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A dark twisting adventure game with a beautiful anime art style, branching story and many endings.
A dark twisting adventure game with a beautiful anime art style, branching story and many endings.
5,551 backers pledged CA$ 225,386 to help bring this project to life.

Monthly Update [3]

Posted by Cherrymochi Game Studio (Creator)

 Hi everyone,

This is the third in a series of monthly updates we'll be posting on the last Saturday of every month (JST) until Tokyo Dark's release.

If you want to follow development in more detail and you are an [ Access Pack ] + backer remember to drop into the Tokyo Dark backer's forum for our weekly updates every Saturday. If weekly and monthly updates aren't quite enough, you can follow us on Twitter or Facebook for your midweek Cherrymochi fix.

 [ Development update ] - Jon

Development is going smoothly, we finished our third sprint on Friday and continue to hit our production schedule goals on time. Over the last few weeks I've been adding important systems; saving, loading and menu graphics as well as additional game mechanics like timed choices.

Things can go very wrong, very quickly!

Timed choices will feature in a handful of particularly stressful scenes where quick decisions are vital, the amount of time you have is based on your SPIN attributes, this really ramps up the tension during certain scenes and adds another dimension to the game's attribute management.

New control menu graphics

We're aiming to finish the first pass of chapter one by the end of October, it will be a great milestone for us, once polished this chapter will be the beta we'll distribute to [Access Pack] + backers early next year.

We're continuing discussions and negotiations with a number of animation studios for the animated sequences. Things are looking good and hopefully we'll be locking down a contract soon.

  [ Reward update ] - Maho

We have finished sending out physical rewards.

If you backed Tokyo Dark for $75+ and have not received either your physical reward or a tracking number please get in touch: we'll track down your reward and do everything we can to help. (Total pack's DVD / CD & art book will be sent out after Tokyo Dark's final release.) 

 [ Art Preview ] - Moochirin

 Moochirin has been working on some incredible character art this month, we don't want to post too much because of spoilers, but it's all looking awesome in-game!

 [ Music Update ] - Matt

Matt will be heading out to Japan from the UK to spend time with Cherrymochi during October, he'll be busy recording on-location audio in Tokyo to use in the game's score (singing karaoke) and planning the track-list.

 [ Things we like ]

 We've been watching Allison Road for awhile now and it's great to see it finally hitting Kickstarter. Allison Road is a terrifying and beautiful first person horror game (in the style of PT). Lilith have a very unique art style to their Kickstarter page that's worth checking out even if you don't plan to back the game. Allison Road will feature VR support that Cherrymochi will be far too scared to ever use!

That's all for now, we'll be back October 31st (Halloween) with more news from the front-lines of Tokyo Dark's development.

Have a great month!

 Team Cherrymochi

Hiro, Shawn Heatherly, and 51 more people like this update.


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    1. meteo_snow on

      Parameters under the control of the strategic gameplay is available as well. And, Glad it's capable of running.

    2. Cherrymochi Game Studio Creator on

      @C Jim Tokyo Dark has an attribute based choice and consequence mechanic (S.P.I.N).You can read about it here:

    3. C Jim Teoh on

      Timed choices? Guess that will instill the sense of urgency and dread and avoiding afk moments...

      Will Tokyo Dark have a butterfly effect mechanic for the story as well?

    4. Milki Kaplanski on

      That's good to know. I'm personally a very fast reader but I get super stressed by timed stuff, so any way to make it less stressful, I'll take it... tho well, that limits my playstyle to always having the highest possible amount of INV at all times, since I really hate timed stuff. The Telltale games are my personal hell - I'm actually not that bad at them, doing all the quick time event stuff far more efficiently than my boyfriend - but it's not fun for me, it's just like playing a game like Amnesia or Bioshock, it's super stressful to me and I wouldn't put up with it, if it wasn't for the really good storytelling. I'd never play a second time trough any of those hellish Telltale games tho, considering things don't even change that much if you make different choices.

      If it's a matter of one or very few crucial point(s) in the game being stressful because the character is in a situation that requires it, like in The Longest Journey, being trapped in a small hut by something that wants to eat you, you have to out-manoeuvre the thing by running around the table, timing your clicks to move very carefully - it makes sense in that scene and it was the only scene where timing and quick reaction was required and if you failed, you died - loaded up a save game and tried again. Something like that is totally cool with me. But putting the player under constant pressure when they expect a good read from an VN/P&C ADV can be a bit mean...

      My suggestion would be, if there really are a few more of these timed events, add an option to turn them off for those that can't handle these things well for whatever reason (personal taste, physical or mental impairment, etc).

      Giving the players option on how to play a game rather than forcing them to experience the game in only one possible way that might not be enjoyable for all players always seems much smarter to me from a business view point. In some cases (like The Day the Laughter Stopped) it's important to force the player into an uncomfortable, non-fun experience to get a message across, but since I doubt this is the case for this game, I'm all for options that make it enjoyable for all kinds of players! :)

    5. Cherrymochi Game Studio Creator on

      @Scott, thanks for the feedback! We are adding timed events to only a few choices out of the hundreds in the game. The amount of time you have depends on your S.P.I.N attributes / game-play style. Having high INV (Investigation) gives enough time to read all choices and make a selection without pressure.

    6. Scott Harper on

      Thanks for the update. I just wanted to voice a word of caution regarding timed events. Lots of people can really pretty quickly, but some of us -- regardless of intelligence -- read much slower than average. (I can only read slightly faster than listening to something on e.g. The first of Telltale's "Walking Dead" games is basically unplayable for me because I haven't even finished reading what my choices ARE before it's too late to have made one or not.

      I'm not saying you should never use timed decisions, just asking that you please make sure that ALL of us have time to read our options before we have to have chosen one. Thanks. :)

    7. John Sherman on

      Thanks for the update!