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.
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!
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.
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.
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.
It’s time for another game development update! Over the last couple of months, we added a lot of exciting features to Crimson Spires and found ways to make our development process more efficient. You can view these changes in action by playing our free demo, available on itch.
COMIC BOOK PANELS
As we began to block out an exciting action sequence in the story, we came upon an all-too-common challenge. How do we suggest a large amount of movement and action within a scene while constrained by static 2D characters? Sometimes movement can be suggested with slides and camera shakes, but other times, those motions look silly and dampen the player’s imagination.
We consulted a fellow artist who has taken an interest in the project, Mike Harvey, who gave us a great idea. We could take a lesson from comic books and use panels to suggest some action while leaving the rest to player imagination.
With panels, we can catch a glimpse of off-screen characters with a more dramatic flare than the typical side-portrait. Scenes like the one above are still a bit tricky to set up, and we might need to keep tweaking it. But overall, panels will be a fun feature for us to play with to increase the drama and action of exciting scenes.
We can also use the panels to display minor characters in an abstract way. Long conversations with a minor character become more visually appealing if that character remains on screen.
PERFECTING A NOISE / FILM GRAIN
We’ve talked in the past about how we occasionally work in/adapt UE4 Marketplace assets to Crimson Spires, but usually that comes up when there is a very specific asset we need and we search to see if there is a sufficient existing version that would save us the time of making it ourselves. This time, something different happened.
Every month, UE4 offers a new set of free assets that all developers can claim and use in their projects. For May, they offered Chameleon Post Process, a blueprint that applies a set of post processing effects. We’ve had our own journey creating the camera effects in Crimson Spires, starting with using the UE4 Post Processing volume to apply film grain, then setting up our own custom effect using Post Processing Materials.
When we tried out the Chameleon effect, we discovered that it could easily do everything that our custom effect could and more. We could still have the scratchiness and CRT noise we apply regularly in the game, but we could also use it for a few other dramatic effects in individual scenes. This left us with a hard decision to make of whether to replace our Post Processing with Chameleon. We could have never known that this Blueprint would later become available to us when we did our initial post processing work, but it’s still hard to throw away stuff you’ve worked on. We eventually decided that the extra effects would be worth our begrudging acceptance that we didn’t have to make the effects ourselves a few months ago.
Once the decision was made, we carefully went through and replaced our PP volumes with Chameleon, which revealed some inconsistencies with how we maintained our effects between our player camera and cinematic cameras. This problem would have sprung up eventually, and we’re glad we were prompted to fix it.