Merry Christmas

Thea 2: The Shattering has successfully launched into Steam early access just over three weeks ago. And what a journey it has been so far. We had approx 14 patches already, and thanks to community feedback we’ve been able to find and fix critical bugs, make the multiplayer stable and add features guided by what we read from our fans.

2018 was therefore, an amazing ride for MuHa and with the 2019 launch for Thea 2 planned, we are looking forward to the new year.

But most of all, we would like to thank everyone who is supporting us and to wish you all a very Merry Christmas and a Happy 2019!

Thea 2: The Shattering Pre-alpha Gameplay Pt 2

As we are building up to the EGX show in Birmingham next week, we’ve put together another playthrough of our demo. In this one, we are showing off a couple of new features: children – what we settled on in regards to their equipment allowance, and their growing up mechanics; character progression – we will show you how the new lvl up feature where you get greater control over how your characters gain skills and stats works; combat vs concept and a couple of new quests.

 

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Release dates for Thea 2: The Shattering

We’ve been having a lot of team meetings and progress reviews (sounds all formal, but we’ve just been assessing realistic goals and targets that still need hitting) and we have a few announcements to make this month.

So firstly, as you know, our policy has always been to only release our game into early access once it is feature complete and fully playable. Not only do you not get a second chance at a first impression, but more importantly, we’d hate for our fans to pay for something they cannot fully enjoy yet.

With that in mind, we set the date for the Steam early access release for November 2018. We then hope to fully release the game in the first quarter of 2019.

Thea 2 pre-alpha gameplay

Hi everyone.

So we’ve had a chance to show a short demo of some pre-alpha gameplay for Thea 2 at Digital Dragons last month and today, we want to share a play-through from that.

Now, the video is a bit long, but we wanted to show as much as possible.

As you can see, the game is finally taking shape and since the demo was made, we’ve already updated and improved the crafting and recipes and added more content, so things are going well. We got some good feedback from the players, and we were pleased to see all three modes(physical, mental and spirit) working really well in the card game. The crafting, especially cooking, was fun as always and we had some positive words about our new UI and the general direction we’re heading, which is great.

Little insight into our creative minds…

We’re painfully aware that we’re not keeping the website up to date, but we’re not dead, just too busy to remember about updates 😛 This month, we’re going to share some of our internal team mechanics and struggles with all of you who care.

So, the problem we’ve been having recently was floating foxes and seaworthy bones – it turns out we have visual issues with our resources when they spawn on a shoreline.

As you will see below, we have some water-loving foxes next to some aqua vegetables, goats having a swim and some bones floating happily in the sea.

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Resources are in!

Holiday break is now but a memory, and after a bit of laziness, we got back to our normal work mode. Figured out it might be time for another post to show off some bits we’ve been doing recently.

  • Resources – these now spawn neatly on the world map according to their database definitions and most of their models are now more or less finished. They all look much better compared to T:TA because they now use higher resolution textures, normal maps and are shiny in all the right places. Here are two screenshots from the forest biome:

Iron

Wheat

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Yikes!

I’ve just realized that our website updates have fallen somewhat behind… I was never particularly good (or speedy) at writing news but this is unacceptable. A’vee – you’re fired!

Oh, wait…

So first, I wanted to share a brand new character art (only one for now, just to tease you :P). I asked our amazing artist Finn to make a couple female gatherers to resemble some old ones from Thea: The Awakening. Below is a T: TA gatherer on the left and T: TS on the right:

But of course, much more stuff happened over the last two months than this 🙂

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It’s a-live!

Hi all!

Finally,  Thea 2: The Shattering Kickstarter campaign is live!


[www.kickstarter.com/projects/muhagames/thea-2-the-shattering]

 

Numbers change pretty quickly, so I’ll use this handy Kicktraq widget below to show the funding progress and remaining time.

Thea 2: The Shattering -- Kicktraq Mini

If the current trend continues, we’ll hit the goal before Khash says Mississippi 😀

EDIT: Yee-haw! We’ve crossed the funding threshold, so it’s time for stretch goals!

If anyone would like to support us but doesn’t have a credit or debit card – we’ve opened up a small “pledge store” here: www.theakickstarter.bigcartel.com

These pledges won’t be visible on totals on the KS page, but every penny will go towards them. We’ve got 5 tiers available – £15, £30, £60, £90 and £500, with the £90 limited to 5 copies (because it contains limited rewards).

Thank you to all our backers and supporters so far, you guys rock!