Dev Update: Full Steam Ahead into 2024

Greetings everyone! Development on Serafina’s Saga: Awakened is still going strong. However, prior to digging into the latest progress I would like to remind you that the demo is currently available on both Steam and itch.io. Additionally, to whet your appetite, clips are now debuting every Thursday. The first four clips can be found on Woodsy Studio’s YouTube channel. Be on the lookout for a new clip this week!

A lot has happened since the last development update. Jezu Grandil’s path joins Reuben Jeridar’s as fully complete. Nikolaos Perin’s path is fully scripted as well. That just leaves Valerie’s path as far as writing goes and creator Jenny Gibbons is excited that Malcolm Pierce (co-writer of Crimson Spires) will be contributing to the script!

While big milestones have been crossed in the development of Serafina’s Saga: Awakened, it has been a lot of work to get there. Completing Jezu’s path involved not just a lot of blocking, but blocking action-heavy scenes. He is the General of the Royal Guard, after all. Many of these scenes have full voice acting, not just from Jezu, but fan-favorite Xavier Wolven as well. New music has also been composed for these action scenes.

As for Nikolaos’ path, the post-scripting work is well underway. The script has been converted into data tables and imported into the game. From there, a full scene list has been created and integrated with those data tables. This is the behind the scenes coding action that let’s the game know what to do based on the choices you make.

Speaking of choices, there have been tweaks to the game that allow you to customize your character when you play new character paths. You can change Serafina’s hair color and specify your current relationships with Arken and Belatrix. Serafina has a lot of fun hair color options!

From there it’s blocking, blocking, blocking to make Nikolaos’ scenes come to life. Nikolaos may not be as ready for action as Jezu, but he is quick to be sneaky. And I’m not going to spoil how he deals with these new fire effects… Anyway, as all of the script for Nikolaos’ path has been sent to the voice actors, the voiced lines are being edited into the blocked scenes as they arrive. Jenny is also looking for a new voice actress to give life to the leader of House Perin.

Arken’s voice actor, David Dixon, was recently interviewed by Woodsy Studio. The interview can be found with both text and audio options at the following links. Part 1 discusses David’s various roles at Woodsy Studios over the years, while Part 2 digs into other voice acting work in both video games and various animated series.

It’s all these parts coming together that bring Woodsy Studio’s latest game to you. Until next time, be on the lookout for new clips from Serafina’s Saga: Awakened every Thursday!

Crimson Spires and What It Means to Me

Greetings everyone! Prior to getting into today’s topic I want to assure you that development continues as usual for Serafina’s Saga: Awakened. The writing of Nikolaos’ path continues, Jezu’s path continues through the blocking phase (including some action-heavy scenes!), and voice acting is being edited for both Jezu and Xavier. For now though I would like to look back at Woodsy Studio’s previous release, Crimson Spires.

Crimson Spires means a lot to me for multiple reasons, but for now I would like to focus on the characters. Following these characters, seeing the challenges they faced, the paths they explored, and finding out with them what they learned about themselves has given me a lot to think about, both as I played Crimson Spires and during the time since then. From each of them I learned things that I try to apply to my own life, or at least that I should. Living up to the self one wants to be isn’t always the easiest, but that doesn’t mean we don’t continue to work our way down those paths.

The first path I following was Maddy’s (Madeleine Gray). She may have had a vicious streak, but that doesn’t mean it wasn’t thoughtfully planned and executed. She inspired me with the confidence she gained to take the actions she knew had to be done. Even more importantly was experiencing the journey towards being comfortable and confident having the relationships she desired and openly living the life she wanted, and deserved, even if the face of the the Thomas “Tip” Wagner’s of society.

Liam Bataille’s path spoke to me about breaking out of the situation you are in and having the courage to find your own path in the world. Sometimes it just takes trust, both giving trust and being trusted, and a chance. A recurring theme to me from this, and the other paths, it’s easier to stand up to others and the world around you when you have a partner who has your back.

