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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 [18]

Posted by Cherrymochi Game Studio (Creator)
68 likes

Hi everyone,

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.

 Happy Holidays!

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.

We started the year off with big changes to our sprite art style
We started the year off with big changes to our sprite art style

 

The first look at Japanese language support in Tokyo Dark
The first look at Japanese language support in Tokyo Dark

 [ 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.

EGX Rezzed in April was the fIrst time Tokyo Dark was publicly playable
EGX Rezzed in April was the fIrst time Tokyo Dark was publicly playable

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.

First look at one of our anime animatics
First look at one of our anime animatics

 

Back streets of Akihabara
Back streets of Akihabara

 

A look at two of the characters you'll meet in Akihabara
A look at two of the characters you'll meet in Akihabara

 We also had our first print magazine preview following Tokyo Dark's showing at EGX Rezzed in April.

Tokyo Dark's first printed preview
Tokyo Dark's first printed preview

 [ 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.

 

A sneak peek at a selection of some of Tokyo Dark's varied locations.
A sneak peek at a selection of some of Tokyo Dark's varied locations.

 [ 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!

Maho and Tedra at our booth
Maho and Tedra at our booth

 

Maho in shock!
Maho in shock!

 

 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.

 

Players exploring Tokyo Dark's opening chapter at San Diego Comic-Con
Players exploring Tokyo Dark's opening chapter at San Diego Comic-Con

 

[ 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.

Maho hard at work
Maho hard at work

 

Tokyo Dark at the Square Enix booth in Gamescom
Tokyo Dark at the Square Enix booth in Gamescom

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.

First quick look at one of Tokyo Dark's anime sequences
First quick look at one of Tokyo Dark's anime sequences

We also took a new build of Tokyo Dark to Tokyo Game Show and had a lot of great feedback from press and players.

Maho and Tedra chat to IGN Japan
Maho and Tedra chat to IGN Japan

 

People line up for a chance to play Tokyo Dark at TGS
People line up for a chance to play Tokyo Dark at TGS

In September Square Enix Collective took Tokyo Dark to EGX, UK's largest gaming event, continuing to promote the game around the world.

Square Enix Collective games at EGX UK
Square Enix Collective games at EGX UK

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.

Tokyo Dark featured in IGN Japan's indie pick of TGS
Tokyo Dark featured in IGN Japan's indie pick of TGS

 

Tifa (the cat) checking out Tokyo Dark art in EDGE magazine
Tifa (the cat) checking out Tokyo Dark art in EDGE magazine

 [ 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.

The [ Halloween Pack ] was a bonus reward sent out to all Kickstarter backers. Including a OST EP, art book preview PDF and chibi stamp set.
The [ Halloween Pack ] was a bonus reward sent out to all Kickstarter backers. Including a OST EP, art book preview PDF and chibi stamp set.

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.

Page from [ Halloween Pack ] Art preview PDF
Page from [ Halloween Pack ] Art preview PDF

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!

  Team Cherrymochi

Ariel, Brennen Willer, and 66 more people like this update.

Comments

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    1. meteo_snow on

      Great year has comming. Happy Holidays!

    2. Missing avatar

      Brett S.
      Superbacker
      on

      Great stuff and a great job with the updates all year! Happy holidays!

      Keep up the great work :)

    3. Cherrymochi Game Studio Creator on

      @Brent Millis We posted script length comparisons to other titles in our September update: (https://www.kickstarter.com/projects/114971883/tokyo-dark/posts/1665370%20)

      tldr; Tokyo Dark's final script will have more text than usually found in an adventure game, but less text than a full-length traditional style non-interactive visual novel.

    4. Brent Millis on

      Out of curiosity, is 50K words big for a visual novel?

    5. Missing avatar

      Gary Duncan on

      Busy year. It's been wonderful reading the updates you put out, seeing the progress and watching it all come together. I'm glad I could support this and I'm looking forward to seeing the completed project. Keep up the wonderful work.

      Enjoy your holidays.

    6. Michael Kennedy on

      Gotta say, I am SO excited about Tokyo Dark. You guys are working hard! Keep up the good work!

    7. Mr.Monttu
      Superbacker
      on

      Great year for you guys! I am sure the next year will be even better and the game will be huge success. :)

      Happy Holidays!

    8. Sandy Aj on

      With every update you leave me wanting the game more and more!

    9. John Mapley on

      Best. Kickstarter. Ever. Your updates never cease to amaze. Congrats on the excellent progress and happy new year to you all :)