I'm glad you found it interesting. Thanks for reading.
And I'll make sure to post here when I start another devlog.
@diegzumillo: Looking back 10-20 years games seemed to be more ambitious in terms of creativity and breaking new grounds. But the bigger budget the more risk averse everyone involved is. The best compromise is imho to find the fun and eliminate technical risks in an extended pre-production phase. That way once you get started for real you know that you're headed into the right direction. But you need some financial leeway to be able to afford that. Previously we've always been on rather tight schedules.
@Jabberwocky: The Book of Unwritten Tales really was our break-through title. The first "real" game in the sense that we could go to the local videogame dealer and make selfies infront of a shelf filled with boxed copies of our game.
I don't know the details on the sales but afaik the distribution looks something like this: Playstation 4 > PC > XBox One > Mac&Linux. And this is the main reason we're using Unity these days you can target pretty much all relevant platorms at once. Book of Unwritten Tales 2 released on 8 platforms. And we've even Android and iOS versions of it. (Not yet released, though)