I wish you all, and to all your beloved ones, a Happy New Year!

As we're all waiting for Slitherine's final go for the FoG(U), I want you to know that the work still goes on. These last weeks (and the following ones too) were and are dedicated to more optimizations and improvements (for example I've added a new sounds cache code), porting (the client is fully ported on Unity 5 by now, but there's still porting work needing to be done for the tools, especially for the asset bundles building ones. Unity 5 is by now a mandatory requirement for the iOS release, but all the platforms will receive it), the editor update (finishing the data saving updates needed to have the editor re-enabled).
Besides these functional parts, I'm also planning to do some more work on gameplay (improvements and fixes), scenarios (adding triggers) and AI (starting adding refinements). And I'm also planning to discuss with Slitherine Fog(U)'s Steam release (implying the addition of Steamworks into the code).
As you can see, this new year will (finally) see us moving on into the realm of really interesting new additions to game's core. Which is really all this past insane amount of work was about: building a solid foundation for the future expansion of FoG(U)'s gameplay.
Thank you all for your continuous support and interest during these years,
Dan Antonescu