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Serafina’s Saga: Awakened now RELEASED!

The time is here to experience Serafina’s story unlike you ever have before! Now animated, voiced, and developed with lush 3D environments in UE4, Serafina’s Saga: Awakened is now available for PC.

Get it on Steam: https://store.steampowered.com/app/2369430/Serafinas_Saga_Awakened/

Get it on itch.io: https://woodsy-studio.itch.io/serafinas-saga-awakened

Get it on Epic (coming soon): https://store.epicgames.com/en-US/p/serafinas-saga-awakened-921f2a

This project has been several years in the making, and I have faced a lot of challenges on the way. Thanks to all of you who have supported me on the journey, and I hope you enjoy this epic adventure!

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Sneak Peek Video Clips

Greetings everyone! I have a new release date announcement for Serafina’s Saga: Awakened: March 19, 2024! Only a few months away!

As the launch date moves closer, I will be releasing a video clip from the game every week to give you a preview of exciting moments to come. Follow my Youtube channel at https://youtube.com/@WoodsyStudio to see them as they release!

In the clip I released last week, Serafina meets Reuben for the first time. Jezu has a negative viewpoint of Reuben “Jeridar” and isn’t afraid to let his distaste show…

This week’s clip reveals a clandestine discussion between Xavier Wolven and Belatrix Grandil. These two might not see eye-to-eye, but they know many of Krondolee’s dark secrets, and work behind the shadows to keep them buried.

Subscribe to my Youtube channel to be the first to see new clips!

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Serafina’s Saga – Awakened

Greetings all! Following an unusually long silence, I have big news to announce today.

You may or may not have seen the previous post about my struggles with inspiration and burnout. I have needed a small reprieve from game development. With personal on-goings plus the ups-and-downs of COVID dangers, there were other things I needed to focus on and explore. And while those explorations may continue, I’m happy to report that my inspiration is returning, along with my creativity. For a few months now, I’ve been working on a “new” project. And as production amps up, I’m excited to announce it to you today.

Woodsy Studio’s next release will be a complete remake of Serafina’s Saga!

I’ve revisited Serafina’s story many times before. Her story began as an animation, then became my very first visual novel. At the time, I was still experimenting and getting accustomed to new narrative formats. Now, 9 years later, I’m excited to remake the saga with new wisdom and skills.

The game will indeed be a complete remake. You can expect the same general storyline, but the script will be heavily edited with lots of new branches and content. Some characters–like Jezu–will be much different than before. Others, like Valerie and Belatrix, will get much more screen time than the original.

The 2D art will all be redone, including some animated motion as seen in the GIF above. The music will be remixed with new tracks added, sometimes using FMOD for dynamic layers. All of this will be combined in UE4 with 3D environments to create a rich and immersive experience.

Old vs. New Nikolaos Perin
New vs. Old Arken Jeridar

This project is still early in development, so I can’t yet estimate a release date. So stay tuned, and I’ll be posting updates as this game progresses!

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Crimson Spires Released on Consoles!

You can now pursue romance, mystery, and vampires in the cursed town of Bataille on PS4, PS5, Xbox One, and Nintendo Switch! Thanks to EastAsiaSoft, today we release on all major consoles with a new story branch (also available on PC).

The new and final story branch of Crimson Spires unlocks as New Game + after all four major romance paths are completed. It allows you to explore a new version of events in which Bradley Jones survives the Contingency and becomes the town Sheriff. Combine all the clues you have gathered thus far and embrace all the relationships you have nurtured along the way to make a final decision about the town of Bataille.

I wrote the last path of the story while processing my own strong emotions regarding love, heartache, and pandemic stress. I am proud to release it now as the final chapter of the Bataille journey.

Get it on Nintendo Switch

Get it on PS4 and PS5

Get it on Xbox One

Get it on Steam (PC)

Get it on itch.io (PC)

Check out this wonderful review from Matt S. on the Switch release of Crimson Spires: http://www.digitallydownloaded.net/2021/08/review-crimson-spires-nintendo-switch.html

Many thanks to everyone who has made today’s release possible: to Joshua French, Nils NGai, and all the folks at EastAsiaSoft for believing in this game and porting it to consoles. Thanks to Christian Allen at UE4 for moral support and initiating UE4 updates that greatly helped our development process. Thanks to every single one of the voice actors in this game; you all helped inspire me to keep going; you are all incredible and I am so honored to have worked with you. Thanks to my wonderful partners, friends, and family members who have supported this creation every step of the way. And finally, thanks to all of you wonderful fans who enjoy my work and enable its creation with your support!

