After being in development for over a year and having a successful Kickstarter back in August of 2012, Cliffhanger Productions has announced that Shadowrun Online will be hitting Steam Early Access on March 31st. Shadowrun Online's Early Access will be a prequel to the first campaign (titled Lockdown) and will allow players to check out the game's core mechanics and will provide players with a PvP map, two characters, four missions, and basic skills. While this may seem limited, it will allow Cliffhanger Productions to gather some feedback from Kickstarter backers and the Steam community on how well the basics are working so they can polish them up for the final game.
Shadowrun Online Coming to Steam Early Access
March 27, 2014 - Shadowrun Online, the turn-based MMO successfully funded on Kickstarter, is coming to Steam Early Access on March 31. A prequel to the first Shadowrun Online campaign, Lockdown (also an upcoming tabletop RPG book), this introductory offering will focus on the core mechanics of combat.
Cliffhanger Productions Co-Founder, Jan Wagner, talks about the release and upcoming features of Shadowrun Online in a new developer video:
"We are very excited (and a little frightened) to finally show this first glimpse of the game to the world," said Wagner. "We don’t want to pile on features unless we have nailed the core gameplay elements, so we created this small and polished section for our players to enjoy."
The initial release of Shadowrun Online through Early Access will provide players with a PvP map, two characters, four missions, and basic skills. This limited, combat-focused approach will provide valuable feedback from Kickstarter backers and the Steam community and help guide development.
Moving forward, incremental updates (approximately monthly) will allow Cliffhanger Productions to respond to community requests and to provide players with new content and features, including character creation, skill progression, and new missions.
"This is a once in a lifetime opportunity for us and we have invested everything (and then some) into development. Although we originally planned to begin our release schedule last year, it became apparent that our original code-base was too restricting, and we weren't willing to make compromises due to code limitations. Our backers and the Shadowrun community have been incredibly supportive, and more than anything we want to live up to their expectations."