Devlog #18: Projects on Projects
Progress Updates
Sorry for so much time passing between updates. It's been far too long!
Things are chugging along just fine, albeit relatively slow-going. There's been a lot of progress made smoothing out combat and adding assets there, plus a pretty major (to me, at least) new feature I'll talk about in a later post. That said, I've been dragging my feet updating for a handful of reasons:
- I started a new job earlier this year. Yes, that's right: I don't subsist entirely on the lucrative half-finished visual novel RPG prototype industry, as you may have assumed. It really hasn't directly prevented progress on the game itself, but I find I have a hard time doing both things at once, and the sort of "marketing/talking" element of all this has always been the part I struggle with even with my full attention devoted. So, I'm trying to reset here, I'm trying to do it better.
- Last year's medical stuff has had a lasting impact. That's not as dramatic as it sounds, as everything is ostensibly "okay" now, but I think we had a bit of a frantic second wind coming out of that, which has been difficult to maintain. In other words, I said at the time that we're trying to figure out how to get back into the rhythm of life, and to some degree I think we're still trying to figure that out, perhaps even more so than I thought when I originally said that.
- As all that's going on, I've been periodically poking at other stuff: a tiny Idle Class update (the first in years), and an update for the Android version of The Salt Keep (iOS and the PC/Mac version here yet to come), and working on finally reviving the long-dead Twitter API tool I made as a Bluesky tool instead, which I've been hoping to do basically since the moment I got a Bluesky account.
As far as goals go, nothing's changed: we're still looking at getting early gameplay into a "good enough for alpha" position in prep for a demo release. It seems wrong to say we're close when I said that in the last post and half a year has passed, but what can you do? It was true then, and it's true now. "Close" is a relative term, I suppose, but close is what we are.
Here's Edgar. I can relate.
In Conclusion
Keep an eye out for the same stuff, still, again.
- A demo on here
- A Steam page for wishlisting
- A demo on the Steam page
As long we remain personally capable and the country we live in hasn't fully crumbled into dust (neither guaranteed), you're going to find yourself somewhere South of the March before too long.
South of the March
Adventure and horror in a hand-drawn fantasy RPG
Status | In development |
Author | Small Gray Games |
Genre | Role Playing, Adventure, Visual Novel |
Tags | Dark, Fantasy, Hand-drawn, Horror, Medieval, Story Rich, Text based, Turn-Based Combat |
Languages | English |
Accessibility | Color-blind friendly, Subtitles |
More posts
- Devlog #17: Post-Holiday UpdatesJan 04, 2025
- Devlog #16: Demo Work & Video PreviewDec 10, 2024
- Devlog #15: Demo Plans & Additional PlatformsNov 18, 2024
- Devlog #14: Sidequest DesignOct 25, 2024
- Devlog #13: Tutorials & Status EffectsOct 07, 2024
- Devlog #12: New Animations & Accessibility UpdatesSep 17, 2024
- Devlog #11: Accessibility DesignAug 27, 2024
- Devlog #10: Redesigning Combat UIAug 14, 2024
- Medical Delays Ending & Progressing AnewAug 02, 2024
Comments
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Always good to hear an update. Hope your new job is going well.