Dreamfall Chapters, Extreme Makeover Edition, or: The Rocky Road to Unity 5
For the past four months, Red Thread Games has been working on two concurrent and intimately connected projects. The first is
Revelations, the penultimate episode of
the Dreamfall Chapters serial adventure. The second is a complete revamp — an extreme makeover — of the previous three episodes.
Yesterday afternoon, the
Dreamfall Chapters Unity 5 engine reboot was
released on Steam as a free game update.
This launch caps four months of shifting schedules and development delays, a barrage of bugs and a protracted and painful beta phase, a $100,000 investment, and a cautionary tale of the potential pitfalls of episodic game development.
This is the story of how a seemingly simple engine upgrade threatened to derail a studio’s entire future.
Dreamfall Chapters is the episodic sequel to
The Longest Journey (1999) and
Dreamfall (2006). It’s Red Thread’s first game: we acquired the Dreamfall license from Funcom in 2012, and founded our Oslo-based studio in order to make a sequel. After raising
over $1,5 million on Kickstarter, development began in spring 2013. And in October 2014, we released the first of five episodes:
Reborn.
For the most part, I believe it was a solid start to the series. The plot took some time to get going, but those who persevered seemed to enjoy the mix of cyberpunk and high fantasy, the original characters and complex dialogue trees, the choice-and-consequence mechanics, along with the — for an indie adventure title, at least — ambitious and beautiful locations.
When it came to performance, however, the game stumbled. It was — this is an understatement — not fantastic. Even with above-recommended hardware specs, many players suffered suboptimal frame-rates and memory-related freezes.
Over the next seven weeks, we pushed out several patches that improved things, but we eventually hit the wall. Unless we went back to split our larger scenes into smaller chunks, reduced visual quality or population density — none of which were ideal — we were done. The performance was not going to improve further.
We needed a miracle.