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Showing posts from January, 2018

Weekly Build v0.18!

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Hi everyone, we've just finished uploading the latest weekly build: version 0.18. It's kind of hard to believe we've done this 18 times now, but we've still a long way to go and we have no plans of slowing down now! Witchdale also has a long way to go, but we're putting the pieces in place, and we're excited to see where it all takes us. Hopefully everyone digs what we've got in place so far. A lot of the last couple of weeks has been preparatory work, but we're still making sure to sneak in some interesting new content every week. Here are the patch notes, as always: Version 0.18 - 1/29/2018  Added shops & NPCs to Witchdale Square  Added the Witchdale tavern and inn  Added a cooldown to Cor Silvam’s “Entangling Roots”  Updated the battle backgrounds for Witchdale caves  Slightly reduced Witchdale Hornet’s AGI  Added an option to skip all the cliffs/caves once the player reaches a checkpoint in Witchdale  Added Moon Lee to the sh

Weekly Build Version 0.17!

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Hi folks, we just finished wrapping up another weekly build, version 0.17. We've been working on a lot of stuff that isn't quite ready to show off with this build, including the entire overworld (which is very big) and some art pieces/new systems, so this release will seem small in comparison. As for what, PRECISELY, is coming up... let's just say Moon's got a new potion to try out. Here are the notes for version 0.17. Hope you guys like the changes and improvements. Version 0.17 - 1/22/2018  Made the entire Overworld Map (currently inaccessible)  Added new enemy encounters to the Witchdale passage  Added new Witchdale cliffs area & optional boss encounter  Added new weapons and armor to the game database  Added new Dietrich scene art  Created dozens of new character sprites to begin filling out Witchdale  Revised some dialogue in Shiveworth to be less wordy  Revised goblinfish & leaf spirit encounters to allow fleeing in Shiveworth  

New Updates & Public Builds!

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Hi folks, we have 3 brand new releases to announce: a weekly, an alpha and a public release. If you're just visiting for the first time and haven't checked out the game before, you can always find the most recent public build at the very top of our Patreon . Normally we wouldn't upload so many public builds so close together, but I wanted to include the end of the Carvannah chapter in a build for a few new outlets to share the game, since it's nicer to play a version that wraps up neatly. This will probably be the last public build for a while, until the end of the Witchdale chapter. Our weekly patrons will continue getting updates every Monday (although I'm considering a day switch in the future), and our alpha patrons will continue getting updates every month. The next few builds are going to be a lot of fun, because it's all fresh new characters, narrative and scenery, and I'm already liking the new location quite a bit. We're also startin

Weekly Build v0.15

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Hey, folks! We released the latest build, version 0.15. This build is part of our preparations for the next chapter and features some new content, but mostly a ton of bug fixes and system revisions. We're hoping for a revised and cleaned-up version of 0.14 to become a nice stable public build that wraps up the end of our first major chapter so we can upload it to a few new sites and try to bring in a wider audience. And of course, at the same time, we'll be continuing to produce new content and get builds out every week. Thanks for playing and chat again soon! Version 0.15 - 1/8/2018  Added Cove Progression  New Boss Fight with 3 different paths  Added a lot of new dialogue contextual with previous choices  Overhauled the cove upgrade system  Changed to a common event for ease of future integration  Added every upgrade tier  Included all upgrade costs  Factored all variable trackers into the common event for convenience  Added the new cove departure,

New Public Build!

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(Download Link) Hello everyone, Nym here. We're super excited to release our latest public build to the world, version 0.11.5 . This is a really big update from the previous version, 0.4, and virtually doubles the amount of playable content. We wanted to wait until the Carvannah chapter was completed so we could take a look at the most natural ending point for a public release, since it can be frustrating as a player to hit a dead-end. As such, we've done a little content-pruning on the latest build to bring an up-to-date version of build 0.11's content, but with all the current bug-fixes and balance changes included. This will receive one more small update in a couple of weeks after the next alpha build gets released, and then it will sit as our public build probably until the next chapter is completed! I've attached a few (resized) screenshots below, all content from the public build. We hope you enjoy, and as always, you can support our w

Weekly Build v0.14: Happy New Year!

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Hi folks, we're ending 2017 with the end of the Carvannah chapter, and starting 2018 with a brand new weekly build! This has been a really difficult patch to make on account of all the branching paths and decisions, but I'm happy to have made so much progress on base-building and looking forward to start of the next chapter! Version 0.14 Patch Notes: Added new art to the Mercy/Hallie scene! Added new art to the miners scene! Added new art to the Mercy vibrator scene! Added Carvannah’s conclusion and the return to the cove Dalkon’s training grounds are now upgradeable and can provide access to all new weapon-based skills Moon’s alchemy lab is now upgradeable and can provide access to all new potions & combat mixtures Gertrude’s forge is now upgradeable and can provide access to all new armor runes Eva’s spellbooks are upgradeable and can provide access to the previously unavailable tier of elemental spells The docks are now upgradeable and offer a great d