November 2019 Progress Update

Hey everyone! Hope everyone’s been enjoying the demo release! Here’s the update for November~

Demo Update

We’ve been talking about it for ages, but the demo update is finally out! If you’re interested in more details, such as why we needed a demo update, or why it took so long, please check out the release notes.

We hope the description there has enough details, but on the off chance it does not, feel free to reach out!

Discord Server

Speaking of reaching out, we decided to make a discord server to make it easier for people interested in the game to talk with each other and ask questions to the dev team.

In the past we had a discourse forum, but it was unused by people. There were also other forums of communication like Tumblr asks or Twitter messages, but that didn’t really seem to work well.

This server is by and large an experiment for now. We don’t know how many people will join or chat, so for now the server is a little bare-bones. You can chat with us, we can chat with you, and you can spy on our git commit titles. There is also a special channel for Kickstarter backers.

We’ll add more features as we go, so if there’s something you’re interested in, please join and let us know.

In the meantime, if you are interested in joining, you can click here.

What’s Next?

The demo update is done! So what’s next?

Our immediate goal is to get the demo up on Steam. Hopefully by the end of the week. Afterwards? We plan to take a bit of a break.

We mentioned it a few months back, but we’ve been planning to take a little bit of a break on development for about a month. Since we released the demo on November 1, the month of November is our break month. Although I say we’ll be on break (which we will be) we will also be doing some prep for the next phase of the project: finishing the game.

Some of us have been working on the game for 7 years, others for 2 years, and some even less. Either way, we all want to finish the game. The demo update was absolutely necessary in order to complete a game with the quality we wanted, but it did take away from finishing it.

So! With all that said, our next update in December will be light on development details, but hopefully will talk more about what we will be doing going forward to get the game done!

Look forward to seeing you all then~!

Demo Update Release Notes

It’s here! It’s out! The graphical overhaul demo is complete!

Estimated Play Time: 3-5 hours

Download: or Gamejolt or SteamN

Demo Summary

As I’m sure everyone following around is aware, we’ve been working hard on this demo for the past 1.5 – 2 years. When we released the previous demo we got A LOT of feedback from people. Most of the feedback focused on the art and how the game played.

The art feedback focused on the overworld sprites and how the battles played. The low frame count, and the design of the sprites were not appealing. For the battles, a lot of people were not fans of the vertical battle style, and preferred to have something more classically horizontal.

The game feedback was less on the story or characters but on the game engine itself. People found the collisions too floaty and bouncy, it was easy to clip through them if you tried, some people ran into crashes that was hard to reproduce, and others had some issues with how the levels were designed.

We took all of this feedback and decided to invest in getting this stuff right, but it was no easy feat. It required essentially redoing the whole game. So, yes, this last 1.5 years or so have been spent redoing the game.

We redid all of the overworld sprites, the title screen, added new battle animations, new UI, new game engine, more music, and new story.

We hope everyone enjoys the changes that we’ve made!

Release Notes

Due to the sheer number of changes (over 1000) the following release notes will be light on details, but will highlight some of the more important differences between this demo and the previous version. Note that major changes will be bolded.


  • Added running and a run button
  • Added new Title Screen Illustration
  • Added new character specific themes and battle specific themes
  • Added a popup when you enter into a named area
  • Added a popup when you gain a new quest
  • Added a Statement Screen, which displays all gained testimonies, facts and evidence gathered
  • Added a new boss battle
  • Added sunset and nighttime shaders for select areas
  • Added a map screen showing the whole map of Gataela
  • Added new battle animation states for Idle, Attack, Damage, Death and Revive
  • Added a victory screen when winning battles
  • Added new options to the debate battles
  • Added a grass effect to look like objects are walking through tall grass
  • Added mountain TTBattle background
  • Added screen transition effects for battles
  • Added all of the NPC dialogue to the translation files
  • Added new endings for some of the debate battles
  • Added an indicator in the main menu to remind that some characters may have status points to be spent


  • Removed charisma stat and charisma bar from debate battles
  • Temporarily removed most crafted items from being usable in battle
  • Temporarily removed some enemy types from the maps
  • Removed one of the NPCs that provides bread during the second quest
  • Removed some homes and NPCs from the overworld