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Crimson Spires Coming Soon to Consoles

The time has come to drop our big Crimson Spires announcement! We’ve teamed up with EastAsiaSoft to release Crimson Spires on Nintendo Switch, PS4, PS5, and Xbox One–coming soon!

See more info on the EastAsiaSoft website!

The new release of the game will feature a whole new fifth story path that unlocks after completing the four main romances, called New Game Plus. This content will also become available on PC at the same time it releases for consoles.

Erika saves Jones

In the New Game Plus, you can experience an alternative version of events in which Erika saves Bradley Jones from death and he becomes the town Sheriff.

Obviously, I don’t want to tell you too much about the new content, so it can be a surprise! But I will say that involves a romance with Jones, polyamory, new revelations about Bataille, and what we feel is a solid ending for the game based on player choice.

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Crimson Spires Now Released!

Just in time for Halloween week, Crimson Spires is now released on Steam and Itch with a launch discount of 10% off!

Get it on Steam

Get it on Itch

This otome-style visual novel blends eeriness and romance into an epic drama. A ring of deadly towers traps you in the small mining town of Bataille, Missouri with extreme conspiracy theorists, a serial killer, and wealthy vampires. Choose your partner wisely. 

Will you choose Julian: the older Bataille brother who aims to rule the town with mysterious powers? Maddy: a strong-willed woman eager to overthrow the oppressive authorities? Liam: the adopted, cheerful misfit of the rich Bataille family? Or August: a charming philosophy professor who might also be a serial killer? Each character branch reveals unique secrets about Bataille and a chance to find love.

Features:

  • Unlock four distinct romances and story paths in an epic script totalling 250,000+ words
  • Hear select scenes with a rich cast of English voice actors
  • Embrace your nostalgia for early horror games with an eerie, retro 3D environment
  • Explore select 3D interiors
  • Listen to a lengthy, dynamic soundtrack by developer and composer Jenny Gibbons
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miraclr: Divine Dating Sim Out Now on Steam and itch.io

We’re happy to announce that miraclr: Divine Dating Sim is out NOW on Steam and itch.io for PC, Mac, and Linux systems!

Desktop Changes

Last October, we released miraclr: Divine Dating Sim for iOS and Android devices. miraclr was Woodsy Studio’s first mobile-focused game, designed for quick, on-the-go play sessions throughout the day. However, we kept hearing from fans of our previous games that they wanted a PC port. We knew this would take some work–overhauling the UI and making sure it could be played more like a traditional visual novel. People usually have their phone on all day, but they’re not at their computer all day so we needed miraclr to be playable in longer sessions while still maintaining the real-time elements for those who want to experience them.

For the desktop version of miraclr, we stripped out the micro-transactions from the mobile version. Buy the game as a one-time purchase with all content and time skip/rewind features enabled. We realize that keeping the free-to-play model is possible on Steam, but we expect very few desktop users will want to experience the game without rewind and time skip. These features allow you to play miraclr at your leisure. You’ll be able to easily fix missed choices if you have to walk away from the computer. You can even play full days (or the whole game!) in one session, rather than waiting for private messages and meeting times. Also, once you’ve finished any given day, you’ll be able to start that day over from the beginning at any time.

We’ve also re-designed the UI to resemble a desktop workplace messaging program rather than a mobile app, re-sized all the CGs for desktop resolutions, and included higher quality versions of the art and music.

New Content

For mobile users, we’ve added LOTS OF NEW CONTENT available through an update of the game (all of which is included on PC, Mac, and Linux). New CGs for every angel, additional music, an in-game gallery, and a whole new secret romance path available after you’ve beaten the game once are all available TODAY!

So what are you waiting for? Go help the archangels make a miracle!

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Woodsy Studio 2017: Year in Review

2017 was a busy year for Woodsy Studio. Development started on our latest and biggest game. We ventured into the free-to-play market in two different ways. We released our first console titles and we (unsuccessfully) dipped our toes into crowdfunding. Here’s a quick look at the year in review for Woodsy Studio.

February – Echoes of the Fey Episode 0: The Immolation

Woodsy Studio’s first release of 2017 was an experiment on two fronts. To start, it was our first game developed in Unreal Engine 4 and, as a result, our first game to utilize 3d environments. We also decided to release it as a free, stand-alone chapter to help promote the series in general.

Even though we had to build a visual novel display system from the ground up, we quickly took to UE4. Resource management (especially related to sounds and music) was much simpler than in GameMaker Studio. Building 3d environments instead of drawing 2d backgrounds also allowed us to incorporate camera angles and increase the number of settings and CGs featured in the game.Using UE4, however, had a downside. For the first time, we had to worry about the performance of our games. On low-end machines–specifically older computers and laptops without a dedicated GPU–The Immolation ran poorly. We coded in a low graphics mode (which, quite frankly, made the game look rough) but we’re not sure how many people knew to take advantage of it. Visual novel fans aren’t used to worrying about performance or graphics settings, and some of our initial reviews likely reflected that. For future (not free) episodes, we’ll likely look into a way to default to low settings when the user doesn’t have a graphics card.

