It's our first commercial game, and when we honestly answer people's questions about launch targets (not release dates). I wouldn't consider it a delay, especially since our original target last year was June 2014.
I've been the person porting the game, and getting the game up and running is not the same as having 90% of the work done. The PS4 version has required less hours than the Mac version, even.
We are down to just finishing up TRC re...
I am one of the developers and the only person to be working on the PS4 version since we started it last April. At the same time, we have been working on finishing the game for its original platforms, PC/Mac/Linux. The game has never had solid release dates, since this is our first commercial game.
We are still aiming for being able to release March, but we do not know how long the TRC process takes, and the number of titles being released in March makes it seem more likely...
Sorry about that- the build for the kiosks had to be submitted fairly early, which lacks some of our recent optimizations (as well as more on the way). We've been concentrating on finishing the game for our Steam release, so juggling that and PS4 work has certainly been interesting. The kiosk opportunity was something we didn't want to pass up.
It will be a $15~ digital title.
@andrewsqual
That used to be the case, but Microsoft's recent indie initiative is not severely discounting PSN games anymore.
It's true, we're trying to keep our system requirements low so more people can play. This is certainly one of the sillier articles we've had regarding Octodad. :)
A lot of people found the first game charming, but we thought we could do a lot better with the idea, so we were encouraged to take a more professional approach with the concept. It'll still have awkward controls, but the goal is to eliminate the unintentional frustrations and bugs from the first one and have an overall more polished experience.
Sony is not funding the game's development and our positive praise for them is because of their tremendous outreach towards us and other indie developers.
This is a case of us answering people on twitter honestly, and then someone making a news article for clickbait by trying to connect answers.
When we first started the PS4 version, we were targeting June 2014. We were hoping to get the Steam version released mid-January (for our Kickstarters). We felt late March was a better target for PS4 considering how much we were able to get done. Now that we are closer to March, it feels with other March release announcements, that r...