  • Changed game engines from Cocos2dx to Gamemaker Studio 2
  • Redid the UI
  • Redid the opening sequence
  • Redid the portraits for all of the skits and debate battles
  • Redid all of the overworld human and animal sprites
  • Frame count for animations changed from 4 to at least 8
  • Redid all of the battle animations for enemies and party members and skills
  • Battles changed from vertical layout to horizontal layout
  • Rewrote the Klatchez main story quest
  • Rewrote almost all of the debate battles
  • Adjusted all of the skits and cutscene dialogue
  • Reset the version numbering to 0.1.0
  • Debate facts have been changed from being single statements gathered from one NPC to being divided into testimonies (gathered from many NPCs), facts (gathered from one NPC) and evidence (gathered from interacting with objects).
  • Changed being able to escape from encounters with patrol events to make Wiska Forest more palatable. May be changed to an option to toggle in the future.
  • Reduced game download size
  • The game should now run much smoother on lower-end devices and take up less RAM
  • Adjusted percentages of battle items. To be adjusted as more feedback given.
  • Simplified finding the NPCs needed to get bread from during the second quest
  • Removed most of the inaccessible houses from Vuni.
  • Changed Vuni’s layout for the market zone. This should make exiting the city easier.
  • Changed Pharyon’s layout
  • Changed Klatchez’s layout
  • Changed Vischet’s layout
  • Adjusted the western mountains layout
  • Adjusted some home designs in Wynoa

October 2019 Progress Update

Hey everyone! Hope everyone’s been doing well. This post this month is super short as there’s only 1 thing on the agenda: The Demo Update!

Demo Update!

As we’ve been saying for months now, the demo update is on the way. We will have more details on the exact date sometime this month, but we’re happy to say that the demo is almost complete! Somewhere between 99% and 100% to be correct.

We had wanted to stream most of the remaining progress on Twitch last month, but due to technical difficulties it wasn’t possible. That being said, we did squash over 50 bugs! Our recent play tests have also produced very few critical bugs so the demo is all-in-all in a good place.

Speaking of bugs, we counted up just how much work has gone into this demo update. As of writing, we’ve made 887 changes! This includes either new features or bugs fixes and so on. Hopefully that number doesn’t climb too much higher…. but it’s quite a feat! This past year and a bit has been very very busy!

So once again, apologies for the delay. We hope it’ll be in your hands soon enough!

Have a spoopy October~

September 2019 Progress Update

Hey everyone! We hope your summer was sunny and cool! Here’s what we’ve been up to this past month!

127 Bugs in the Code

A bug! Zack, cover your eyes!

We’ve been working on hardening and stabilizing the demo. All of the content is in there now, but there’s a large number of bugs that need to be stomped out.

Unfortunately this isn’t the most glamorous period of time for any piece of software, but we will likely be streaming most of this process on Twitch this month if you would like to see our slow descent into bug-fix madness.

Demo Update

So with all that being said, how is the demo going?

Although we wanted to target a release for end of August/early September, it seems like it’ll be around early October at the soonest. We want to make sure this update is solid, so our apologies for the delay.

August 2019 Progress Update

Hello everyone! Here’s what we’ve been up to the past month!

99 Bugs in the Code

I’m sure everyone is aware of the old saying:

99 bugs in the code. 99 bugs in the code. Take one down, patch it around, 127 bugs in the code.

Which was more-or-less the status of the game this month. During the past month we held a play-testing stream playing through the current version of the demo, giving commentary, and finding 62 bugs. Which naturally swelled to 64+ as we proceeded to fix them all in the next coming days.

The good news? It’s 62+ bugs players didn’t find. The bad news? 62+ bugs.

In any case, we’re working on stabilizing the demo, finding weird edge cases, and making sure the game plays well. We do still get the occasional bug report from the previous demo, so we’re hoping to get everything more solid!

Ps. That play-through will be uploaded to youtube in the near-ish future.

Demo Update

So how is the current demo going? We’re still on schedule! We’re still targeting end of August/early-September!

We’re working on making a new trailer now, and gathering loads of screenshots. The downside is that we don’t have too many things to post at the moment, as we don’t want to spoil the changes we’ve made to the story. (Yes, we know we did a play test session where we spoiled everything but shhh)

So in the meantime we won’t have too much to show, but if you do want to see our slow decent into testing/bug madness Twitch is the place to go. For everyone else, we hope you’re excited to play the new demo soon!