![]() In October 2016, update 0.3.0 is pushed and the Passive Skill Tree is implemented. The Early Access Alpha is pushed on Steam, and Wolcen Studio decides to give access to the Alpha to all backers. Solarfall Games becomes Wolcen Studio, and the team is now counting 7 members. In March 2016, for copyright reasons, the game’s name is changed from “Umbra” to “Wolcen: Lords of Mayhem”. In October 2015, the team members move from Skype working environment to the real first physical studio. The Community of Umbra is born and the development can now concretely start. In June 2015, the project gathers more than 11 000 backers and raises more than $400,000 funds. In may 2015, the Kickstarter campaign is launched and $25,000 are raised in less than 24 hours with 1000 backers supporting the project. In 2014, the small team of 4 (Daniel, Patrick, Alexandre and Simon) moves to full-time work on the project to provide a demo and use it on Kickstarter to raise funds for “Umbra”. ![]() He shares his prototype with some friends, they appreciate what they see and start to work with him on the Umbra project on their free time. After a few time working on his free time on that project, the idea finally evolves and Daniel decides to create a new game himself. In the mid-year 2010, Daniel Dolui (CEO of Wolcen Studio – previously Solarfall Games) decides to create a mod for Crysis for people who would want to play it in a fantasy version. The idea of Wolcen (previously called Umbra), was born in the modding world.
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