Driftmoon to Launch on February 26th, Trailer and Blog Update

Instant Kingdom is finally gearing up to release Driftmoon, the Ultima VII-inspired and Windows/Linux/OSX-powered RPG that the small studio has been working on for seven long years (or at least that's how the blog entry describes it), on February 26th. And no launch would be complete without a trailer introducing us to the title:



Here's a sampling from the retrospective blog post, too:
My lovely wife Anne joined me in developing Driftmoon, and by the end of 2009 we already had a demo available. We were planning on releasing the game soon(ish). But we still didn't have a definite idea of who the main villain actually was, who the player was, or even how the game would start. We took over a year of refining the plot, but it didn't get much further. The story we had going at first just wasn't interesting enough to convince us, and I was devastated... If I could go back to those days, I would say to myself: Get your story together!

Fortunately some very important people liked my work, and I received the 50 000€ Sammon Tekijät Award for making such excellent games. Can you guess what we invested the award money in? Developing Driftmoon, of course!

Then one evening, after countless hours of juggling different ideas (when we get going, Anne and I are real idea machines), and even praying about it, the perfect story came to us! It was exhilarating! We immediately started fitting the story into Driftmoon. In a very real sense, about two years ago, we decided to remake the game. But this time we had a story we could both stick to 100%, and it wasn't just any story, it was the perfect story!

Now we had a story worth writing home to your mom about, and we only needed to make a fantastic role playing game that tells the story. I keep telling people that making the game is the easy part, figuring out which game you should be making is the hard part! We kept releasing version after version with new levels, more content. And finally we started getting the kind of results we wanted to hear, people telling us of their own free will how much they enjoyed the game, some people even told us that playing Driftmoon cheered them enough to get through very difficult times. You can't beat the feeling of hearing that your game made a real difference to someone.

By the end of 2012 we had completed the plot, and were getting ready to release the game as soon as possible. But we had a strange problem. A problem of viewpoint. By now we were getting two kinds of feedback, others who loved the game and proudly told us so, and others who kindly mentioned that they were getting vertigo just by looking at the screenshots. It's not always easy to tell people what they really need to hear, and the people who told us about the viewing angle are to be thanked two times over. After finally realizing how many people truly had a real problem with the fully top-down viewpoint, it took us one more month to make it possible to tilt the camera. (Mind you, if you're one of those people who really liked Driftmoon better top-down, you can easily make it happen by pressing Page Up!)