I think in the last year I've learned that some games just need more time. Contract Work was always going to be one of those games. The game I wanted to build just wouldn't fit into a tight time frame I had in my mind. I had a lot to learn as well - the art of 'juiciness', establishing a visual style, creating procedural death mazes - before I could progress. I had to find some great talent to help me - artists that would help me visualize the ideas I was creating, to add levels of detail I couldn't do myself. I tore everything down and rebuilt from the ground up.
And now, courtesy of the team at P1PR, you'll have the first opportunity to look at Contract Work 2.0. A pictures worth a thousand words, and a video is worth...a thousand pictures? Anyway, Contract Work is getting close to the game I wanted it to be, and I hope you're excited about playing it.