It's feeling a bit like the end of an era in my apartment right now as the final build of Vidar is loaded to Steam, itch.io, and the patching servers. The past few weeks have been an absolute flurry of polish for the game. Whether you played the demo two years ago and have been waiting patiently since, or you've been dedicated to as many playthroughs as you can during Early Access, I really hope that you'll find the entire experience of playing the game to be cleaner, more fun, and up to your expectations.
The big change that you'll notice is that the entire game is now on JRGSS, and has been moved off of RPG Maker's default code. This opens up a lot of space for fun things that weren't in the game before, like a proper animated loading screen and autosave icon, integration with the Steam overlay (including the ability to take screenshots), and a high-res mode that scales Becca's pixel art in a far more beautiful manner. Plus, this comes with some seriously reduced lag and significantly improved legibility (important for a text-heavy game).
Next up, the New Game+ stretch goal is in the game. You'll need to beat the entire game in order to unlock it, but once you do, you can choose New Game+ from the title screen if you ever want to visit Vidar with a little more control. Games created in New Game+ allow you to choose who dies each night. You definitely have to choose - this isn't some "easy mode" where you can save everyone - but it allows you to target specific quests, stories, and achievements that you didn't get in your first playthrough.
You might remember that Adam Szlenda joined the Vidar team mid-campaign to work on the sound design. He's provided dozens of new sound effects that are now scattered throughout the game, along with new ambient tracks that help define each biome deep beneath the town.
Also, the Mac and Linux builds are more stable, with our memory leak good and plugged, and the various links to Steam repaired and ready for registering your achievements.
Along with a hundred+ bug fixes, Vidar is finally at the point envisioned way back during the campaign.
I want to thank every one of you so much for believing in this project, and believing in someone with absolutely no experience to speak of, to deliver something of this magnitude. I know the cliche "this wouldn't have been possible without you" is thrown around a lot, but here it's quite literally true - Vidar simply could not have existed without your faith and support.
As I said in the last post, the only remaining rewards to go out are physical ones (so, last reminder, if you don't have your digital rewards you should let me know). I'm gonna take a week off to regroup, work on the inevitable 1.1 patch fixing all of the at-launch bugs that I somehow missed, and then get to building the box set, etc. Expect more details on those later this summer.
Finally, please please please tell your friends about Vidar tomorrow! And, if you're playing on Steam, it would mean the absolute world to me if you left a review of the game. A little while back Steam changed how it treats Kickstarter backer reviews on the page, but it still would just be so wonderful to get your feedback and your thoughts in a place where you can share them with people who are just now hearing about the game. Or go share how your randomized story evolved on the Steam forums!
Until next time!