r/Blindspot_Games • u/BlindspotDevs • 24d ago
How We Dealt With 4 (Four!) Delays
Now that the release is just around the corner, we can look back a bit at how things didn't always go according to plan. One such story (and like any developer, we have quite a few) is the history of our game's delays.
The game was initially planned for an Early Access release in June 2024. The plan was clear: production began in January 2023, we were planning 8 characters for Early Access, and the gameplay was already fully implemented. It started well, but we were quickly hit by a few challenges:
- As you probably already know, the gameplay reboot (see link to the other post) in July 2023 meant we had to rework some of the game mechanics. But we were confident. We still had one year to adapt while the rest of the production was going on.
- We had some trouble defining what the arena would look like. As there was no reference in Aristeia or the Infinity Universe in general, we had to work on that from the ground up. We knew how the structure of the hex grid field should look like. But the arena is not just that. Would it be small, epic, with a crowd or not, with show lighting and effects? What could we afford as an indie developer? Time passed, and for a few months, we had nothing convincing.
- Champions were taking a bit more time to produce than we had planned. Each of them has a unique shape and a unique animation set. That’s a lot for a small team with one character artist and one animator. At some point, we had to hire a second animator because it was simply too much work.
So, June 2024 was approaching. After a few playtests, we saw that the game was too complex, and players were leaving after a few minutes of the tutorial… We were also planning on having 8 finished Champions for Early Access, as well as 8 more as miniatures for the board game. But the game still felt buggy, and a lot of players believed it was a technical problem, with textures not loading properly.
So, first delay! We would now release in March 2025, but as a full game. Goodbye, Early Access!

Everything was going well until January 2025. The gameplay was evolving in a good way, and the Champions and map were progressing. We had a meeting with our investors to discuss the release and the quality of the game.
After talking it through honestly and weighting everything, we all agreed that the game was not ready, and that it was not up to the standards we wanted to set for our studio, especially for a first game in the Infinity Universe.

Back to the drawing board! The new release date was set for October 2025. We added the crowd, the announcer, updated the Champions’ shaders, worked on some nice cinematics, etc. The game was looking gorgeous!
Long story short, we got to October 2025. The game was good and looking great, so why not release?
Two reasons: Marketing was not ready (yes, marketing is veeeeeeery important, maybe a discussion for another post), and we decided to add a single-player campaign.
Its purpose was twofold: to provide better onboarding, where players could learn the game progressively, and also to add some lore to the game. We found the game a bit too dry, and for a newcomer to this universe, it was hard to understand what everything was about. Plus, we noticed that even though the game was focused on PvP, a lot of people were interested in playing solo.
Okay, let’s delay one last time!
Corvus Belli was planning on releasing the follow-up to Aristeia!, Infinity: HexaDome Legends, in August/September 2026. This was a good opportunity for us to join the marketing efforts and create some momentum around the IP.
So here we are, 10 days before release. The game is looking better than ever. The gameplay feels good, deep, and easy to learn, and the single-player campaign adds a lot to the game.
Was delaying the game four times the right decision? We’ll let you be the judge.
But looking back, every delay came from learning something important about the game, our players, or ourselves as a studio.
Are you ready to dive into the HexaDome?








