Devlog #17: Post-Holiday Updates


Progress Updates

Most of the work over the last couple of weeks has been dedicated to:

  • More character designs
  • Let's be honest, not much else

As you can imagine, the holidays have taken up some time. We've been very busy gathering myrrh or whatever, as one does over the month of December,  only to close out the season with the sudden destruction of an art-critical iPad, leaving us briefly flailing a little bit. We've got things basically moving again, though, so don't worry, things are still developing in the woods of Ulder Valley!

The basic goal right now is the same as before: getting early gameplay into a "good enough for pre-alpha" position in prep for a demo release. We're very close to that at this point, but still need to fill in some gaps.   

Demo Work

There haven't been any big structural changes since last time, as most of what we've been doing is filling in content. In particular, we've been continuing to focus on sidequests. So, to that end, check out a few of our new characters, such as:

Clive, a laborer struggling with lost income during the work stoppage at Camp Blackburn...

And Benny, Clive's soft-spoken but like-minded companion...

These two will appear at various points during a multi-part sidequest (and perhaps other times). It'll be up to you which sidequests you want to explore, but they'll all offer self-contained side stories with new characters, additional details to contextualize both the main plotline and the world in general, and various types of gameplay rewards. 

In Conclusion

Keep an eye out for the exact same stuff I said last time, in this order:

  1. A demo on here
  2. A Steam page for wishlisting
  3. A demo on the Steam page

Still going, still getting there!

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