Another week with lots of stuff happening, some good and some bad. To get the bad news out of the way, Teddy started feeling bad early last week and was rushed to the hospital after a fainting episode. There it was was confirmed that he’s got a pretty bad case of covid19, so he’s been on bed rest since then. At present we’re not sure when he will be fit enough to get back to work, but we’re keeping our fingers crossed and press on in the meantime.

So this week Vilya has been checking off a bunch of smaller things we felt needed fixing. Among these were adding missing expressions for some of the characters, editing the colouring for the math puzzle in the same area, and adding the graphics for a hat you’ll be able to get after finishing the game:

She also made some smaller adjustments to a bunch of portraits that were broken in various ways (such as messed up colours or them being too big for the dialogue box), and added some additional decorations to a couple of places. Below you can see what the small desert cottage will look like after completing a certain hidden quest, and some greenery added to the area to the right of the farm in Evergrind West, where we first thought we’d have some sort of farming minigame which we ended up scrapping – meaning it looked a bit too empty for something that isn’t going to be used in any way:

Meanwhile, Fred’s been working on animating the starry cards sky that will feature in one of the very last cutscenes of the game:

…For what is endgame in any epic jRPG-inspired game without a trip to the stars? :)

Another week and lots of stuff happenings behind the scenes!

For starters, we’ve moved into a new office space, this time an open office style we share with a bunch of other developers and programmers of various kinds. It’s really nice to once more be around other creatives, something we missed since we went back to working from home during the pandemic. Here’s a little sneak peek of where we work now, note the Secrets of Grindea sign in the window:

In terms of work, there’s been a lot happening as well. The Zhamla battle is almost polished enough for some proper testing, so here’s another video showcasing that epic summon phase we hope will keep you on your toes:

Fred’s also been focusing on making a new laugh for the GUN-D4M version you meet in the final dungeon – before first and after below:

Meanwhile, Vilya has been playing through the game, adding 30+ more bugs and fixes to our “Ultimate Fix List”, as well as making new portraits for Sizou and six different iterations of a puzzle backround (we’ve finally settled for the one below):

So close now! Let’s keep going :D

A new week, and some more Secrets of Grindea art stuff! This week I finished up one of the most important “portraits” of the game – Dad’s boss portrait!

Let’s have a look:

In Fred and Teddy’s department, it’s still all about cutscenes (yes, they do take a long time to get just right), but there’s a few new things to show that won’t be too spoilery! Namely, a cool mirror shattering effect and… A very special attack charge by Marino! What in the world is he doing in our endgame?!

As for the Visual Novel, thank you guys for all your votes on the story ideas last week! We had a ton of votes coming in and it’s super interesting to see how you all feel about them. This week there’s another poll, featuring a bunch of style mockups for what art direction we could take the game in.

Make sure to make your voice heard and help us make the most visually pleasing visual novel for you guys! :D

This week I’ve partly spent finishing up my part of the fight against the mirror, which means a new couple portraits as well as the boss portrait has been made:

I also started work on the balcony, which will lead you to the building where Zhamla lies waiting:

Mainly, though, I’ve started proper work on the production booklet which will be a part of the Snowbacca support tier! More on that next week… :)

Teddy and Fred continues on with the fight against Dad – so here’s a couple more animations from that department:

Now, time to showcase the second casino, which will feature a different kind of gamble than the first:

The Pin Collector will make an appearance as well, in a house that seems to follow its own physics (you will be able to see a background filled with stars through the darkness in the floor and walls – quite spacey! ;))

Next, with a battle against Grindea being imminent very soon, it’s high time to give her a proper boss portrait! Let’s have a look:

Next up we needed to make some adjustments to master Ji’s challenge rooms to remove the scrolling from it, so let’s resize that thing a bit!

Some more things some of you may or may not have already seen, the transition between Grindeas health bars and her cool space wings:

Have you reached the Grindea battle yet? If so, what do you think? :D

In this Monday’s Meeting, it’s been all about perks! We haven’t had a lot of those before, so we’ve spent some time thinking about what more interesting ones we could add. Here’s a list of our current ideas:

* A perk that gives a low chance of pins dropping from defeated enemies

* Arrows deal more damage

* Bigger chance of getting a specific type of event room (we want at least one of these for the fishing rooms, since it can be quite a challenge to catch all of the fishes, however, we haven’t decided 100% yet if this will be a perk or a quest or an item of some sort)

* Bigger chance of Loods appearing

* A perk that guaratees that you’ll get a pin as a reward after a challenge win

* A perk that gives you x gold at the start of every new floor

* Bigger chance of getting card drops from enemies

* A slightly wider selection of items in the shop

* A perk that lets you start with an HP potion

* A perk that gives you a good 1h weapon at floor 5

* Same as above but for 2H weapons and magical weapons respectively

Do you have any ideas for more perks? Let us know what you’d like to see! :)

Next up, I’ve made a test for a portrait of that fae that comes along to help you fight against bosses (for a fee). However, this is only the first try, and after some discussions we’ve decided we’re probably gonna give him a slightly different look, making him look a bit more badass. For now though, here’s the old version:

Next up, in preparation for another one of the rooms, I’ve made a bunch of Super Potions. These potions can be bought from a potion salesman that appears in questionmark rooms, and the potions themselves are stronger and last longer. To start of with, the potion salesman will present you with one random potion of the selection below, but if you pay up some essence you’ll be able to unlock a second slot in his shop which will also feature a random potion:

Now, time for a newbackground! This one features the Spa, where your character can regain some HP by standing in the enchanted pool:

In Teddy’s department, let’s take a look at a new interface of sorts, featuring Bishop as he provides you with a bet! Now he’ll appear in the lower right corner to remind you of the bet you’ve taken:

Once you finish the bet, he’ll disappear, as shown above, and appear in the middle of the map instead!

