It seems I'm ahead of schedule, it should be no problem getting the game out by December 12 as long as the web shop setup doesn't turn out to be way too complicated (I've already tried it out so I can't imagine so). This gave me some time to finish the level editor too, so I'll probably release it a few days after the game itself.
Now here are all the basic facts you might want to know.
* Multimedia Fusion 2 is needed to modify puzzles and sound effects, as well as some other components which nature I don't want to spoil right now!
* Multimedia Fusion 2 is not needed to design new levels with custom graphics, music, and even custom enemies and player physics. Photoshop and a good vector animation tool is recommended.
* Third party Saira levels will only run in the full game (otherwise the editor could be used to modify the default level to work in the demo version). If a level is so fantastic that the game itself could get more players, I can unlock levels so they will be playable in the demo if you want. However, if you then modify them they will automatically become locked for demo access again.
* I want to hold on to the material in my own levels. Saira does not come with a library of any more graphics or creatures that the game itself uses like Knytt Stories did, and since it's a commercial game I wouldn't want it to lose it's special charm. Besides, your own levels will be more attractive if they don't look like the existing game. I encourage you to write your own stories with your own characters if possible, rather to base it on the SairaWaDFKnytt universe. I've decided a lot more about complexity of the game timelines than the game itself reveals.
* Saira level editing is hard and unsupported. Don't expect to be able to create a level unless you really dedicate time to figure everything out.
* Saira levels are potential security threats. They use Multimedia Fusion 2 sub-applications which have file writing capabilities. Do only run Saira levels from people who you trust.
* 1 tile layer using 24x24 grid tilesets (768x192) with a separate file containing the collision mask (white on magenta).
* 10 layers with different depths for still pictures that can be placed, rotated, and scaled.
* 1 layer for sprites.
* If you spend a lot of time and manage to create a really, really awesome level, I'm always open for distributing or even helping you sell it on the official website (full credits will be given of course).