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Having it done feels better than not having it done, but there are still some bittersweet elements.

Fortunately, I think it's a learning experience, but when you have a game that goes for a year and a half in development he finished version will rarely live up to what you wanted. Segira as a concept pre-dates Hammercalled, and it's been through like a half-dozen pre-production phases.

I wouldn't say it's a bad game (if it were I wouldn't have released it), but I don't think I really anticipated what it would take going in and as a result there are some things I would've done way differently, especially with regards to how it was constantly plagued by delays.