Firstly, thank you for all the support and appreciation over the past few days, it means a great deal!
I wanted to write something about the plans for Proteus after the release of the 1.0 version. Some of these are more definite than others, but perhaps the main thing to say from the start is that despite some plans for updates, we don't plan on this being a constantly-updated "game as a service" like Minecraft or Terraria. There are a couple of reasons for this: Firstly the combination of a simpler concept and a focus on harmony between the elements means that adding things can be harder than expected. (For example the "autumn magic" stuff went through a truly tortuous process to arrive at an acceptable form). Secondly, both David and I need to start thinking about other projects in order to stay creatively fresh. Proteus has been something we've been working on for several years and even though a lot of that was part-time, just being exposed to the same creation for so long has a big effect on how you feel about it. It's new to thousands of people now, but not for us :) (On a similar subject "Development history of Proteus" might be an interesting blogpost/story).
Anyway, that said, here's the rough plan in chronological order, with some overlaps:
"1.01" Maintenance Patch
There haven't been too many problems with the 1.0 version. (thanks awesome beta testers!) The main ones are mouse issues on OSX in some cases and fullscreen picking invalid resolution by default on some PCs. Jon (Brodsky, Mac code hero) has been hard at work on the mouse issues and I've been... well... answering a huge amount of emails and writing essays with dumb titles. But I *will* be looking into the fullscreen problems. I also want to tweak a few little cosmetic things that slipped through and generally make the configuration process a bit more forgiving... maybe allow access to the options menu in-game? (Related: I'm sorry I left Invert-look on by default! Didn't mean to inflict my freakish preference on the world!)
As well as little functional fixes, I hope that there's room to drop in a little extra thing, and maybe a twist on island generation. Just something to make it a fun patch for people that weren't affected by problems.
We should be able to put full Steam Big Picture support in this patch.
Soundtrack and Artifact Edition
Overlapping with this patch, we need to resume design and production on the Artifact Edtion - a limited preorder of 300 physical editions with various extra stuff in the package. These sold out a while ago, but once we've fulfilled these orders we might make a second run.
One of the extras is the soundtrack album, which will probably also be available to download a short while after it's been shipped with the "Artifacts."
I'm looking into contracting someone to set up a version for Linux. Hopefully this isn't too big a job, but I am a total newbie to Linux, so it's good to have some expert help.
This is vague, but I definitely want to do one large-ish update later this year, with a few more creatures, locations and other new things to discover. This update should also have a basic modding system. (If you're suggesting updates, this is probably the update that I'm considering them for). I'll expand on this later.
Things That Aren't Proteus
New games! I have some thoughts on prototypes that I really want to play with and test. I might release one as a free game sometime before "1.X". If you like Proteus, I hope you'll like the future stuff: it'll be thematically linked but exploring exploration (hah) in different ways. More procedural worlds, more thoughts about how we relate to wild places, but focusing on different aspects.
This is several years in the future, but if Proteus does ok commercially then I'll think about open-sourcing it. Hopefully it will still be of some interest then, and it'll be nice to have it live on in some form. I need to investigate a bit more, so this is more a conditional statement of intent than a promise.
Let me know thoughts on all this!
(and I hope it's readable - very late at night here, so might be some grammar nonsense to fix in the morning)