OneShot - A game about a Anthropomorphic Cat with no pronouns that holds a light bulb that's also a sun? - When being a Big Shot is not enough...

A mod for Oneshot called Oneshot: Aftermath, later renamed to Project: Oxalis, has been cancelled after 7 years of development. They're going to be releasing what they've done of it.
Hello everyone, this is Maeve Kaori, the director of Project: Oxalis, formerly, OneShot: Aftermath.

With the past 7-ish years of development of Project: Oxalis, we have to unfortunately announce the game’s development has been put on an indefinite hiatus. We’ve put this game off time and time again for a multitude of reasons that were never disclosed transparently before, and in this document, I plan to let everyone know how things have been going, with the change of direction from Vixia to Me, Maeve; all the way to why we are deciding to stop development for the game indefinitely.

How development was going...​

Up from sometime in the past, Vixia (A.K.A. VK; Vix), the old head of the team, has left Eternabyte for a variety of personal reasons, most of which was related to her and us as people and team.
VK left the team in a very silent way, without letting many of us know what was going behind the curtains, so some of our team members’ own fears got the best of them and we ended up not respecting her space in trying to recover, which cemented her decision in leaving the team and the friend group. This time frame has happened for a good portion of 2-ish years, into our 4th to 5th year in dev.

After her leave has been confirmed, we worked hard on ourselves to improve and make sure a situation like that would’ve never happened again. We did not want a repeat of that on any scale again.
On top of that, the game that was left to us was in scraps and in a very poor state to be worked on.
Due to this, a lot of the game’s vision was vague to us and a lot of it was also not done and very inconclusive, and programming was left in a very strange spot to be worked with, so, in light of the situation, of not having a stable game and losing the original vision of Vix’s work, we decided to let the game simmer for a while and not work on it for a bit.

Soon, Undertale: Yellow had released, and it gave me a surge of inspiration to take the game under my own wing. As someone who has worked on this game since its early days, I figured I was the right option for the position, everyone agreed and we found our footing to work in the game again, we’d have to start the game over from the beginning since a lot of systems and artwork were outdated and our visions grew different and our scope changed. This has had a hit on the team’s morale, but mutual agreement concluded that restarting the game was the best option, we’d have a clean slate to work with and the programmers would have clean code to work with too and it’d be a better experience.

From then on, we’d work on the game for a year and a bit into the second (the 6th and 7th year of development) while hitting several roadblocks that made development really hard, such as the morale of the team who were of severe burnout and a lack of belief in the game’s success. Shortly after, it was my time to consider the viability of the game’s development to our team, taking into consideration the mental state of every member.
This led to a decisive meeting, which concluded that taking on the development was no longer being both an enjoyable experience and that mostly everyone wanted to move on from the game altogether. This left a lot of us fairly disappointed, but also on the flip-side relieved to be able to do something different, and finally make something they want to do, rather than something that has to be done out of obligation which was the main thing draining morale in the team.

What does this mean for Project: Oxalis?​

Project: Oxalis was our baby project. It was the game that started Eternabyte in the first place, and it’s the game that we wanted to be able to deliver since it had so many unique ideas and so many memories prior to its falling off that were fond and sweet. But overtime, many issues with our team and with us as people, began to overshadow the game; making it a nightmare to allow people to focus on the game and not the friends we had lost because of said issues.

We have worked on this game for 7 years one year more than OMORI spent in development, but unlike OMORI, our leadership was bad, our circumstances were bad, the team’s mentality took time to mature, and many of us had entered and left for many reasons, leaving the rest always with scraps to work with, let alone a good majority of us were teenagers (ranging between 15 to 17) with ambitions too big for our capabilities, and that excessive ambition had begun to show at the later stages of development, as we found ourselves more and more dissatisfied with the game and it’s overinflated scope.

Our desire to make other games was also taking a hit, because we had to settle for this game instead, because “we have to”, this situation spiralled so far out of control, to the point the majority of our members were only here because of everything else but the game.

The game we made for Pirate Software’s jam a while ago, which brought to you Hexahetronic, was a sign we could make a game as a team, but due to illness, the game couldn’t be completed in the allotted time and it ended up unfinished since we had to pick up the pace with Project: Oxalis again, this made the people who were finally working on a fresh project frustrated and stressed to have to go back to a game with seemingly no future.

Even with my direction, the game to others was just not worth working on anymore. The vision was clearer than ever, and the effort to make it real was finally visible. And through the last two years, we gave it our all, to deliver a game, even through setback after setback.
But upon reaching yet another roadblock, we discussed for one last time, the viability of working on Project: Oxalis. The reception was, in its majority, in favor of putting the game to rest.

What comes next?​

Eternabyte currently has no plans for any game coming next, but we’re likely going to develop Hexahetronic afterwards.
It should be worth noting that the Eternabyte Patreon has been closed today, to avoid taking the money from some supporters if they aren’t aware the project has been put into an indefinite hiatus.
If you’re still interested in checking out where Hexahetronic or any other of our future projects go, or if you just want to support us during this time, you can do so by checking out our Ko-Fi, but do keep in mind that there won’t be any updates or posts for a good while as we’ll likely be working to find our next project.
Additionally the Steam page will be closing in the following week. So if you’re wondering where the steam page has gone after a week from this announcement, this is why.

As for Project: Oxalis, we’re going to give out a lot of things to everyone who has patiently awaited for this game, even if nothing has come from it. This was one of our most memorable projects to date, and it pains all of us to have to let it go, so we’ll let all of you free to check the game’s assets to your hearts’ content, see everything that you never saw, see everything that was planned, and just generally what the game had planned. This will include several drawing canvases, many unfinished pieces. A lot of the soundtrack will be able to be heard through RPG Maker XP or by digging into the game’s soon to be public files and taking a look at them. If you are worried about certain tracks missing, you can likely still find them through unofficial reuploads on YouTube.

Consider the release of everything we’ve ever worked on, as a “send off” for Project: Oxalis and everyone who has patiently awaited for something, your support meant a lot, and it’s what made us, even if for just a year or so, try to endure that hardship. Really, it couldn’t have been done without you.

That is all. Thank you for reading it through.
 
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