Dergay has travelled to Germany from Belarus to make a deal concerning the retail distribution of his game, which will hopefully be launching in Q4 2013. The huge smile that has so far been plastered across the man's face dims somewhat as he relates his experiences so far. “Most publishers tell me that Q4 isn't so good. A lot of competition during that time. Well, we want to get the game out as soon as it is finished, so we don't let our backers wait more than necessary. If these guys don't want to help us get it out during Q4, well, it's their loss.” Though Dergay is visibly happy and gives honest expression to his fondness for the Codex community, whom he refers to as “some of the guys who made all this possible,” it is clear that leading the development of such a niche title through sheer force of will is a heavy burden, and Dergay looks like he's been running all day. Even so, he takes an immense amount of pride in his work, and it is with thinly veiled enthusiasm that he shows me a work-in-progress version of the launch trailer for Legends of Eisenwald.
My conversation with Dergay is an enlightening one. The basic systems of Legends of Eisenwald are complete, the story is complete, the scenario design is complete. In essence, the entire game is all but complete, feature-wise. But that's not what's causing the team to feel pressured - ensuring that the content is polished and complete is. “You have to understand,” Dergay says, “that these scenarios can be very complex, and we have to deliver the content without error. Computers are fickle creatures. Suddenly, some players might report a crash at the endgame of a scenario, and it will be impossible – actually impossible – for us to reproduce. And don't get me started on Windows 8. All this needs to be done, needs to be finished, by the time we launch.”