Thank you for your patience, Mac users! Its Alec here, letting you know that Aquaria for Mac has been released today. Go play the demo and buy the Mac version for $30 over here at the Ambrosia website. (Beware, there may be some spoilers in the screenshots on there. They may be spoiler free in a bit though! I’ll update this post when I know.)
But this is not just a straight port of the Windows version, oh no - Aquaria for Mac includes nearly a year of work in new features, bug fixes and improvements - bringing the version number up from 1.0.3 to a big shiny 1.1.0. With new and beautiful wide screen support; a new world map system complete with progress recording, location names, user-created markers and beacons, user-friendly improvements to the cooking system, changes to make puzzles more intuitive, additional graphics, auto updates, a built-in help system - and more! Even some of the music tracks got a bit of polish.
In fact, these features will be exclusive to the Mac version of Aquaria while we put together a beta test of the new Windows patch. I also like to consider this temporary exclusivity a small gift to our patient Mac fans who have waited many months! You folks really deserve it.
But there are more people to thank, specifically some very helpful employees over at Ambrosia software who did a lot to make my workload more manageable. I’d like to single out John Champlin, for testing the game probably a 100 times, demoing it at Macworld and for helping manage the beta list. I’d also like to thank Matt Slot, Mike B. and Rudy Richter who did a lot of the Cocoa programming involved in creating the start-up sequence and GUI launcher for Mac Aquaria, as well as giving me help figuring out how to support older Macs. A huge thank you goes out all the Beta testers who went through the game countless times to be sure that issues were fixed, and for coming up with some good suggestions on how to improve the game. Also, a big thanks to Derek for creating new art for the game, fixing levels for widescreen support, creating a sexy OSX icon and for making the awesome painting you see on this post to celebrate the release!
Its been a crazy ride getting to this point, one filled with a lot of frustration and a feeling I’d like to call “banging your head against the wall”. A lot of that was trying to figure out how to improve the game based on feedback from players, while still keeping true to what works so well in the first version and all the love that Derek and I put into it. Turns out, it was totally worth it. Its not too often you get to sit back and watch your baby go out into the wild, crazy world. This is our second time, and I’m still excited.
P.S. I now use a MacBook Pro for all my game development purposes, and so does Derek.