Overall, we’re very happy with The Immolation as an introduction to the series and as a functional performance test for our future VNs in Unreal Engine 4.

July/August – The Fox’s Trail on PS4 and Xbox One

2017 marked Woodsy Studio’s first release on console platforms, with our 2016 PC game Echoes of the Fey: The Fox’s Trail coming out on both PS4 and Xbox One. We were still on GameMaker Studio for this project and we did all of the porting work ourselves, so we’re incredibly proud at how the game turned out on consoles and the fact we were able to release both ports within (almost) a month of one another. Xbox One was especially groundbreaking for us, as (I believe) we’re the first traditional visual novel on the platform and one of only a few GameMaker ports to appear on the system. We’re hoping that with future releases, using UE4, we’ll be able to put our console versions out much closer to our PC version.

October – miraclr: Divine Dating Sim (ios/Android)

This October, Woodsy Studio made its second venture into the free-to-play market with the mobile title, miraclr: Divine Dating Sim. Developed in under two months, miraclr is a novel-length (75,000+ words) VN that takes place in real-time over a single week. You chat and collaborate with the archangels of heaven to plan and enact the first true miracle in over 400 years.

miraclr was a unique project for us, in no small part because it was our first mobile-focused game. We had released games on Android before (Serafina’s Crown and Quantum Conscience) but those had been developed with PC in mind first and ported over to the mobile platform. miraclr, by its nature as a game that required real-time interaction, only really works if you have the game with you at work or school or wherever you spend most of the day. There are in-app purchases that allow players to skip around the real-time elements of the game, but we wanted to be sure it was completely playable for free players.

We’re hoping to have some new miraclr announcements soon, so stay tuned if you’re a fan!

November – The Last Sacrament Kickstarter

Not all of our news in 2017 was good. For the first time, we tried crowdfunding one of our games, the upcoming Echoes of the Fey: The Last Sacrament on Kickstarter and fell significantly short of our goal. This certainly wasn’t out of lack of support from our current fans, who contributed and sent us plenty of messages of support. Unfortunately, despite various attempts to reach out to media and promote the campaign, as well as being designated a “Project We Love” by Kickstarter we simply weren’t able to get any press coverage or amplification.

Unfortunately, the reality of crowdfunding is that there’s only so much an independent studio can do to get the word out. We released a demo, still available here, and did what we could to try and drum up support. But ultimately we learned that we’ll likely have to take a different approach to getting press coverage when we release (which we still intend to do; more on that later!)

December – Echoes of the Fey: The Fox’s Trail on Jump

Finally this year, we expanded our reach to another platform–the online game subscription service, Jump!

Porting to Jump was a bit difficult, mostly because of the size of our game. On PC/Consoles, The Fox’s Trail is an installation a little over 700 MB. To make it work and playable via browser, we had to tweak our texture compression and sound streaming. This led to a few bugs we hurriedly fixed during release, but now the game is fully playable on the service. So if you’re a Jump subscriber but haven’t checked out our games yet, make sure you try out The Fox’s Trail!

Upcoming – Echoes of the Fey: The Last Sacrament

Of course, the year in review wouldn’t be complete without a mention of our biggest project this year, Echoes of the Fey: The Last Sacrament. We started production on our biggest, most intricate game yet back in March of 2017 and have worked on it throughout the year. Even with all the other releases in 2017, we always kept up work on The Last Sacrament and we hope to have it released in early spring of 2018 on PC, with a console version either concurrently available or out shortly afterwards.

Thanks to all our fans for your support! Hopefully we released something in 2017 that you enjoyed. We’re looking forward to more updates and releases in 2018 so make sure to follow us or sign up for the newsletter to know when we have something new for you!

 

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Making a Miracle with “miraclr”

Jenny Gibbons here, gearing up to tell you an honest and not-so-glamorous tale about the world of indie game development.

Going full-time indie

About nine months ago, my full-time job told me that I had to choose between keeping my job or “ceasing activity” with Woodsy Studio, my own company. It was an impossible decision. I had already poured years of my heart and soul into my work at Woodsy Studio, and furthermore, my husband–Malcolm Pierce–had recently joined me as a creative partner. All our dreams lay with Woodsy Studio. I could not give that up. But the studio was not yet making enough money to sustain itself, either.

