Design your Event Sites, Book Artists, Build your Career as a Promotor and Produce your own Festivals!
After almost 3 years of development, and almost 2 years in playtest, I’m very excited to announce Festivals - Headliners will be releasing into Early Access [b]Monday June 3 at 18:00 CEST[/b]! The project has been a solo indie project for most of the time, and I think the game is ready for the next step, and to allow everyone to experience Festivals - Headliners and participate in its community, as I continue to improve the game, its mechanics and extend its gameplay.
As outlined on our Steam Store page’s “About Early Access” section, I expect the game to be in Early Access for at least 6-12 months, and there is still a lot to be done before the game is ready for its full release. I hope I’ve reflected that in the price, and if that’s not for you, that’s okay too, and I hope to welcome you back at a later date, when the game has matured further, and we’ll keep you updated through these development updates either way.
To celebrate this milestone, I’ll be doing a few livestreams over the coming weeks, some of which on Steam but also on the Festivals - Headliners Youtube, and over on the Discord with community! Also, a new website, which will include the game’s documentation and known issue page, will go live in the coming days, so keep an eye on [url=festivalsheadliners.com]festivalsheadliners.com[/url]!
[h2]New Simulation System[/h2]
One of the key simulation systems in the game is the activities system, which drives (almost) all actions undertaken by the different types of characters attending, working or performing at your event. In preparation for the Early Access Release, this system has been largely rebuilt, and now uses a more “random” method to generate activities for characters throughout the course of your event.
These changes allow me as developer to more quickly make changes to the game’s simulation and overall mechanics. The other major part of these simulations is the intent system, which will require some TLC after the Early Access release, but overall these changes should already make characters get stuck less, and give the player more insight into what a character has done and will be doing.
[h2]New Network System[/h2]
While a basic version was already in place for some time, the network system has been rebuilt to allow for more flexible use as the game grows, and it can now be properly used to build various types of fences all around your event site, both literally and figuratively!😉
Next up for networks is probably the power mechanic, which requires additional work, as it requires network “segments” (cables) to be connected to objects (generators, stages, etc), where each cable is carrying a certain load. This will be added after the Early Access release.