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ometimes it seems like game development is its own worst enemy. We develop core tech, while building content in parallel, while writing the script, while growing the team, while bizarrely doing press (usually before the game is finished). The industry’s roots in technology probably contribute to the fear of something being old or surpassed, which leads to this ridiculous situation even though it makes a hard job even worse. So it is that we are preparing our E3 demo, while iterating on

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