Dark Salvation Now Available On Direct2Drive!
Dark Salvation is now available on iGN Entertainment's Direct2Drive digital download service.
Many people expressed and interest in downloading the game from this service if and when it became available and now you can.
Head on over and pick up your copy now.
We are pleased to let everyone know that our Dark Salvation for Windows PC has gone gold and is now available for purchase. What we have done is provide two options in how to obtain the game. One by mail order and the other via online digital distribution.
The Limited Unrated Dual-Disc edition which comes with the game on DVD, extras and an audio soundtrack on CD. Once these are gone only the Digital Download version will be available. Being limited edition they are numbered and can be signed by available developers by request.
The online Digital Download version (1.3GB) which only contains the game itself. This can be purchased from one of the leaders in digital game downloads Direct2Drive.
This is a small bit of history about the creation of Dark Salvation.
Dark Salvation was conjured up from scratch by Thearrel 'Kiltron' McKinney back in 1999 right after Quake 3: Arena's commercial release. It originally started out as a nameless mod which was going to be an extra Tier for Quake 3: Arena. That idea/work eventually got scrapped in favor of a more botlike/single player experience with random bots. This was also eventually scrapped as well in favor of a final rendition of a full on Single Player game. I ended up landing a job in the game industry in 2001 and at that point the game had to be put on hold until I got used to a real developers environment. I was able to start working on the project again down the road, more ideas came and more ideas got tossed and so on and so forth.
I left in 2004 to pursue working on this title with my complete development attention while working odd and end jobs to support its development. I contracted a number of developers/musicians to do various tasks such as programming, art, soundtrack, etc. all of which were only temporary. We're now here in 2009 and the game is finally done and ready for everyone to play.
Was it a struggle? Yes creating this game in my home office has been the biggest struggle of my life mentally, physically and financially but it has been an experience that has helped me grow as a developer and forced me to learn skills I did not have prior. Some days I felt like saying fuck it and just give up when things weren't working for days. Sometimes I would even cry cause things would break, wouldn't work as supposed to, pull my hair out etc. etc. It all came with development and the stress was really high but in the end it turned out due to persistence, a passion for games and to see them through to the end.
Something else that was hard for me to deal with was the passing away of Jessica Eastwood. She is the woman who portrays the main character Talia in this game. She passed away during the end development stages of the game and our thoughts and prayers go out to her family. She was extremely excited to be a part of this project yet she never got to see how it turned out. RIP!
It doesn't end here though, I'm giving my full support to maintain this game and make sure we squash any bugs we may have overlooked that anyone out there finds. Our focus for now will be working on releasing a patch for any known bugs as well as an SDK and source code so people can create maps and mods for the game.
We're also looking into making available a port for MAC and Linux. Thanks to everyone for their support. There's more down the road.