August Flynn’s path may have been the most unusual of them all, fitting for someone suspected of being a serial killer, and from it flowed no shortage of food for thought. As August liked to say, “Life is irrational.” There is a chaos to life and despite best laid plans we never know what tomorrow will bring. We can struggle with the chaos as it arises or we can choose to ride it and see where the adventure takes us. It’s all about keeping an open mind and never losing your curiosity about the world, as long as you don’t let that curiosity consume you.

Then there is the man who has it all, Julian Bataille, or does he? Is there more to power, money, and the ability to get whatever you desire from anyone? Is that really the best way to have relationships with those in our life? Julian reminds me of the importance of having one’s own opinion, own desires, and the ability to make one’s own decisions in the presence of those that enthrall us. While there is nothing wrong with being captivated by someone else, relationships will be stronger by everyone involved still being able to speak their mind and share with one another.

Finally we reach Erika Wright who we spend the most time with as we live the stories of Crimson Spires’ through her eyes. Continuing the idea of being able to make one’s own decisions here I would like to focus on the very end of the game. I’ll do my best to avoid spoilers and just say that if you complete all four paths a fifth option awaits you. At some point in this fifth path you are presented by a choice that you can only make once. I had heard about this situation in advance and was rather anxious. However when I did reach that point I immediately knew my answer and it was the easiest choice I made all game.

Personally I probably have ways of finding out the consequences of the alternate choice, but I feel to do so would be a betrayal of Erika who doesn’t get to know and who has to live with the choice we made. I like to think she is also fully confident in the choice and has no regrets. Otherwise she wouldn’t be where she wants to be. I regularly think about this in my own life. While perhaps there are things that could have worked out differently from time to time, without those prior events I wouldn’t be where I am right now nor would I be with the people who are most important to me.

You may have already played Crimson Spires and found what it means to you. There is so much to unpack that you may have taken away a whole different set of inspirations along your journey. If you haven’t played Crimson Spires, there is never a better time to see how it speaks to you. You can start your own journey through Bataille on Steam, itch.io, and all major video game platforms.

Echoes of the Fey: The Last Sacrament Release Moved to July 10

Greetings Woodsy Studio fans. I come to you today with both bad and good news. First, the bad news. For the last few months, we’ve been fully committed to making our June 26 release date for Echoes of the Fey: The Last Sacrament, but events out of our control have forced us to modify our plans. We’re just as excited to get the game out there for everyone to play, so this was not an easy decision. However, you won’t have to wait much longer for the continuation of Sofya and Heremon’s story. We’re only pushing the game back two weeks, so our new release date for Steam is July 10, 2018. Believe us, this one is sticking.

The good news is that this delay will give us the time to make the initial release of The Last Sacrament even better. We’re not just going to spend the two extra weeks polishing the game, but also implementing a few features that we weren’t sure would be able to make the release window.

The first of these extra features is going to be a replayable, semi-random RiftRealms game. Throughout the story of The Last Sacrament, Sofya plays a light RPG mini-game with a number of characters. Her character in this mini-game is persistent and you can buy upgrades between games. However, all of these RiftRealms games are one shot adventures, with no way to revisit them or play whenever you feel like it. This theoretically limits how many upgrades you can purchase for your character, especially if you have bad luck. We always hoped to be able to add a replayable RiftRealms game (even if it came in a later content patch), and this delay will ensure we have the time to flesh it out and properly test it for release.

Hopefully over the next couple weeks, we’ll be able to announce one or two more features we’ll be adding for release. Please follow us at www.twitter.com/WoodsyStudio for updates

post

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!

 

miraclr: A New Visual Novel Project

Hello Woodsy Studio fans! Today, we’re announcing miraclr, a new, small scope visual novel project that we hope to release for Android phones in early September with a (possible) iOS and Steam release later down the line.

What is miraclr?

miraclr is a comedic workplace romance starring the biblical (and apocryphal) archangels, told  in a mobile office collaboration app.

