Share this project


Share this project

Lead the Rabbit and Owl through a constantly shifting environment of light and dark space.
Lead the Rabbit and Owl through a constantly shifting environment of light and dark space.
636 backers pledged $14,228 to help bring this project to life.

Recent updates


91f5497871f615442bf7e84bc2791f1d original.jpg?ixlib=rb 2.0
3db15c2461b5bc0b1fa300f199c2a2ce original.png?ixlib=rb 2.0
46861c787e2d2dbd7c43a7a0dbd384e5 original.png?ixlib=rb 2.0
939ba6a0cca8c5c10d903a35cde4a548 original.gif?ixlib=rb 2.0
82cb307e1a44f6eab427216e66c7b5f1 original.gif?ixlib=rb 2.0
Eebff10c5980dbf1e9619562cb477896 original.gif?ixlib=rb 2.0
38e46bee017c2c0a8cb79b69ec3a0218 original.gif?ixlib=rb 2.0
4d3944ba2a1ab18268884f103f9a9caf original.gif?ixlib=rb 2.0
D6dc1299ddd6d5aae6c1840ab9d5f71b original.gif?ixlib=rb 2.0
Bb89ee88e7669a6d9877be551cd0e2a4 original.gif?ixlib=rb 2.0
A5dbeb6647c58092d07d6f48bfe6810b original.gif?ixlib=rb 2.0

What's Left in Development

Posted by Gary Chao (Creator)

Hey everyone,

It's been a while since the last update. I know I've left many of you wondering what's happening with the game. Throughout development I've always cycled between periods of extreme productivity and dry spells of little to no productivity. These past few months have been the longest period of such lack of productivity by far. Suffice to say I haven't really been working a whole lot on the game the last few months, and I've been avoiding updates because of it. That much is clear to those who have been asking. It's very difficult to explain why I've been like this. It's not because I don't want to finish it, but it's because finishing the game has been a source of extreme anxiety for me, so much so that I've been ignoring what I need to do and finding other things to distract me. There are much more complicated personal reasons that tie into this as well, but that's the gist of it.

However, I'm finally getting back on track as I've put substantial time this past week getting into the swing of things. I want to assure all of you that I'm putting 100% of my love into the game still, and that it will not be a rush just to finish the game. This game has always been my baby, and I want to see it out there in the world with all of you playing it. I'm doing my best to pull myself out of the rut of the last few months. That being said, I know I've made a similar post like this before, and I don't want to lose trust again. I don't expect many of you will be happy if this sort of things happens again. This will be the last time.

In order to make things more transparent of what's left in the game, here's a general breakdown of everything left before the game is finished:

  • 7 more level reworks (the final levels of the game) and their animated backgrounds. Currently have 39 levels done.
  • Going back and doing a final pass over previous backgrounds, especially the earlier levels
  • Story paintings - pieces of the story as you complete the game which appear every few levels
  • Final ending cinematic (already mapped out on paper)
  • Credits
  • A few more menu options, with a UI to navigate already completed levels
  • Implementing PlayStation controller support (it maps differently than xbox controller)
  • Polishing animations with the rabbit/owl and various doodads
  • Custom sound design - still using mostly free sounds found off the Internet. Elliot is still working on it.
  • The final 3 songs of the soundtrack have been recorded but not been finalized. Should be done over the next month or so hopefully
  • Final, various amounts of polish - very general, tends to be little things
  • Making sure things work with Steam
  • Once the game is done putting together the digital/physical artbook for the backers who ordered one

This is actually quite a short list, and there's not a whole lot left to do. It will still take at least a couple months of solid, dedicated work, and so from now on I plan to do biweekly updates on the 1st and 14th of every month (starting February 14). I'm also considering maybe streaming development live on Twitch for the non-sensitive parts of game development. I may aim to do that once a week, but I'll have to think about that more. Would anyone actually be interested in that?

I hope the new year has been going well for everyone. I can't believe it's almost February already. Feel free to leave me any comments and questions - I'll do my best to answer them. Until next time!

- Gary

Quick Update

Posted by Gary Chao (Creator)

Hi everyone,

Just wanted to provide you all with a quick update of where things are. So far we have 40 levels that have been extra polished and finalized (the "fine tooth comb" mentioned from last update), so about 7 more to go.

