When will Heartbound launch?
We are hoping to fully finish and release Heartbound by early to mid 2018. Originally we wanted to finish and release the game by December 2017.
Over the last year we've seen hundreds of pieces of fanart, thousands of videos, and watched the community grow from a seed to a sprawling forest full of amazing people. Heartbound has grown along with the community. We came up with new ideas, additional storylines, created hundreds of characters, and built worlds we never even knew existed in the beginning. Simply put, we are making a larger game than we originally planned to and we need more time to fully realize it.
I have said many times that Heartbound will never have a sequel. Taking this extra time ensures I can keep that promise because there is so much more story now than there was originally. Heartbound is very important to all of us at Pirate Software and we want to make it the best it can be for all of you.
This does not in any way change our price for the finished game. We will still be selling Heartbound for 10$ on release. You can also watch our DevStream every weekday from 12-3PM PST to see where we are in development.
How much will Heartbound cost?
We will be launching Heartbound for 10$. This price will change for different countries to make sure it stays affordable for everyone. We've received a lot of feedback from fans telling us we should raise the price but this feels right to us.
Will Heartbound have any DLC or a sequel?
No DLC will ever be created for Heartbound outside of the OST and there will never be a sequel. You will get the entire story and nothing less. To even discuss a sequel would diminish what Heartbound could be at release.
What platforms will Heartbound launch on?
Heartbound will launch on Windows, Mac, Linux, Game Jolt, and Steam. We will be pursuing a launch on consoles after the initial launch on those platforms.
What tools did you use to make Heartbound?
Heartbound was developed in Game Maker: Studio v1.4. We use Paint Tool Sai 2 and Aseprite to create all of the art. FL Studio Producer Edition was used to compose all of the music and create the sound effects.
Who is working on Heartbound?
Jason Thor Hall
Programmer - Writer - Game Designer
Bradie Shaye Rehmel
Artist - Animator
Stijn van Wakeren
Composer - Sound Designer
Can I record or stream a playthrough of Heartbound?
You absolutely can. You are also free to monetize these playthroughs and streams. However, please do not re-upload our videos or upload any songs from our OST outside of those playthroughs or streams. Doing that impacts our income and ultimately hurts our studio.
Can I sell my own Heartbound merch?
No. You cannot release commercial works involving the Heartbound IP without a licensing agreement for the work. Feel free to share and enjoy your creations outside of for-profit releases.
Can I create Heartbound fanart?
Yes. However you cannot release commercial works involving the Heartbound IP without a licensing agreement. Feel free to share and enjoy your fanart outside of for-profit releases.
Can I create remixes of Heartbound songs?
Yes. However you cannot release commercial works involving the Heartbound IP without a licensing agreement. Feel free to share and enjoy your remixes outside of for-profit releases.
Can I make a Heartbound fan game?
Yes. As long as your fan-game is not for profit and does not use any of the original assets from Heartbound we are totally fine with this. If you are doing this, please let us know. We would really like to see your work and to us this is the highest form of flattery.
Is Heartbound a fan game?
Heartbound is an entirely new IP and is not based on or in any other game world.
What inspired you to make Heartbound?
A lot of things actually. From various experiences in my life, to the games I have played, to the people I have met along the way. Through every step I found that the constant in almost any conflict was differences in perception in a situation. Very rarely have I found that someone truly wants to make a given situation worse than it already is. Most usually they are trying to help or to forward goals they think are more important than the other party. We all have demons to fight and sometimes we accidentally make more for someone else by trying to fight theirs.
Secret of Mana
An RPG for the SNES, this game has shaped a massive amount of my life as a developer. This game made young me cry pretty bad and I actually reset my save when I found out my dragon Flammie was the destroyer of worlds. I thought I had played the game wrong and was devastated at the thought of killing my own dragon. That feeling never left me and I never had it again in any other game I ever played.
Earthbound and The Mother Series
This was the first time I was really exposed to absurdist humor in a game but it carried a tone of serious darkness with it. Beneath the happy exterior Earthbound was an adventure through time, space, mind, and matter. You watched people struggle with vices, helped them with bad business deals, fought crooked cops, and killed an unborn god. Earthbound was incredible and to me there is no other game that quite got the mix of humor and horror this right.
The rapid fire ridiculous mini-games always stuck with me as one of the best active experiences in gaming. Every challenge was simple yet when cast in quick succession it was an endurance run of epic proportions. All of the controls were simple and the game was easy for everyone to pickup no matter their age. I love Wario Ware and all the absurdity it brought to the world of gaming.
I started going to defcon back in 2014 and that year I learned about the world of crypto, puzzles, hacker culture, and 1o57. Every year I compete in challenges at defcon and I have three uber/black badges for my efforts. The first two were from 1o57's badge challenge which is a massive series of cryptographic puzzles, no sleep, and fierce competition with other teams. 1o57 routinely taunts and encourages contenders while helping teach them cryptography, pop-culture, and history along the way. Without his influence Heartbound simply would not have the ARG or the incredible amount of hidden content it does. #BringBack1o57
This was the final straw for me leaving the triple A industry. I played Undertale and felt all of the great things I did back when I played SNES games as a kid. I had been at Blizzard for seven years and worked almost exclusively in Quality Assurance and Security positions throughout the company. While the work was fantastic it never scratched my creative itch. I found myself writing hundreds of DnD campaigns, running regular games as a DM, and working on a number of side projects just to keep sane. When Undertale came out I realized I just needed to leave and take the risk or I never would. So I did.