In miraclr you play as an unnamed human recruited to assist the archangels of heaven with the creation and implementation of the first true miracle in over 400 years. Because you can’t visit them in their office, you are  given access to miraclr, an app used by the Archangels for intra-office messaging. It looks a little like Slack, with similarly structured channels and PMs. (Very early screenshot below)

When you first start up miraclr, you will decide on a time zone and a scheduled time for daily morning meetings. From then on, miraclr will unfold (mostly) in real-time, whether or not you have the game open. Your co-workers (the Archangels) will talk among themselves, ask for your input, and private message you for both work and personal reasons. Your timely responses–or lack thereof–will affect how the story unfolds and romantic relationships.

Why a new game now?

Woodsy Studio is currently in the middle of developing Echoes of the Fey: The Last Sacrament, the next episode of Echoes of the Fey and the follow up to The Fox’s Trail, which just released two weeks ago on Playstation 4. So why divert our attention and resources away from that?

First off, The Last Sacrament is going to be a big game. Easily the largest and most complex we’ve ever done. We’ve made lots of progress–all but a few environments are done, half the game is playable and the RiftRealms mini-game is getting close to its final form. We still believe we’re on track to release in 2018.

But right now we need a break from it. We want to get something new out for people to play. We’d like to expand our presence on mobile, something the scale of The Last Sacrament just doesn’t allow with a two person team. And finally, we want to explore other methods of storytelling and experiment a little with what our audience wants from a visual novel style game.

With Echoes of the Fey, Woodsy Studio largely moved away from the traditional visual novel format and dating sim conventions. We’re bringing those back with miraclr, which will feature multiple romance paths and more focus on character/dialog than the mystery stories of EotF. It will also be a bit of a return to an older style for me (Malcolm), since most of my writing experience is in comedy. This will largely be a return to my writing style in The Closer: Game of the Year Edition, though with fewer baseball and philosophy jokes for a different audience.

When will it be done?

miraclr is a unique project for us, in that we’re hoping for a very quick turnaround. The format (a slack-like messenger app) limits the scope of the project, especially in regards to artwork. There will be CGs, emojis, and “photos” shared by the angels in the channel, but we intend for the main draw of miraclr to be the writing and unique time-based format. It won’t be a terribly long game–a visual novella if you will–but there will be seven days of content and multiple branches.

We’ve already proto-typed a version of the app that can display the story in real-time and have most of the first day written, which along with some initial art only took a few days. We also know that Echoes of the Fey is the main focus for our studio, and we can’t let a new project take too much of our focus away from that.

With all that in mind, we’re targeting an early September release date for miraclr. Hopefully you’ll be playing it soon!

*UPDATE*: As of September 20, we are finished with “miraclr” and in the testing/porting phase! We’re now hoping to release on Google Play and the App Store for iPhone and iPad September 26. Stay tuned!

For updates (as well as Echoes of the Fey info) follow us on twitter at @WoodsyStudio.

Echoes of the Fey: The Fox’s Trail Out Now on PS4!

We know a lot of you have been waiting to play Echoes of the Fey on PlayStation 4 so we’re happy to let you know that our first installment, The Fox’s Trail is out NOW for $7.99.

Did Folren ir-Adech die during the war between Humans and Leshin? Or is there a darker truth behind his disappearance? Investigate the mystery now on PS4. But don’t think we’ve forgotten about our PC users! We recently pushed a patch on Steam that improves controller support to match the PS4 version and fixed a couple minor issues regarding options menu functions and Steam Achievements.

Finally, we’re still hard at work on our next title, Echoes of the Fey: The Last Sacrament, with the majority of the script complete and a good portion already in game and playable. Keep an eye on us at @WoodsyStudio on Twitter for updates, screenshots, and other Echoes of the Fey news!

