I looked at the user reviews and they're all very positive. The game averages a 3.8 on the windows store because an update a few days after the game's release in June caused crashing for many. Doesn't look like QSI has done anything since that update.
Alright I sent them an email through the "Contact" tab on their website: I chose Biff Tannen over George McFly
Dev Update Hi everyone, thanks for being patient! So much to talk about... We know its been a LONG while since our last update to the thread - not ideal for you guys (or us for that matter), but time has a way of speeding by months at a time when you are a small/indie developer. We have also been in sort of a waiting pattern for the last few months, as we've been sorting through our options with the game. Thanks for hanging in their with continued interest in the game!! Yes, Pylon has been out for Windows 8 for a few months. We have a relationship with Microsoft and part of that relationship was to release the game for Windows last year. The new and exciting news is that Pylon will be FREE to play, and it just went live yesterday! ...for Android. For those of you that have Android devices, here's a link to the game: https://play.google.com/store/apps/details?id=com.mangopub.pylon We have developed a great relationship with Kiwi, a major mobile game publisher for Android and iOS. We chose to work with them and release the Android & iOS versions under their Mango Publishing brand. Kiwi has several games in the Top 100 Android charts, and will be focusing heavily on iOS in 2014. Their reach and expertise will hopefully give Pylon the chance it deserves to be seen by as many players as possible. That being said, we do have the iOS version (ver 1) finished and will be working with Kiwi (Mango Publishing) to release it on the App Store as soon as we get the go ahead from them. We don't yet have a specific date, except to say that it should be sometime in Feb/Mar. For those of you (like me) that don't like reading paragraphs - Pylon will be FREE to play - Pylon does have IAP for those that want to make purchases - Pylon can be played from start to finish, NOT spending a dime - Pylon is OUT NOW for Android and Windows 8 (Windows Phone coming soon) - Pylon for iOS is FINISHED and will be published to the App Store soon - Pylon has an entire NEW Arctic Area ready to go as DLC - Pylon has a PvP type of arena ready to go as an update to the game - Pylon was a WINNER in the recent Microsoft / Unity game contest
Questions QSI: Are there timers? How many currencies? Will there be a key system like DH3? (Please don't have it like that.) Will there be a way to upgrade to a premium esque experiance, like "Trial by Survival"?
It takes Energy to enter each of the areas in the game and there is a timer tied to the perpetual regeneration of that energy. Other than that, there are no other timers in the game. Pylon has two main currencies: Gold and Royal Coins. Gold is used to upgrade the potion, and to reforge weapons/armor/gems. Royal Coins are used to refill Energy, continue after a death, and make instant special item purchases. If a player elects to make an IAP, all options include a set amount of both Royal Coins and Gold. No "key system" in Pylon. There really is no distinction between a "premium" version and the free version of Pylon. The free game has all available features and areas, and can be played entirely without making an IAP. We did consider the possibility of making a paid/premium version of the game that would remove the energy mechanic and cost to revive, but we are going to see how things go with the free version before we explore that option.
So timers to enter areas in game, meaning timers to play the game? And when you run out of energy, you have to wait in order to play again? I'm all for an IAP to remove those timers hence making you play for as long as you like
Is there anyway to disable timers with a non-consumable in app purchase? I don't think I've gone from excited to unsure about an upcoming app so quickly as with Pylon.
Been looking forward to this game for a while. Unfortunately, timers are an INSTA-red flag. We shall see just how offensive it is but I really wish that wasn't true. Oh well.
I downloaded the free demo of this yesterday from the Windows store on my Dell Venue 8. It crashed repeatedly on loading, but after a few reboots and Windows Updates (yay Microsoft!) I finally got it to run. It actually played very well for the most part once it stopped crashing. Some elements vaguely reminiscent of Torchlight 2 and Path of Exile. Movement is done via an invisible D-pad ish interface, nice and unobtrusive and fairly responsive. You can customize the character to mage, rogue or warrior, or choose to match skills from all the categories (3 Active and 3 Passive skills, all upgradeable by levelling). A nice touch is that there is only a single "Potion" to use and it regens with combat a la PoE, but unlike PoE, you can use cash to upgrade the Potion with all sorts of different features; very nice touch which I don't recall seeing in any other game. Minor annoyance: gold gets picked up when you run over it but items and chests you have to touch, which was a little annoying (but similar to TL2). I didn't play long enough to encounter any timers or IAP (other than gold prices to upgrade the Potion were pretty huge)., or for that matter to see where the demo ended. Will probably wait for this to come out on iOS; hopefully it will be more crash resistant.
I hope the IAP aren't as frequent as they are in the most recent dungeon hunter. You can possibly play that game to finish without spending a dime, but it was no fun because you can't seem to find potions on the ground and have to buy then via IAP. This game looks gorgeous though.#
High quality items of random type are always available for players to purchase using Royal Coins, but they change often. You can choose to spend Royal Coin to purchase the item(s) directly if you like one that you see, or you can purchase treasure chests and take a chance to get high quality items. Players can also find the same quality items in the game as well - from treasure chests, farming bosses, etc. We tried hard to find a balance in providing this functionality, yet not make the game "pay-to-win". The game is definitely NOT pay-to-win. Item purchases should also not affect the Jane vs. Jane PvP battles we have been play-testing. Although gear is important to building out your character, ability specs play a huge role in the effectiveness of your character. This is currently the biggest discussion point for us internally. We are not saying this won't be available at launch, but were are not saying it will. Yes, Edmilan, that is pretty much the concept. It may not be met with a huge amount of enthusiasm, but it is a fairly common practice in free to play games. With the game taking over a year to build + being F2P, we need to have proven ways to recoup some of the cost to develop. That being said, we are certainly looking at "Premium Conversion" IAP options as well. We have done a lot of play testing to find the balance between game progression and timers. We have tried to tune the game so that energy regen is fast enough to keep playing from area to area for quite a while, as long as you're not doing a speed run.
Cool, thanks for checking the game out! The Windows version of Pylon is slightly different than the Android (and iOS) version, as the current Windows version is not F2P. Check out the Android version to get an idea of how the iOS version will be. Yes, the Windows version has been a bit of a pain to track down crashes/exceptions... Surprisingly, the Android version was quite a bit easier to bug test and considering all the different devices, it has a pretty low crash rate from what we can tell. RE: the gold/item auto pickup - This is actually intentional because there is an ability in the game called CONSUME. This allows the player to decide what treasure they want to pick up, and what they want to use to "gamble" on a much better drop. Its a pretty cool system - I can't really think of a game that does it. We can't auto collect the loot, otherwise Consume would not work.
No date on the iOS version, although it is done and just waiting to be submitted to Apple. We are watching the Android version to make sure everything is running smoothly, and as soon as we get the go ahead from Kiwi (Mango Publishing) we'll be launching. We'll be sure to post the release date as soon as we know!
Wow I'm super excited. I understand the issue with the timers and don't mind them at all for such a nice looking game.