window has passed, and I will be putting Axiom Verge on sale off and on throughout the holidays. In fact, the first sale – 30% off in the EU PSN Store – is going on right now! The other places where Axiom Verge is sold, Steam and the NA PSN Store, will be getting similar discounts later this month. If you have friends who have been holding off on getting Axiom Verge, you can let them know that now is a good time to get it!
Thanks to everyone who voted in the Axiom Verge t-shirt design contest we did with We Love Fine! We got a bunch of amazing entries, and it was really tough to narrow it down to our favorite 3 designs. But we did, and now they’re all available for purchase. Here are the designs:
All of the shirts are available in both men’s and women’s cuts and have a variety of color choices. Also, I’m a big fan of creative people being compensated for their work, so you should know that those fans who designed these shirts will all be receiving a portion of the proceeds.
In addition to these 3 designs, I still have some of the original t-shirt design available on my website. Here’s me, Dan, and Iga (yes, THAT Iga) showing it off:
I am talking with another t-shirt manufacturer about producing and distributing this design, so in the next month or so I expect to take this down from my site and direct people to buy it elsewhere. The specifics of that will be announced soon.
I often feel like if I don’t mention Vita, people will assume that it’s not always on my mind. It is, and I can report that significant progress has been and is being made! I will be giving some more detailed updates on this in the next month or so, but for now let’s just say that there’s some light at the end of the tunnel. Keep in mind that it is retroactively cross-buy, so if you bought Axiom Verge on PS4 already, you will get the Vita version for free when it launches. Also, if any of your friends have a Vita, they can take advantage of the aforementioned upcoming sale and get both for the price of one!
Thanks again for everyone’s support and patience. It was a lot more complicated than any of us expected it to be, but we’re getting there.
I hope you love these shirts as much as I do. Psychedelic Veruska in particular totally blows my mind (no pun intended)!
For anyone looking for an Axiom Verge boxed set, you have until October 18th to order! This one is amazing!
EDIT: They are sold out for October, but if you subscribe by October 18th, you'll get your box in November!
his is the Axiom Verge site description. Hooray!
Copyright 2014 Thomas Happ Games LLC