Still working on V3.
This year has been a maelstrom of things happening to me personally, some of which have changed my life considerably. Regardless, they have not seriously hampered the development of the game. I even finished my first D&D campaign I DMed for 2+ years for eight(!) people, that was fun.
The technical side of game development has been hindered by Adobe AIR support vanishing and overall it becoming more and more of a nuisance. Progress to the next update has been severely affected by this development, and some drastic measures have been taken to ensure V3 can actually be installed and run when it's released.
The development version of the Teraurge V3 currently runs on the Unity engine. I had been working semi-seriously on an Unity version of the game as precautionary thing along with the AIR version, but irreconcilable technical hurdles forced the issue and I had to take the plunge into the Unity for V3.
The switch has been a big effort but the new tools Unity and C# bring to the table have made the development far more enjoyable and efficient than what it was on the Flash Actionscript 3. Large sections of the game's code have been translated into the new engine, but various parts are still missing.
The news of an engine change may sound dire or irritating, but I already delayed the engine switch (probably) far too long and only did so when the issue was forced upon me. The engine change has brought new possibilities in the technical sense and made the development far less troublesome. I changed to Unity with great hesitation and dread, but I've come to realize that I should have made the jump to Unity in V2, or even earlier.
As is tradition I've created a new super pack of all the stream art for your convenience.