I know I've said this a few times before, but we think artwork will still be the final bottleneck in the project. Our lone artist is working as hard as he can, but we're going for quality. We've actually started to experiment with additional background effects that we can sprinkle in, so we'll be doing a second on background art to add more effects and animated objects in the background to bring the atmosphere and mood to the next level.

As for the Kickstarter rewards, I apologize. The second batch of the remaining 50 Kickstarter packages hasn't been sent out yet - there was a problem with the shipping labels so we have to redo all of them (for some reason it wasn't an issue in the original 40 packages we sent last month). Other facets of the project are currently taking priority over the next few days, but rest assured I will send out the packages before the month is up.

One of the major facets which I'm really excited to tell you about, although you probably won't notice much during game play, is that I've optimized the custom physics engine to have the same behavior but is about 20-25 times faster than before. This means low end computers can run the game as smooth as butter. 

I was having issues running the game smoothly even on my Macbook Pro 2012 because I was constantly having to fix problems in the engine like plugging up holes on a sinking, leaky boat which was just bogging everything down. Last week I decided enough was enough. I stripped out the old algorithms and redesigned them nearly from scratch. I'm really happy about how it turned out, as now the code is really clean and efficient.

Anyways, for those of you who remember from some previous updates, my mental health is doing really well right now, and I've been putting in a *ton* of time in the game this month. I'm hoping to keep this up until the game's release, which I'm really trying to push for end of the year. Thank you all for your patience!

If you haven't seen it already, here's a couple photos of a fan who did a split duo cosplay for Geek Girl Con in Seattle earlier this month! I think she did a really amazing job.

 That's all for now!

- Gary

Development Progress and Kickstarter Rewards Partially Shipped

Posted by Gary Chao (Creator)

Hi everyone,

We've completed all levels for the game, but I've been going over all the levels with a fine tooth comb to make sure that all levels are a great balance between fun and challenge. Many of our older levels carried design philosophies that I no longer support, so now they've been updated to be a lot more streamlined. I know that's sort of vague, but rest assured I'm more excited than ever for everyone to play through the puzzles! We are aiming for a release in November.

We've also completed 27 animated backgrounds out of ~47 total levels. Levels 27-34 are currently being worked on. Check out a couple of these new backgrounds!


As of today we've shipped out about half of the total physical rewards shipments. We started with all of the international packages first, so if you live outside the US, expect a package to arrive within a few weeks. We've also shipped some, but not all, of the US packages; the rest will follow next week. If you live in the US and I've sent your package, I will message you your USPS tracking number.

Thank you everyone for your continued patience in the development of the game, and thank you especially to those who have given me encouraging messages along the way. Soon!

- Gary

Emotes, Soundtrack Sneak Peek, Level Progress

Posted by Gary Chao (Creator)


Hey everyone, we've completed animation of the emotes that you can use in-game to express your feelings :) The sleeping "zzz" speech bubble is placeholder; we'll make that prettier. Apologies for the ugly formatting, Kickstarter is not letting me put multiple gifs on one line.








 Soundtrack Sneak Peek

David and Patrick have recorded three new songs for our soundtrack! Here's a work-in-progress of a song called "Drifting." How does this song make you feel?

 Level Progress

Finally, we only have one more level to create before we've finished all of the puzzle content! After some extensive decision making, we've also decided to cut eleven levels from the game which will be unlocked and accessible from the main menu for free as extra/challenge levels after the main game has been completed. The game was simply too long with all of the levels included, and honestly some of the levels were absurdly difficult. As it stands right now, we anticipate a total of 46 levels in the main campaign.

That's all for now!

- Gary

Day One Patch for the Demo

Posted by Gary Chao (Creator)

Hi everyone,

v1.0.2 of the beta demo is now available, which fixes many bugs.

Thanks for all of your feedback on the demo. Worked through the night to resolve a slew of issues/bugs (including a couple game breaking ones) that have been reported as well as some optimization that should help. 

One thing to note is now by default, the corner-rounding shader "roundness" will automatically adjust to your frame rate, unless you want to set a certain roundness manually in the options menu. 

Game updates per virtual second have been lowered from 60 to 30, which will allow players with lower-end machines to play the game at full speed without the game time scale slowing down.

Also, added the Formal Sheep logo at the start :D

Let me know if there are any more issues, this build should be pretty stable now.