 

Announcing Echoes of the Fey: Fuel Your Choice Exclusively with Mountain Dew and Doritos

Today, we’re proud to announce our newest addition to the Echoes of the Fey franchise, Echoes of the Fey: Fuel Your Choice. We think this program speaks for itself, so check out the video below.

New Trailer for Echoes of the Fey Episode 0: The Immolation

With the game now content-complete (we’ve been in the bug-fixing and polishing stage for the last week now), we’re happy to reveal our latest trailer! Episode 0: The Immolation will be out later this month for PC for FREE! And if you’d like to see us on Steam day-and-date with itch.io, don’t forget to VOTE on Steam Greenlight!

 

 

Woodsy Studio: 2016 in Review

By all accounts, The Year of Our Lord 2016 was a trainwreck. David Bowie died. Carrie Fisher died. Actually, so many people who were important to us or likely important to you died that it’s nearly impossible to name them all. The Oscars should just be a long tribute to the lost, punctuated by an occasional award handed out to La La Land (because you’re absolutely kidding yourself if you think Hollywood isn’t going to heap the statues on a musical love letter to Hollywood). But the deaths were just part of it. The UK cut off its own nose to spite its face and left the European Union. The United States elected to the presidency a sentient sack of Kraft Macaroni and Cheese Dinner who aspires to fascism, but with ill-fitting suits. The environment… we don’t even want to think about that one.

In light of all of this, it is strange to think of 2016 as a good year by any measure of the term “good”. But for Woodsy Studio, 2016 was full of growth. When the year started, we only had one game out on Steam–Quantum Conscience. All of our released titles were made in Ren’py and RPG Maker. Here’s everything we’ve accomplished and released in 2016, in relative order:

  1. After completing his experimental game 26 Gy, Malcolm Pierce joined Woodsy Studio as a full time partner.
  2. Serafina’s Crown became our second game released on Steam, with achievements and trading card support.
  3. We fully moved from Ren’py to Gamemaker Studio in order to accommodate 2d side-scrolling sequences. 
  4. Echoes of the Fey: The Fox’s Trail, our first game in Gamemaker, released first on itch.io and shortly afterwards on Steam.
  5. A prologue novella, delving into some of the lore of the world, Echoes of the Fey: The Prophet’s Arm, was published on our blog and various e-book sites.
  6. We made another move, this time from Gamemaker Studio to Unreal Engine 4. This allowed us to create 3d environments and better manage large resources like sound files. This required building our own visual novel engine in UE4.
  7. Our first UE4 game, a free introduction to the characters and world of Echoes of the Fey, Episode 0: The Immolation was posted to Steam Greenlight.
  8. Full builds of The Fox’s Trail were created for Android and Fire tablets and are now in the testing phase.
  9. We began work on the script for Echoes of the Fey: The Final Drop (working title), the second full installment in the series.
  10. Echoes of the Fey: Episode 0 went script and feature complete (on the second to last day of 2016) and is now in the polish phase. Both the Android version of The Fox’s Trail and the PC version of Episode 0 should release in January 2017.

All of that was just one year of game development for Woodsy Studio, and we’re especially proud of everything we accomplished in a year that most people would rather forget ever happened. Right now, all of our games are on sale via the Steam Winter Sale. So if you haven’t checked them out, there’s no better time.

But what comes next? We believe the world is going to need inclusive, intriguing, and fun art more than ever as we approach 2017–which, as much as we’d like to hope, probably won’t be much better than its predecessor–so we’re not going to let up. As you can see above, we have ports and a free episode lined up for the early part of the year. There may be more–more systems, more small games–that we can’t talk about just yet, but rest assured there will be content.

For the first time in the ~3 year history, we’ll be starting the year with both of our principals (Jenny and Malcolm) working full time on Woodsy Studio games and, specifically, Echoes of the Fey. This is a scary proposition for both of us, but we think it’s a long time coming. The Fox’s Trail is out, and we’ll be putting it on as many platforms as will allow it. Episode 0 is essentially done and will soon be ready as a free taste of the series. Which means we’ll be pouring our time into The Final Drop.

