There have been a lot of requests for Cursed Loot on PC, and I've been taking a look at what I want to do, and how I'm going to do it.
To be honest, I feel like C#/XNA is a bit of a dying technology for games these days, so I've decided to start focusing on C++/DirectX with the goal of eventually publishing games (and hopefully an upgraded Cursed Loot) on the Windows 8 marketplace.
I really have no idea if 1) I'll be able to get up to speed on C++ that quickly and 2) if I'll be able to get something onto the marketplace. But, for now, it seems like a good strategy and will set me up for the next few years, if I can get all of my ducks in a row.
What this really means (at least for the short term) is that I'm going to drop off the grid a bit while I try to focus on learning this stuff and porting my libraries over to C++. I'll probably remain active on twitter, but I doubt I'll have anything announcement worth for the website for the next month or two.
Anyway, for me, it's exciting to learn new technology, and I feel that the time I spent making XBLIG games using XNA has given me a lot of great experience that I'll be able to use moving forward.
As for Cursed Cosmos, I'll still continue to work on it on the side, but, barring winning DBP, progress on it will be slow while I focus on getting ready for the Windows 8 marketplace.
But, the good news is (if all goes well), I'll finally be able to release games for PC (and to a much larger audience than XBLIG) by the end of the year. Fingers crossed!