Warning! This blog contains spoilers for the upcoming parts of the game, if you wish to be surprised, stop reading here!

The ghost ship plans continue to unfold, and the next big things we’ve decided on is to take the player on a strange dream, caused by the ghostly presences on the ship. In this dream, you’ll find yourself back in Startington (?!), but it’s a quiet, somewhat “wrong” version of itself. Here you need to solve four different challenges in order to find your way back to the ghost ship and continue on your journey.

There will be things in this dream referencing events that have happened in the game this far, with each building in Startington holding its own challenge. In one, you’ll need to battle a ton of slimes searching for that one card, in another you’ll be pressured to show your skill with the shield. A third urges you to remember you friends, and a forth the dreams you had for the future.

Needless to say, this will be a slightly very surreal world, and we’ll be hard pressed to make sure things have just the right amount of eeriness. We’ve had a ton of crazy, creepy ideas for this part, but our intention isn’t to turn into a psychological horror game – we just want approximately 5% of that feeling!

Right now we’re still undecided exactly how this place will look graphically – we’ve got ideas ranging from having it be just regular Startington (without the people – and probably without the song, making it a too quiet, too still version of itself) all the way to going full sepia-toned, dark, with shadows and mists lurking around the edges of the screen. We’ll see where it all ends up, and here I think we’ll need a lot of help from you guys as you test it out in Frontline.

After the Tai Ming storyline, things have taken a turn for the darker already, but as I said, we don’t want it to go full horror. It’ll be very interesting to get this right, but I think and hope we will!

Now, more places implemented means more places that need fixes! Here’s a bunch of changes we’ve decided to make since the desert started getting into place.

First up, closing off one of the caves. Previously we wanted it to look open, but since there will be a map change between them, we felt it’s more consistent to use the regular cave doors:

Second, we realized if you manage to get out of the cave exit to the right on this map, you’d be stuck on this plateau forever (there’s a jump-down inside the cave, so you’re unable to go back that way… oops):

Some detail changes to the wall here, making it more consistent with how it looks inside the city. Keep in mind most of the wall will be offscreen:

Same thing here, I’ve changed the texture of the wall and made it more consistent with the size inside town. Also edited the path to align better after you change screen:

We’ve also added a slight bit of decoration outside the number cave, which will have magical flames as well once Fred has used some of his animation magic:

Finally, as we were looking around the NPC folders while implementing the desert NPCs, we realized we made a collector’s outfit for Sally a long, long time ago, but forgot to add it. We’ll remedy this in time, and in preparation for that I made a recolored version of her sprite, featuring her Collector uniform:

And now it’s time to start the second room of those Desert Ruins! There’s been a lot of talk about the Ghost Ship so it’s easy to forget we’re still not done with the desert, haha. This place is where you’ll battle the Solem Boss, and have an Indiana Jones-y cutscene! Let’s take a look:



It’s all pretty bare so far, but the video got long enough already. In the next part, we’ll continue working on the upper part of this map, where a treasure lies waiting!

As Teddy has started implementing NPCs, both me and Fred were in for a surprise. Not only were there NPC sprites made by Fred that I forgot to make portraits for, there were portraits of NPCs that Fred forgot to make sprites for as well… Silly things happen when you work on multiple parts of the game at once!

In other words, it’s time to start mashing out a couple more portraits, so for a while there will be two presented every week once more.

This guy here is someone selling souvenirs in the Desert Town, though by the looks of his outfit, I wouldn’t be surprised if his real job was to be a Collector:

And finally, we have the ghost scientist I think I mentioned before – this person will appear in the lab in Evergrind City in the beginning of the game, where she’s investigating the spirit world. Later on, she’ll play a part in your ghost ship journey: