Hi, my name is Derek Yu, and
I'm the creator of Spelunky.
For Spelunky 2 I wanted to make
sure we made something
that got old fans excited
and also brought
in new players.
It was important we didn't
change the things that made
Spelunky such a unique
experience in the first place.
So many people became
fans of the game
through their
friends and family
and even strangers
on the internet.
That's one reason why we're
adding online multiplayer,
so that more people can
play the game together.
And I also wanted to include
that feeling of community
into Spelunky 2 itself
to make sure that the
game felt welcoming
even though it's difficult.
In Spelunky 2 when you do runs
and discover new characters,
you'll also be buidling an
in-game community and family.
I designed the world of
Spelunky 2 to feel much more
rich and dynamic
than Spelunky 1.
It's gonna feel a lot more full.
Players will be able to explore
and interact with it
in lots of new ways.
For example, you'll be
able to ride turkeys,
and find hidden passageways.
And you'll have to choose
between branching paths
as you make your way
deeper into the caves.
As a result, the stories players
create will have much more
texture to them.
Even after many, many
hours of playing,
I still have interesting runs
that don't even go
past the first area.
In Spelunky 1, runs often
centered around the shops
and how you chose to
interact with them.
So in Spelunky 2 we've expanded
the shopping experience
and made them more
nuanced and exciting.
And also added new
characters that can help you
or hinder you.
Given how amazing the
Spelunky community is,
it's hard to say how
long it will take
to find the deepest secrets.
But I think the great thing
about Spelunky is that the
deepest secrets are the ones
that even I don't know about.
And there are lots of
new things to play with
that I hope players can use
to push past the boundaries
of what we as the developers
know about the game.
I have two types of favorite
stories from Spelunky fans.
First, are when people are
genuinely surprised by something
that happened in the game.
And, second, the ones where
people shared a fun experience
with friends and family
in multiplayer.
These are the stories I wanted
to expand upon in Spelunky 2;
they're really what guided
my design choices.
After releasing Spelunky, I
knew there was a lot more that
could be done with the
concept and the world.
Knowing that possibility was
out there is what's been
exciting for me and
the rest of the team.
In a lot of ways when
Spelunky 2 comes out,
I want players to experience
what we experienced making it.
That feeling that there's something special there
waiting for you to discover it.
A big thanks to the fans that
have waited patiently for us
to finish Spelunky 2.
It's been a long journey,
but I think it's
gonna be worth it.
Thanks.
