Monthly Update 
This is the eighteenth 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.
Whichever ancient elder beings, natural cycles of the earth, family traditions or capitalistic systems you make ritualistic offerings to this season, we hope you're having a fantastic end to your year!
2016 has gone by in a flash! It's been an incredible but non-stop year for us. So this month's update is a look back at the past year in a month by month recap of everything we've been up to over the last 12 months.
[ January ]
In January we revealed the new look for Detective Ito's character sprite and finished work adding Japanese language text support to the game. At this point, we had around 40 minutes to 1 hour of the game at a playable alpha state.
[ February ]
February was an exciting (and terrifying!) month for us as it was the first time Tokyo Dark left the safety of our tiny studio and went out into the scary big wide world to be played. All $25+ backers were invited to the alpha and asked to give detailed feedback on the game.
We published all feedback we received from you in detailed graphs here.
The feedback was very positive with an overwhelming number of backers being happy with the alpha and how the game was developing.
This Alpha feedback helped us fine-tune all the systems of the game and discover bugs in our core code. Thank you to all you backers who took part! Your feedback and bug reports helped shape work on development for the rest of the year.
[ March ]
Our big news in March was that Square Enix Collective would be publishing Tokyo Dark. With Square Enix using their networks and resources to help us promote and release Tokyo Dark, it would give us more time and budget to fully focus on developing the game rather than marketing.
Since then it has been fantastic working with the awesome folk at Square Enix. They have been incredibly supportive of us and flexible to our unique needs with Tokyo Dark. They've taken Tokyo Dark all around the world and have offered support, assistance and encouragement to us throughout 2016. We're very privileged to have such a great team supporting us. ❤
[ April ]
April was the first time Tokyo Dark was playable by the public. Square Enix Collective took the game to EGX Rezzed in London, we had a great response from players there.
April also saw a flood of Let's Play Tokyo Dark videos released onto Youtube as backers shared their experiences and thoughts of playing through the alpha chapter.
[ May ]
May was tough.
May was the most challenging month for us since we started work on Tokyo Dark. We hit a technical problem with our game engine which took weeks to fully resolve and many late nights systematically going over every possible cause trying to get things back on track. By the end of the month, the problems were fixed and we have not had any serious technical issues since... but after May we did have a few more grey hairs.
It wasn't all bad though! We also had some good breakthroughs. Work on the anime sequences were going well and we completed artwork for a new location – Akihabara.
We also had our first print magazine preview following Tokyo Dark's showing at EGX Rezzed in April.
[ June ]
June marked our one year Kickstarterversary and to celebrate we shared lots of summer themed art in our monthly update, and previews of new locations. We also announced our attendance at Bitsummit in Kyoto in July.
[ July ]
July was an unbelievable month. Bitsummit was the first game show we personally attended with Tokyo Dark and were blown away when we won the best in show Vermillion Gate Grand Jury Award!
After Bitsummit came a flood of press attention on Tokyo Dark along with coverage in Famitsu and Dengeki Playstation magazines.
On the other side of the world, Square Enix Collective were showing Tokyo Dark at San Diego Comic-con. It was also a great success.
[ August ]
August was a busy month of production for us. While Square Enix Collective took Tokyo Dark to Gamescom, we made great steps forward in production.
We also took a long hard look at our development schedule and realised to release the game by October 2016 without making cuts or having to patch in stretch goal content would be incredibly difficult. We decided that rather than rush to release and make compromises to the game we would move the launch back to an unannounced date in 2017. This would give us time to complete the game to a standard we are happy with.
We had a lot of feedback on this decision. The overwhelming majority of you were supportive of the change to the schedule. Thank you. ❤
[ September ]
The big news for September was that we wrapped up work on character animation for the game's anime sequences and that our script hit a novel length of over 50,000 words.
We also took a new build of Tokyo Dark to Tokyo Game Show and had a lot of great feedback from press and players.
In September Square Enix Collective took Tokyo Dark to EGX, UK's largest gaming event, continuing to promote the game around the world.
September was also a great month for press, with Tokyo Dark covered in an article about Square Enix Collective in UK EDGE magazine and Tokyo Dark was one of IGN Japan's indie picks of Tokyo Game Show.
[ October ]
October was our original planned release month, as we moved our launch back to 2017 we wanted to give something a little extra to you all to apologise and thank you for your patience and support.
We put together the [ Halloween Pack ] to give you a more detailed look at how development is going and a taste of our dev process / what we've been working on.
October's update also featured an interesting discussion on the amount of visual SPIN attribute information shown to players when scene changes are triggered. Thank you to everyone who shared their suggestions.
[ November ]
In November Moochrin finished work on character art and CGs! This was a major production milestone. Apart from polish changes and additional details to be added during editing, Tokyo Dark is now art complete.
[ December ]
Over the last few weeks, we've been tying up a lot of loose ends before the end of year break. We've been hard at work on ending sequences and making NG+ plans. We've also been talking to Square Enix about locking down our release date, more news on that next year.
2016....wow! What a year!
[ 2017 ]
I hope you agree we've come a long way in 2016, we could not have done it without your help. Your patience, suggestions, support, and kindness while we work on the game means the world to us. Thank you so much!
2017 will be the year of Tokyo Dark, we have lots of exciting news to come as we gear up towards release.
In our next update on Saturday, January 28th we'll be covering details on areas of production we are still working on and updated completion percentages.
We hope you all have a great holiday season and wonderfully happy end to your year ❤ see you in 2017!