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Why decide to join games in development on GOG?
Games in Development is going to be an Epic journey for us both, we’ve spent a lot of time working on TLL already and think now is the time to start involving real players in its creation. Hopefully you will like what we’ve done so far and see the potential, though there is still much work to be done.
Quick aside: TLL our first foray into self-publishing and it is a large undertaking we are inexperienced in dealing with. With your help and feedback, we can nail it, but we do expect to get some things wrong, and for this we apologise up front.
Fortunately, common sense should prevail, and you can just talk to us whenever you have something to say, though we are only a small team we welcome input, all we ask is the you grant us a little patience if you can.

Approximately how long will this game be in early access?
We're not sure exactly how long we'll be in early access, it is very dependent upon how it goes and how you guys respond to the development and updates. Once we’ve had a little time in Early Access we’ll be able to better judge when we can leave it so stay tuned!

What do you plan to change during development?
We already have the core mechanics in place though we have high ambitions for our game and intend to implement many more features during Early Access. Our update plan is a mix of content updates, new features and game modes, which include:
Modding – A potentially never ending task which is high on our priority list. We’d like to give you as much as possible to play with though we will have to tackle it in stages. We’re researching exactly what will go into the debut of this feature as I write and this will feature early on in our updates.
Monsters - We've already started working on these gigantic bad boys and have a plan. This is a big feature for us and we won’t release them into the wilds until we are confident that they are truly EPIC.
Voyage Mode: This is the adventure mode that will see you unlock the secrets of Middenhir, and discover the story behind The Last Leviathan.
Real-time Multiplayer - Another big feature for a small team to undertake. This one will just take some time, we expect 6 months from when we start to get it to a good enough state for general consumption, fortunately we'll be doing beta testing on that earlier, though can't say exactly when yet.

Then there are lashings of smaller features like: challenges, racing, siege & fleet battles, not to mention a barrelful of new blocks to play with, new lighting/weather conditions and of course more environments to explore. Some of this work has now been completed and you can play these modes in Crusades
Some of these features should come relatively quickly from here and we'll be updating you as regularly as possible.

What is the current state of your game?
The Early Access version is stable, though requires a relatively high min spec machine to run properly. It currently contains many ways in which to create and use your ships: Crusades – the first two Crusades are open and playable - Versus Battles, Events and an open sandbox area to test your creations.
The Ship Creator has a versatile set of building blocks with which to construct your creations including structural hull blocks, projectile and melee weapons, decorative items, figureheads and much more.

Will the price change on release day?
The price of The Last Leviathan Early Access will increase slowly as development and features move closer to V1.0 (Full Release).
We hope that players will feel satisfied they paid the appropriate amount as they come into our world, and for our earlier adopters this is an incentive to stay and help us build the world

How can the community participate in the development process?
We truly hope that the community becomes a huge part of our game and we have built TLL with strong creative and emergent mechanics to facilitate that. We cannot wait to see some unpredictable creations that test TLL to its limits and the battles that will ensue.
From our side we’ll continue to facilitate creativity by listening (sometimes from the sidelines, sometimes fully engaged) to all the ideas and feedback we receive and use it to incite & provoke our development and world.
We'll be posting regular updates on what we've been up too each week and actively engage with anybody and everyone we possibly can.
Hello! Will the game have procedurally generated maps? I think it would be interesting, particularily for Voyage mode.
We're lagging 8 builds behind Steam. What's going on?
Crimson Zeta (Steam Forums) 16 juil. à 12h05

"Both the GOG and Steam versions of TLL should have recieved the same updates - minus the GOG version's access to a form of Steam Workshop, of course.

A GOG workshop/factory is in the process of being built and will be implemented later this year as we ramp up development again for TLL.

We apologise for not maintaining regular communication with our GOG players, and will certainly be trying to improve this!"
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V3nom: Crimson Zeta (Steam Forums) 16 juil. à 12h05

We apologise for not maintaining regular communication with our GOG players, and will certainly be trying to improve this!"
lol, right.
Well actions speak louder than words.
Their actions tell me they couldnt give two shits about GOG customers.