Autumn Fhtagn - Of Beauty, Backers, Builds, and Betas
Greetings from beyond the veil of time and space!
First and foremost, apologies for being so uncharacteristically late with this update, but fret not, for this lengthy and juicy update will hopefully make up for the couple of months you haven’t heard from us. And boy is there a lot of exciting stuff to talk about, so buckle up, 'cause you're in for a long ride.
Let’s jump right in!
Oh. Wow. Maybe... maybe not like that. That's gotta hurt. Keep trying, Kitteh!
Where We’re At!
Sometimes stuff like painting backgrounds feels like a Sysiphus task - the more you get done, the more seem to crop up, but I’m incredibly excited and happy to inform you that there is only ONE, yes, ONE background left to make, with most of them done and just a few in the works.
It’s hard to convey just how much time, effort and love has gone into these things, and what a feeling of relief and satisfaction is going through them every once in a while and soaking in the atmosphere. I’d love nothing more than to show them all off, but that would obviously spoil everything, so here's a collage:
Other than background art, which is by far the most time consuming task, we’re steadily churning out animations for the ungodly amount of crazy characters Gibbous’ world is populated with. My god, what were we thinking?! Heheh. No, but seriously, we really appreciate you guys giving us free reign to bring this world to life the best way we can. Feast your eyes on some gifs!
Speaking of case files, in case (heh) you haven’t yet submitted your photo (and optionally your backstory), please do! We’ll bug you again soon but we’d love to have everyone in as soon as possible.
Oh, and here’s the new and improved menu, which will quite impressively parallax all over the place once Nicu’s done with it:
Or this one, called "The Fishies Are so Pretty":
Now, of course, because of our very picky process of selection not all tracks will make it into the game proper, but so far we have around 3 hours of original music. Yes, three hours.
Oh, you want more? Well, remember how we didn’t manage to hit that animated cutscenes stretchgoal? Well, what’s a few extra hours at the office? We’re making the cutscenes anyway. They won’t be as detailed and lengthy as we would have wanted them to be, but boy do they add to the atmosphere. But - again! - you don’t have to take our word for it.
Here’s just one part of the introductory cutscene. Disclaimer: music, sounds, background art and post-processing are temporary! This is a sneaky work-in-progress preview that sets the mood for Don’s noir perspective on the world of Gibbous.
But maybe you want to experience the game for yourself, huh?
BACKER BETA BUILD OPT-IN!
Yes, we finally feel confident enough to share part of this crazy game with you! The reason we haven’t done it before is that none but the plot-advancing interactions were implemented until now, for development reasons, but now we’re going back and adding all interactions and responses. We’re working diligently on a build that we want to share with you - it should be done in a couple of weeks. It will be about 30-35% of the game.
What you need to do is shoot us an e-mail at email@example.com with the subject “HAIL CTHULHU”, and when the build is ready for backer beta consumption we’ll shoot you back a download link.
You’ll of course be encouraged to kindly submit fist-shaking, scolding reports of any bugs encountered, so that Nicu may hunt and squash them whilst laughing maniacally afterwards. We’re so excited for you to experience the world we’ve been working on for so long, you can’t imagine.
Ye Eldritch Development
Though most of the art for the game is done, implementing our scenes takes more time than your average adventure game because of all the crazy real time lights, shadows, reflections, crazy amount of parallaxing layers etc. Nothing can be really re-used from scene to scene, not even walkable areas, so it’s not just the game’s art that is hand crafted - it’s pretty much everything.
It does take a lot of time, but we feel the extra effort pays off in droves - every scene feels different from the other, which makes for a more vibrant and explore-worthy world. Alas, we only have one Nicu, and it is.. Ahem, I mean, HE is doing something like three programmers’ work. We are looking into getting him a minion to help with the more tedious work, like punching in the insane amount of main characters’ quips.