As you may have noticed in previous images of the seed system, the Jumpkin was missing from most of it! Therefore, let’s start off this week by making all of the Jumpkin stuff, including a new drop for the Jumpkin, replacing the pumpkin seeds it dropped previously (it’ll now drop a singular seed, which looks a bit different, which will let you plant it, but it’ll also drop a jumpkin stem)!

There’s also a menu button for the seed system store, which can be seen below as well:

Time for the final veteran portrait, this one featuring the lady with the giant hammer! Let’s have a look:

Now it’s time to make a little redesign of the enemy codex! As mentioned, we’re going to redesign most of the menu, but the enemy codex is the one we’re aiming to actually get into this patch as opposed to a future one, as it will show information on which enemies drop seeds!

Here’s what it used to look like:

And here’s the process of the redesign:

As you can see, we can now fit twice as many enemies on every single page, giving a better overview of each enemy and what it drops:

We’re not 100% this is the iteration that will make it into the game yet, but at the very least, it’s a start! What do you guys think? Better or no?

Continuing with a couple more iterations of the codex, these ones have fewer details for more readability, and some bigger spacing:

Which one is your favourite this far?

Meanwhile, Fred’s been working on some fun stuff, including a little cloud that will water those growing plats for you, and Grindeas idle animation! How cool is that?

Now, time to get back to work and what better way to start off a new work week after a week’s holiday than to make the first pieces of a whole new system? These seeds (appropriately enough, since it’s spring time over here and I just spent pretty much the entire vacation outside managing the garden) will drop from all the greenery inspired enemies in the game, letting you plant them in your own home! Let’s take a look:

I’ve also made all the preparations for the first such plant, namely the Power Flower, whose seed you can already get after defeating it in Story Mode:

Of course, we also needed some drop appearance, both for the potted and the ..unpotted versions:

Next up, time to make some more potted plants! Without further ado:

And here we have the full lineup, both with and without the actual plants:

We’ll also add some kind of sprout to these for when you’ve planted a seed and it’s starting to grow, at which point examining it will give you an estimate of how far off it is from turning into an actual plant!

And now, back to doing something I haven’t done in a little while, which is a new portrait! This is for one of the new older generation collectors you’ll find in the HQ at some point:

Meanwhile in Fred’s department, we see a sneak peek of a couple new things for the stable update: a couple shields, a sprout, and an idle animation for one of the veteran collectors:

Now that we’ve been back a while and gotten back into the groove of working, we thought it was high time to have a meeting about what we’re gonna do the next bunch of weeks! As you know, the frontline patch has been released and we’re currently working on stuff for the stable version of the same. As such we went over what things will be added, and had a few unexpected ones added to the list as well!

First up, as mentioned before, we’ll add a book series by Penn Wrythe, that you’ll find parts of throughout the game. The final part will only be written after you’ve answered a couple questions asked by the writer herself, meaning you’ll determine the ending. We haven’t yet started working on this, but it’ll be done in one of the coming weeks.

We’re also finally adding the final bunch of haircuts, giving you a bunch of new selections! We’ll also make it possible to choose from the opposite gender’s haircut pool.

A redesign of the enemy codex is gonna happen – to be honest, we’ll probably redesign most of the menu, parts of which you’ve already seen, but for now the enemy codex redesign is the only one we’re certain will make it into the stable update. Our aim here is making it look a bit more pleasing visually as well as adding a few more things, such as the plant enemy seeds! We haven’t yet decided if the seeds are gonna function like a normal drop in the codex, or if there will be a plant icon somewhere indicating that this is an enemy type that drops seeds. Both these options come with their own pros and cons, and as of yet we haven’t really made any final decision on how to handle it – but it’ll get ironed out in a meeting at a later date.

Other than these things we still have the other things mentioned previously such as the seed system and the basement beneath the church in Port Monnaie, most of which has already been finished!

Now, on to more work, got a lot left to do this week :D

New week, new improvements! We wanted to make the Bishop boss portrait look a bit more creepy, so I did a bit of an paintover to adjust just that:

We’ve also made some additions around the card room, adding frames for each card to the wall, as well a a proper entrance (bye bye dragon floor and puzzle stuff):

With us finally deciding the visuals for the floating isle that will be the final Arcade Mode room, it was high time to add that and Arcadia itself to the world map (proper layout of the isles yet to be decided):

And speaking of the floating isle in question, I’ve started working on that as well! Here’s as far as I’ve gotten as of yet, more work to come:

Finally, Fred makes some progress with cleaning up the Bishop’s animations (have a little sneak peek), as well as adding some light effects to the cards in the card cave, which will illustrate how many cards you’ve collected thus far:

A new week comes along with a new room in the HQ! This room is where the Silver Point to Talent Orb transmuter will hang out with his apprentice Bokus:

Next, it’s time to start working on Bishop’s boss portrait, here divided into two parts, starting off with the first Bishop:

After that, we swap him around and add a different weapon, after which we add the third Bishop, the scary guy with the scythe:

Back to the new HQ room, we had some talks about it and decided to make it smaller and a bit more messy, adding a pile of books for Bokus to sit on as well:

Fred, meanwhile, has continued work on Bishop, and so here we have him giving you a catalyst in a rather interesting new way: