Project Update: New Demo Launching! (September 2022)

Preface: I’ve been crunching for too long and I’m very ready to take a day off. Forgive the typos! XOXO

Hang on to your helmets! This one’s going to be big!

Holy crap these are exciting times. First of all, I finally get to reveal the new key art for the game:

It just blows my mind how awesome this looks! Here’s the original:

Original is done by Tuandat Phan and pixel conversion is done by MementoMoree.

Hats off for the stunning work!

—News—

New Demo!

Skald is participating in the Steam Nextfest starting Monday October 2nd! This means you get to play the brand new demo of the game! I can’t wait! You will be able to find the demo on the game’s Steam page come Monday!

Please note this is NOT the prologue page. In fact, as of next week, the prologue will be unavailable going forwards as we phase it out for the new and updated demo.

As for scope, the build you’ll play on Monday, is much shorter than the current prologue. It should take you about 20 minutes to finish and it recycles quite a bit of dialogue content.

However, as Nextfest progresses, we will be adding content to it so be sure to stay posted and follow our development as the demo grows.

Interviews

I had the pleasure of sitting down with Raw Fury head honcho Jonas Antonsson last time I was in Stockholm. We had an awesome talk about all things fantasy and RPG. Check it out:

Testing

I just thought I’d give a short update on this as well! We’ve invited a small subset of the community to start testing builds and I fully intend to get keys distributed to all the other testers in the coming weeks. I’ve just been so swamped with demo development that it has had to wait.

However, if you backed the game at the Freeman level or up, your key IS coming!

—Development—

All the following updates are featured in the new demo.

Inventory

Inventory system has gotten a huge update where I converted it to the new UI system. It’s far from done but it’s still a huge update! It looks a bit noisy, but I promise it plays well and feels snappy and responsive.

I’m also going to do more tooltip stuff where you can hover over stats on the different character sheets for explanations etc but didn’t have time to do that as fully as I wanted for the demo so you’ll have to wait a bit to see that feature in action.

Crafting Confirmed!

Yup! I put crafting in the game! For now you can cook stuff and there are just four recipes. The system of course still needs polish as well but it’s technically sound and I love it.

I’m going to delve deeper into crafting and consumables in an upcoming devlog when I’m less sleep deprived. Stay posted!

Stealth

Stealth was very wonky in the prologue. Who knows how it even worked! I’ve updated it now to a more active system, where you can choose to enter “Stealth Mode” Your model then goes transparent and your see a stealth meter. As you move around the meter drains. Having a high stealth skill, wearing light armor, sticking to shadows etc, all influences how fast your stealth meter drains.

All in all it works really well for all it’s simplicity and I’m pumped to see the hijinx it will lead to in the final game!

—In Closing—

In short: Play the demo on Monday! Keep checking in as we add more content!

I’m exhausted now – this is me looking for a bottle of wine to knock me out!


To stay posted, be sure to follow the Skald Twitter and Discord and wishlist on Steam if you haven’t already!

Cheers,

 

AL