There’s also another reason for this very calculated and careful building of the game. Here is the game working perfectly on an android device, after only a week-end of work:
How cool is that? Granted, the interface would need a lot of reworking, and we obviously don’t have the manpower or time to worry about mobile ports until after the PC Mac and Linux release, but it’s so cool to see it working on other devices. I will personally not rest or consider my life complete until I see it running on one of those crazy intelligent fridges none of us will ever afford:
We’re steadily, steadily progressing. At this point around 65% of the game is implemented, and we’re working around the clock, week-ends included, to get to completion in as soon as humanly possible timeframe as we can.
Adventure-Treff Party & Dev.Play
By now we’re so used to spending most of our time in the attic that it never even occurs to us that maybe we should take this show on the road every once in a while, but this summer we said “we have to do this, talk to some adventure gamers, show the game a little!”. And we did.
First stop, the Adventure-Treff party in Cologne, which was… AWESOME!
Not only did we finally feel at home, surrounded by people that not only understood what adventure games are, but are hardcore fans of them (YES!!!) and got to chat with awesome fellow creators such as Skygoblin and Jean-Baptiste of Lancelot fame, but we also met some of our real, live, actual backers!
I can’t express how cool it was to be able to talk face to face with a few of the people that made our dream of making Gibbous come true. We really wish we could meet all of you. Gibbous-Con 2018 maybe?
Oh, speaking of backers, a little aside - we really do have the best ones EVER. Here's something that just came in the mail the other day, from our superbacker Mykll. How cool is that?
And back to the Stuck In Attic unstuckenings, second and final stop, Dev.Play 2017, which is the biggest Eastern European game developer conference, and where we officially showed the game for the first time. We had a blast, and loved working on crazy booth stuff, like our evil tablecloth and melted candles. And we now have a roll-up banner, which officially makes us an indie game studio.
We gave interviews, even did a 2 hour podcast with our friends over at Amber, it was great. Here’s an interview we did with the #1 source for Romanian games stuff, ROGA.
We’ve also put together a small vlog about our experience at Dev.play:
All in all, everywhere we went it was incredibly humbling and motivational to see how much people enjoy the game, are happy to meet us, and are, with no exceptions, supportive and encouraging. Nothing motivates you to work harder on your game and make it as awesome as possible than people telling you they can’t wait to play it.
Keeping in Touch
Don’t forget that we’re still streaming on our Twitch channel every day of the week, and sometimes on week-ends, too. We’re now affiliated, too, so you can spam “Spoilers! With Nicu” emotes at the poor guy while he streams putting scenes together.
Also, don’t forget about our discord server, where we’re online pretty much all the time, ready to answer your questions and snicker at the 3.0 emojis being thrown left and right. Oh, and speaking of 3.0, all’s well:
And I leave you with Nicu nicely summing up the game:
PS: Shoutout time!
Wouldn’t be an update without letting you know about some cool indie games that have released recently, and boy do I have a trio of damn’ fine adventure games for ya!
Our friends at Skygoblin have finally released The Journey Down chapter Three, which finally completes this amazing afro-carribean crazy trilogy. We really relate to these guys a lot - not only are they great people to have a beer with, they did exactly what we set out to do: deliver a super high-production value game in a team of just three. And they did it. You need to be throwing your money at them right now, what are you waiting for? Click on the pic to go to the Steam page.
Also, we may or may not be giving away a key of TJD chapter 3 when we do our live Twitching hour, tomorrow, Tuesday Sept. 26th at 5 PM CET (9 AM PDT). Tune in and see if you get lucky!
Excellent (and amazing-sounding) Victorian sleuth Bertram Fiddle hath returned in part two of his adventures, and they’re just as insane (and, again, amazing-sounding) as ever. Pip-pip, tally-ho, and all that nonsense, give Bertram a whirl! Click on the pic to go to the Steam page.
And last but not least, the occult detective sensation known as the Darkside Detective is something you need to know about and get into, ‘cause it’s just that damn’ good! Seriously, this game is bonkers good, and we should know, we’re making an occult comedy ourselves. Dooley for president! Click on the pic to go to the Steam page.
See you next update!