Ash of Gods is a mix between a roguelike role-playing visual novel and an online turn-based strategy game. It has been heavily inspired by The Banner Saga series, Japanese visual novel games, and the spirit of The Darkest Dungeon. The game is being developed with Unity and will be available on PC first.
We’ve continued sculpting our main game content with a fine chisel, including building new rooms, spriting and assembling background art and massive assets for special locations, creating new enemies, implementing a lot of fun puzzles and hiding secrets throughout the game world.
At the same time, we've also been pouring our efforts into making sure already existing content is engaging and well balanced. Thanks to our new analytics system, and also to several waves of internal testing and feedback, it became clear we had to slightly modernize a few of the game's existing mechanics to make the playing experience more enjoyable and appealing.
Work on Nefarious for Wii U continues, but a lot left to be done, Nefarious comic Kickstarter launched
A portion of a 4cr interview with Nefarious creator, Josh Hano...
4cr: What’s the status of the Nefarious game for the Nintendo Wii U?
JH: We haven’t stopped working on it! We are experiencing some technical hurdles, but we did manage to get it playing on a basic level. We still have a lot of things we need to do to make it work, but our initial once-over was very promising.
There's also a brand-new Kickstarter for a Nefarious comic adaptation. You can support that Kickstarter right here.
A portion of a Gematsu interview with Masaya Matsuura and Keiichi Yano...
G: The goal for the Nintendo Switch version dropped from $4.95 million to $1.5 million, so could you speak to the thinking or reasoning behind that decision?
Yano: “What were you thinking!?”
G: No no, not that at all. (Everyone laughs.)
Yano: “It was pretty simple. First of all game development is, contrary to popular belief, a very expensive endeavor. When we first set our stretch goals, we designed it to have certain types of features; we wanted a full-featured game. The first thing to understand is that at our base level, where we’re shooting for right now–$1.1 million– is we want a good, full-featured game that everyone can be happy with and where we are not cutting corners or doing anything like that.”
G: Not like episodic or something?
Yano: “No no no, we want it to be a full game. On top of that, we had a whole bunch of features we wanted to put in but we just couldn’t do at that level—kind of bonus features. Then add we added them up, and then put the Nintendo Switch version on top of that, that’s how that came to be in terms of where the level is. The community really shouting for a Nintendo Switch version has been very clear to us. (Laughs.) We really appreciate our fans, so we want to make sure that we’re giving them, to some extent, what they want as well. So what we did internally is we revisited how we would approach this, and I think a lot of the misunderstanding here was that, if you look at the stretch goals we used to have, we have all these features and all these stages, and then on top of that for an extra four or five hundred thousand, you got the Switch version. So we weren’t actually charging $3.5 million or anything like that just for the Switch version, it was all the things that came before that that made up the cost. Then we decided to prioritize Switch and thus did a lot of planning in terms of how we could do that. The biggest realization was, ‘if we don’t have to port over all of the features that are in the stretch goals to Switch, then the porting to Switch could be done for a little cheaper than we had planned for.’ That’s how we were able to get the cost down and subsequently get it down to a stretch goal that everybody could be happy with.”\
Igarashi gives dev update on Bloodstained: Ritual of the Night, discusses why the game ditched Wii U for Switch
The following info comes from a Famitsu interview with Koji Igarashi..
- game is roughly 20-30% complete
- Igarashi notes that he needs to increase the pace of development
- the reason Switch is being favored over Wii U is that the game is being developed with Unreal Engine and ported from PC
- the planned release in 2018 also lead to the decision of moving away from Wii U
- there are plans to exhibit Bloodstained at other events and could end up at E3 2017
BASIC GOAL: If the campaign meets its goal, Sinnerman will be available for Windows.
IF THE MINIMUM AMOUNT IS EXCEEDED: If the campaign is a success, I would love to make a port for Nintendo Switch, but it’s up to you. You can vote for the different options here or leave a comment with suggestions.
In our previous update we explained how we've listened to your overwhelming requests for a Nintendo Switch version of Project Rap Rabbit. Today, we’re proud to unveil our new plan to make this happen:
1) Our first Stretch Goal for Project Rap Rabbit triggers a Nintendo Switch edition at $1,500,000.
2) Our backers will help shape what future Stretch Goals we’ll feature in Project Rap Rabbit.
3) Free digital soundtrack for all White-Label Edition (Digital) tiers and higher!
4) A new early-bird digital tier!
An explosive mix of Japanese folklore and traditional artwork, hip hop and humorous battle rap face-offs inspired by the Epic Rap Battles Of History YouTube series, Project Rap Rabbit (working title) is the next major game from the creators of PaRappa The Rapper, Vib-Ribbon, Osu! Tatakae! Ouendan and Gitaroo Man.