Malcolm and I were lucky in that we had a decent amount of savings stored up from previous years of caution and frugality. We tried to look at the misfortune of my lay-off as an opportunity to focus all our energy into Woodsy Studio and make it our bread and butter. Although Woodsy Studio was not yet self-sustainable, at least we had three commercially published games occasionally bringing in money.

Illustration from Serafina's Crown

Illustration from Serafina’s Crown

Floundering in a sea of games

Alas, as any other game developer knows, the gaming market is brutal. Try as we might, we were unable to make a big marketing splash with any of our titles, whether old releases or new ones. Even now, I struggle to figure out where we went wrong. By a large percentage, people who play our games enjoy them and offer high praise: both critics and customers. The challenge lies in getting anyone to play our games at all. And of course, I know I’m not alone in this. The sea of released games continues to grow and flood stores every day. Only so many can survive by floating on the surface. We were drowning, but we refused to give up.

By July, we had been pure indie game devs for seven months. We were living the dream–but we were also broke.

Our seven months of focusing on Woodsy Studio confirmed for us that this is what we both wanted to do. We wanted to keep making games together, and we knew we had the potential to succeed. We just needed to create something that could excite people more than anything we’d yet produced.

Drastic times = drastic measures

In a moment of desperation, we put our heads together and tried to think of something we could do to save our studio in the little time our dwindling savings still provided. It all happened in about ten minutes. Malcolm blurted something about romancing angels, I suggested making it unfold in real time on phones, and everything clicked. We knew we had a fun idea that we could produce relatively fast and use to branch out to a new audience: the mobile market.

The two months since that moment have been a non-stop storm of writing, programming, and drawing so that “miraclr” could become a reality. Malcolm and I are both extremely creative people and very prolific writers. But we pushed ourselves harder than we’ve ever pushed ourselves before to make this project happen. We reached the point we normally would have called “burn out”–and we kept going, knowing that it was dangerous, but also convinced it was crucial to our long-term survival.

I programmed a complex story system based on real-time to handle channels, direct messages, and plot branches. Together, Malcolm and I wrote over 76,000 words of story content (but Malcolm wrote most of it). I drew 19 CG illustrations, a dozen character icons, and five visual novel portraits with multiple expressions. Malcolm figured out how to incorporate ads and notifications into both Android and iOS ports. All in two months.

Gabriel from miraclr

Burnt out, but proud

We’re exhausted. We’re burnt out. But we also know that we did everything in our power to create a fun, unique game that might be the key to saving our studio. Whatever happens next, I can say with full confidence that we took our best shot.

We sincerely hope that you enjoy “miraclr,” and that it enables us to keep providing quality interactive stories in the future!

miraclr Main Page

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Your Friendly Neighborhood Vampire Detective

Last weekend I participated in the STL Scatterjam 2015 with Malcolm Pierce and musician Sarah Wahoff. Scatterjams are a type of game jam that started in St Louis last year. Teams are encouraged to form up long before the jam begins, thereby skipping the awkward phase of most game jams in which teams are hastily formed amongst strangers. While it’s still good to try working with new people during a jam, for a Scatterjam you have more time to reach out to other members of your community and ensure the team you form is a good fit. Group festivities are only at the beginning and end of the jam; while working on games, teams can scatter as they please to work at home or elsewhere.

The theme was “connections.”

It’s a broad theme that can encompass almost anything, so my team had a hard time deciding what sort of game to make at first. We drank beers and threw some ideas onto a white board. But as soon as Malcolm said, “What if you’re a vampire detective…” we knew we were on to something fun.

We decided to use RPG Maker like last year, and Malcolm is the RPG Maker expert, so he got to building the environment while I sat down and started drawing. We decided to put all of our assets through a specific color pallet, so that the tiles that come packaged with RPG Maker would have a fresh look. Sarah started composing some melodies, and we all dove deeply into the work.

On the second day of the jam I took a short break from drawing to try collaborating with Sarah on music. I haven’t had many chances to collaborate with other musicians, so I really enjoyed rearranging one of her melodies into a new piece. You can hear the song we made together in the game, and a little clip of it at the end of the trailer.

Finally, I asked David Dixon if he had any interest in throwing his voice talent into the mix, because I’ve really enjoyed working with him on projects like the Serafina’s Saga animation and Serafina’s Crown. My team and and I tried to voice the rest of the cast with our own humble VA efforts (and less than ideal recording setup).

By the end of the game jam, we had this!

It has some pretty rough edges like anything that comes out of a game jam (and a few of the art assets may be a little familiar :p), but altogether I’m proud of our little dark comedy. There’s about 20-30 minutes of playable content altogether, including alternate endings.

Download it free from itch.io!

If you give it a try, I hope you enjoy it!