Summer Game Dev Update

Julian with hat

Hey everyone! It’s been a while since we updated y’all on Crimson Spires and other Woodsy Studio goings-on, so we thought we’d put out a post on how summer has been going for us. First off, it has been very hot and very humid. There’s a lot of great things about living and working in St. Louis, but the summer is definitely not one of them. Not for us, and not for our studio’s dog, a husky who dramatically changes her opinion on walks for three+ months out of the year.

Mira in the summer sun

Other than that, summer has marked a slow down for us, which brings me to leading with our biggest piece of bad news. Crimson Spires has been delayed until 2020, likely closer to the middle of the year than the beginning of the year.

This probably won’t come as a surprise to anyone following the project, as this is very clearly our most ambitious game. When we set out with this project, we thought that we would end up expanding the gameplay scope (to include 3D exploration) but have a similar-sized script to our Echoes of the Fey titles. We were incredibly wrong. Currently, the Crimson Spires script is approximately as long as Echoes of the Fey: The Last Sacrament and we haven’t even written 2/4 paths. The paths in this game are considerably more unique than anything we’ve done before, so we’re probably looking at a script close to twice the size of Last Sacrament.

We’ve also hit other difficulties. In the past, we released an average of a game a year and now we’re at slightly over the one year mark for Crimson Spires. Our quick turnaround wasn’t just about getting money from releases (although that was a necessary factor), but also our own fickleness with projects. We work hard and then we burn out–typically after about a year. That happened, and it sucks.

Finally, we both found that we needed to find other financial support for our studio beyond game sales. A few things happened. First, we didn’t release a game this year (duh, that’s a problem). Second, changes were made late last year to the Steam algorithm for recommending games to users. This has caused a rather dramatic reduction in views and wishlists for indie developers across the board. Naturally, it hit us hard as a studio that really relied on Steam sales of back catalog titles.

The growing 3D landscape of Crimson Spires in UE4

Here’s the good news: we’re not done. You’ll notice we’re not cancelling anything, just pushing it back. And we hope that it will be even better for the delay. To help support us, Malcolm has been teaching game design at a local university and Jenny has begun a full-time job in web development. This is going to slow us down, but it’s also going to give us the resources to make Crimson Spires even better. We’ll be able to ship with more voice acting, for one thing. And we’re not too proud to admit that we’ll use some of the extra money on assets that can improve the world of Bataille, Missouri. We always tweak any assets we buy to fit our game, but it’s especially easy with a game set in (relatively) modern day in a (relatively) realistic style to find useful ways to speed up environmental development.

So, what have we done recently? The 3D world of Bataille is considerably more built-out and explorable. Julian’s path has been almost entirely added into the game project. Maddy’s path is halfway written. New art for new characters has been deployed on the project, some of which we’ve scattered throughout this post.

And we’ve also made sure to start taking better care of ourselves. Jenny’s new job allows her to treat working on Crimson Spires as more of a passion project and less of a piece of work she has to finish to keep the lights on. Malcolm took a quick breather this week to participate in the UE4jam, a four-day long game jam put on by Epic Games. You can see his game here. Both of us know that if we stay burnt out, we won’t be able to provide the story and experiences we want to.

We pride ourselves at Woodsy Studio on finishing games. We don’t start something and just let it wither and die. Crimson Spires is coming, we just ask for a little patience while we make it the best vampire/serial killer romance about late capitalism in the Midwest that it can be.

Let’s Talk About Bandersnatch

Hey folks! This is Malcolm, and I felt practically obligated to write up a review/analysis of Bandersnatch for obvious reasons. This is cross-posted from my blog over at redbirdmenace.com, but we thought our fans might be interested as well!

Netflix has released their first (relatively) adult-oriented interactive film, Black Mirror: Bandersnatch. As someone who writes narrative-focused games with branching narratives, I’d be remiss to completely ignore Bandersnatch and as someone who wants to promote himself (however reluctantly) I’d be stupid not to weigh in on a moment of cultural zeitgeist.

If you don’t know what Bandersnatch is and care about spoilers, I’d recommend that you stop reading this post. I’m gonna spoil the shit out of Bandersnatch. If you care, go watch/play it before you read any further.

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Announcing Our Next Game — Crimson Spires

The small town of Bataille, Missouri has been through a lot. First the lead mine closed. The owners of the mine moved their money elsewhere. Everything fell into sharp decline.

And then the towers rose.

Bataille had always been a bit isolated, but now… Now they are truly trapped. No way in. No way out. No idea what is happening on the other side. Planes don’t fly over Bataille any more. The radio is nothing but fuzz; the television is nothing but static. The Bataille family–the former owners of the mine and the namesakes of the town-say the towers are there to protect the people. They don’t say from what. And what on the other side could possibly be worse than the Bataille family themselves? 

Very little. Because the Bataille family are vampires.

We at Woodsy Studio are very excited to announce our next project, Crimson Spires, which we hope to release for PC in 2019. Crimson Spires is a mix between an otome-style visual novel and an adventure horror game, developed in a style intended to evoke the eerie simplicity of early 3D games. That’s a lot to try and reconcile, so it’s probably better to introduce the game through its story.

Six months after the rise of the Contingency Towers, the town of Bataille is broken. Dozens have died trying to escape and it is clear there is no way out. The town’s sheriff, Erika Wright, may be the most broken of them all. A former FBI agent from the city, she was trapped in Bataille after chasing a serial killer across its border moments before the rise of the towers. Now she spends her days patrolling the border, looking for any new corpses of townspeople who tried to cross.

When two people go missing–legitimately missing–from a town with no escape, Erika Wright will have to team up with one of four potential love interests to investigate, find the truth, and confront (or join) the vampire family that controls the town.  As for what happens along the way, well, one of the themes we’re looking to explore is the inevitability of mystery. Things have changed in Bataille. Maybe things have changed even more outside of Bataille. You won’t be able to solve every mystery of the strange new world, but maybe you can find a place in it.

Crimson Spires will play differently from our earlier visual novels. First off, after our good experience with miraclr: Divine Dating Sim, we’re structuring our story in a style similar to many Otome games. Rather than a single storyline with small-to-medium branches based on several choices, Crimson Spires will feature a separate storyline for each potential romance/investigation partners. Each story branch will cover (approximately) the final third of the game and will be entirely distinct from all the others.

Exploration will be different, too. Instead of a side-scrolling approximation of the environment, Crimson Spires will feature a fully-explorable 3d world. Small side quests and details about the entrapped town will be sprinkled around Bataille. There will also be a handful of interiors to explore, as well.

If you’re interested in checking out a (very early) demo of Crimson Spires, we plan on showing it off publicly for the first time at PixelPop here in St. Louis THIS WEEKEND. We’ll also have The Last Sacrament there as well, so if you’re in the area you should definitely check it out. If you’re not, make sure to follow us on twitter for updates about Crimson Spires.

PRESS KIT

 

 

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Echoes of the Fey: The Last Sacrament OUT NOW!

Hey folks! It has been a long time coming, but we’re happy to announce that Echoes of the Fey: The Last Sacrament is out now on Steam and itch.io! Join Sofya as she is recruited to protect the Emperor’s daughter, Katerina Lapidus, in Vodotsk…all while she’s being blackmailed into investigating the mysterious Krovakyn Church by one of Katerina’s political rivals.

The Last Sacrament is our longest and most ambitious game to date. We have worked hard to give you all a game with lots of drama, romance, and high quality storytelling. Thanks to the power of the UE4 engine, we’ve added 3D camera views and other cinematic effects to the traditional visual novel elements. You can also play the mini-game, RiftRealms, to get new insights on the world and its characters. We sincerely hope you enjoy this game, and we look forward to hearing your thoughts!

itch.io

 

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

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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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miraclr: Divine Dating Sim Out NOW

Available FREE for mobile devices!

Download from App Store  Download miraclr on Google Play  miraclr Available at Amazon

What is miraclr?

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

Play as a 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.

After you start miraclr, you can choose preferences for morning, midday, and evening meetings with the angels. 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.

Read the story behind miraclr‘s creation

Available FREE for mobile devices!

Download from App Store  Download miraclr on Google Play  miraclr Available at Amazon

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!