Monthly Update 
This is the twenty-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.
[ Dev Update ]
What a month it's been! First big news is that we sent a 0.1 build of the completed core game to Square Enix Collective on schedule as planned. So the gears towards release have started turning.
We know that the follow up question to that is “Awesome! So when is the release date?” SEC have a busy schedule of (fantastic) titles they are launching this year, so we obviously have to fit into their release plans with other games. The direct benefit to you is that SEC will also be helping us with quality assurance testing and release logistics, the release date depends on whether we fly through QA quickly, or we have to iron out more issues than expected. Either way, we think it's a good thing for our backers, as you'll get a much smoother, well tested experience from day one.
We hope to have an exact launch day locked down and announced within the next 2 to 3 months. Sorry we can't share more details than that with you right now. As soon as we know, you'll know.
We are now working on NG+. Every week we are adding more content and secrets to the game. It's become quite a sprawling beast of an experience and we're not waiting for a second when the opportunity pops up for us to make improvements.
[ Events ] (Maho)
As well as wrapping up the core build we've been on the road this month, with Tokyo Indie Fest and Bitsummit a week apart. A huge thank you to you backers who dropped by to see us and say hi! We really appreciate your passion, patience and support and it's always so lovely to chat face to face! ❤
We were surprised that IGN got in touch with us shortly before Bitsummit and asked us to take part in an on stage Creator vs Creator quiz event, we were even more surprised (and more than a little star-struck) when we discovered that the other creators were going to be Suda51 (Killer7, No More Heroes), IGA (Castlevania, Bloodstained) and Game Freak (Pokémon).
We teamed up with Suda51 to take on IGA and Game Freak. Though we were really, super, mega, nervous (as you can probably see!) we had a great time.
We had hoped to translate the video to English ourselves, but we really need to spend the time working directly on Tokyo Dark. If any of the community here feels like translating it, we have set Youtube "community contributions" to ON and the link to add subtitles is here.
Please add a comment below if you feel like adding translations, or to encourage others to add translations if you'd like to watch in English. We know plenty of you are English / Japanese bilingual, so jump in and help if you can!
[ Press ]
Following on from Tokyo Indie Fest and Bitsummit we've had some great press, as well as direct feedback. Many players and journalists told us how much the game has improved since last year both visually and with changes to the UI making a major difference in playability.
[ Why are Events important? ] (Jon)
I wanted to add a quick note about why taking Tokyo Dark to gaming events is important. Though it might seem unfair that members of the public get to play parts of Tokyo Dark first, there is good reason.
The first and most obvious is press and publicity. If we can build a buzz about the game it will help the game sell on launch and give Cherrymochi a much higher chance of surviving to make Game 2.
But aside from promotion, game events are a fantastic opportunity to have an endless stream of play testers, who know absolutely nothing about the game, have no vested interest in supporting us and are completely neutral. Observing playtesting at events has resulted in tweaks to the UI redesign, discovery of a memory leak, and a number of bugs caused by players doing things we would never have expected.
Getting the game out there and having it played as much as possible is a huge benefit and an endless stream of feedback at events always helps to improve the game.
Finally on an personal level it's easy to get lost in your own creations, it's hard to take a step back and stop being overly critical about every little detail. At events, putting the game in the hands of the public, you have to let go. It's incredibly motivating.
While it can be a stressful experience for devs, I have huge respect to every team who focus on getting builds of their games out to the public at events as early as possible. It demonstrates a positive approach to criticism and an openness to show directly what they are working on without gloss or PR spin.
As a player if you get a chance to go to events like these, please spend a little time talking to the devs after you play their games. What did you think worked? what did you think needs further development? detailed constructive criticism is the most helpful gift you can give and is incredibly useful at every stage of production.
That's all for now, we'll keep it short & sweet this time, but let us know in the comments if you have any feedback, thoughts or questions and we'll get back to you.
Hope you all have a great month!
We'll be back on Saturday 24th June with our next monthly update.