Gestern schaue ich mir noch so die bisher bekannten Releases für dieses Jahr durch und dachte, außer MK11 kommt dieses Jahr gar nichts interessantes für mich raus...
Aber jetzt gerade eine Mail von den Mordhau Devs bekommen: Q2!
Und es gibt jetzt auch (wieder) eine Steam page: https://store.steampowered.com/app/629760/MORDHAU/ (das Video ist nicht wie sonst ein flashy pre-rendered Action Video, das nicht das eigentliche Spiel darstellt (hi Atlas), sondern ein fast 15 Minütiges Gameplay und Intro Video mit Erläuterungen zu den meisten Spielmechaniken, sehr sehenswert)
Auf der Steam page steht noch nicht so viel, deswegen hier noch das was in der Mail stand zu weiteren Spielmodi etc.:
We've been hard at work wrapping things up for release the past several months, fixing any outstanding bugs and adding the necessary polish and content where needed. This work will continue leading up to release in Q2 2019, which we estimate we will hit somewhere in April (early if all goes to plan). A glance over the Steam page should give you a hint of what to expect on release, but I will elaborate a little more here. We'll be releasing with 3 new modes that we expect to be the main attraction.
Frontline: a flag-capturing conquest-like mode played on large maps with horses, siege engines and chaos all-around. Goal is to capture the enemy's flags in linear order while defending your own, and culminates with an objective to complete in the enemy's base.
Battle Royale: start out with fists on one of our maps, haunted by a circle constantly creeping ever closer. Find loot & armor in chests (or on other players) to deck yourself out and manage your health with scavenged bandages instead of regeneration.
Horde: coop mode to play with friends against waves of AI, where you can purchase equipment & armor in your base obtained from clearing out the more and more difficult waves.
And of course, all the modes we have so far: Deathmatch, Team Deathmatch & the round-based single-life Skirmish mode. We've been working on polishing plenty of stuff such as the AI, the UI, adding unlocks and achievements, tracking skill based on kills/deaths to be able to put players into appropriate servers, improving performance, etc. We also now have a fun tutorial for new players that they can play through to familiarize themselves with the game. Throughout all this time work continued on map work, which led to various reworks and expansions of current maps like Grad and Camp and the introduction of Taiga. We have some maps still in the pipeline and close to completion, but we won't hold the release back if those are not finished, meaning they might come shortly after release.
Finally, there's some things that didn't make it for various reasons and we decided are not worth holding back a release for. Among the Kickstarter stretch goals that won't make it on release are ranked competitive 1v1 matchmaking and the SDK. We will focus on these post-launch. Another feature that won't be there are female characters, as we simply didn't have time to do these justice, so we will be looking at the introduction of the gender option after release.
There's also some Kickstarter rewards we need to wrap up, and we will be sorting these out before release as we go. We'll be keeping in touch!