With both of us committed to the game, Echoes of the Fey: The Final Drop will no doubt be the largest, most involved Woodsy Studio visual novel yet. We hope to push the bounds of what a VN can be and offer an awesome mix of story and gameplay beyond anything we’ve attempted. And looking back at what we’ve accomplished in 2016, we’re confident we can deliver something new and exciting!

So look forward to Episode 0 in the coming month, The Fox’s Trail on new platforms shortly afterward, and (later in the year) a completely new Echoes of the Fey story in The Final Drop.

Mission Statement

wslogo2smallToday, we planned on posting a recap of our weekend at the STL Scatterjam, where we worked with two awesome artists from the Saint Louis area to create a fun little  3d flying/score attack game, Schrodinger’s Phoenix. It was a lighthearted post that featured more jokes than actual insight into our development process, in large part because I’m better at writing jokes than 3d flight tutorials.

After the events of yesterday, we decided that it wasn’t the right time to post something so lighthearted. It felt tacky, uncalled for, and tone deaf. And it would not reflect our current feelings. So instead, this:

In the past, we have shied away from being explicitly political with our blog, our site, and our forward-facing promotion in general. That’s not to say we have tried to hide anything. Play our games or read Jenny’s novels as Jayden Woods or check out my personal site and you’ll get an idea of where we stand pretty fast. But we didn’t think there was any reason to make a post like this. It seemed indulgent, perhaps, or attention-seeking in a way that we weren’t entirely comfortable surfacing. We believe that has changed.

The election of Donald Trump is an attack on marginalized people in the United States. Forget traditional left-right politics. Forget the shortcomings of his opponent. Forget the problems with the two-party systems. This particular candidate was especially vile and his victory despite such open toxicity is terrifying. He spent months saying horrible things about minority races and minority religions. He was accused of sexual assault by a dozen women and was caught on tape essentially admitting to that assault as a matter of course. He chose as his Vice President one of the most regressive politicians on LGBT issues, Mike Pence, whose policies led to a massive Indiana HIV outbreak and who has paid lip service to supporting conversion therapy. Despite all of that, and being essentially unqualified, Trump won the election and will be our next president.

After last night, it would be easy for marginalized people to believe that the country hates them. And that’s why we think it’s important to say that Woodsy Studio stands with the people who look at Donald Trump and fear for their future. No matter what happens, we intend to keep creating games featuring people of color, queer, and disabled characters. We intend to write stories that subvert cultural expectations about minority religions, sexuality, gender politics, monogamous relationships, and power structures both elitist and populist. These have always been our goals, and they will continue to be our goals. And when we stumble, we will strive to do better.

We believe art and entertainment–and you probably believe games are at least one of those two things–shape how people see the world and see each other. And we believe that creating games with compassion and inclusivity can only make the world a better place.

That doesn’t mean our games and stories won’t be fun. Of course they will be fun (we hope). This isn’t a change of direction for us, just a statement of the direction we already had. You may have noticed this in our games, you may have not noticed it. We aren’t making strictly political games, but we do recognize that everything is political to some extent, and those politics must be confronted and improved whenever possible. We believe that it is important to be very clear on that statement right now, however, because today the world seems to be pointing in a very different direction. The tide may seem strong, but we will push against it in with what little power we have.

We’re not the only ones. We’re fortunate that so many folks in the indie games community are also working towards the same goals, because we know we can’t do this by ourselves. We are two people and a few pets, working out of the bluest part of a red state. And we also know that making inclusive games is no panacea. People from so many walks of life are going to suffer because of this election, and we will always look to do more. Visual novels don’t restore health care to those who will lose it. Games don’t prevent deportation or detainment. We know we’re not saving the world. But this is what we do. This is what we make. And this is how we intend to proceed.

-Woodsy Studio
Jenny Gibbons
Malcolm Pierce