Name | Mask of the Rose | ||
Developer | Failbetter Games | ||
Publisher | Failbetter Games | ||
Tags | |||
Release | Coming Soon | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse Full Controller Support | ||
Players online |  n/a  | ||
Steam Rating | n/a | ||
Steam store | |||
Public Linux depots | [NAN ] |
Platform: PC (Windows/OSX/Linux)
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Hello all, and happy new year!
https://steamcommunity.com/games/1769980/announcements/detail/3984063939453100718 |
Platform: PC
Tech bug fixes
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Platform: PC (Windows/OSX/Linux)
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Hello everyone!
We hope this makes the whole experience simpler, the categories of murderboard outcome easier to understand, and the generated text more consistently satisfying (because it's less likely to be full-on bonkers). Laburnum also introduces more autosave points, and all the bugfixes we can squeeze in. We hope you enjoy. Barring any hotfixes, this is the last Mask of the Rose update youll get from us until the new year! So until then, perhaps youd like to join us in Fallen London, where the Christmas festivities will begin with our advent calendar on the 1st of December. |
Platform: PC (Windows/OSX/Linux)
Narrative bug fixes
Tech bug fixes
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Hello everyone!
We hope this makes the whole experience simpler, the categories of murderboard outcome easier to understand, and the generated text more consistently satisfying (because it's less likely to be full-on bonkers). Opting in to the Laburnum beta If you'd be kind enough to opt in to the Laburnum beta and send us your thoughts, we'd be so grateful. We'll be taking feedback until the end of October. [h2]Instructions for accessing the beta[/h2] From Steam, install Mask of the Rose and open the menu on Mask of the Rose from your games library. Select Properties Select Betas Enter the access code DarkdropCoffee under Private Betas. From Beta Participation, select laburnum_beta from the drop down. Thats it - Steam will automatically update. The Beta test is only accessible on Steam, but the patch will be available on all platforms. For avoidance of doubt, the build numbers you're looking for are as follows: Windows 1.4.903 Linux 1.4.904 OSX 1.4.119 [h2]Starting a New Save[/h2] While existing save files will work with this patch, wed like to request that you start a new save. [h2]How to send feedback[/h2] Please use the in-game bug reporter to submit all feedback. Select the category that closest matches your feedback. Normally this would just be used for bugs, but please use this method for everything to do with the beta. [h2]What feedback are we looking for?[/h2] There are two elements of Storycrafting that we'd like your thoughts on: The Ministerial Exposs assignment from Archie has been streamlined. Were interested in learning if this is a clearer and more comprehensible way of introducing the storycrafting mechanic.
The Mystery Solutions (murder case) assignment that Harjit gives you has been simplified.
And we'd like to hear about any bugs, of course. [h2]How long should you play?[/h2] Any amount of time is appreciated, but to test the major changes introduced here, we ask you to play up to Yule and experiment with the revised Mystery Solutions storycrafting assignment. [h2]Saving[/h2] If youve already got three saves in progress already, we suggest you rename one of the existing save files temporarily, and start a new save file. You can then delete the new save file when you are done, and set the name of the save you wished to retain back to the previous name. Where to find your saves. New saves created in the beta branch will not be backwards compatible - if you switch to the standard branch they will not work. They will carry forward, however, and be compatible with the release version of the patch. Note: The final version of this patch will increase the frequency of autosaving, but this is not in the beta version. Thank you, delicious friend! |
Hope youre all faring well and have been enjoying plumbing the depths of Mask of the Rose since the Constance update! Weve been busy planning and putting together this update, as well as looking ahead to the next.
We have also introduced an autosave point: the game will now save when you change your clothes in your bedroom. Here are the full patch notes. The next update, Laburnum, will focus on your feedback about storycrafting and the murder investigation. We also hope to introduce more save points to break up known moments where theres a long stretch of story without an autosave. Many of us have annual leave, sabbaticals or childcare commitments now were practically in August, so you can expect to see Laburnum emerge in Autumn. Thank you, everyone, for your support and bug reports thus far. Until Laburnum! |
Platform: PC (Windows/OSX/Linux)
Tech bug fixes
Switch specific bug fixes
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Platform: PC (Windows/OSX/Linux)
Tech bug fixes
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Platform: PC (Windows/OSX/Linux/ |
Hello everyone!
Full patch notes are also available, though there isnt too much more to add; by necessity most of this week has been focused on the above and less on bug fixes. Forthcoming Patch Possibilities Wed like to see how you get to grips with the longer playtime before making more adjustments, but these are some of the things that weve heard this week which were thinking about. Were hearing that initial flirtations are happening too early, and youre being asked to form an impression about someone romantically before you know them well enough. Wed like to address this in tandem with potential changes to how much you can change your wardrobe/presentation to give the impression you want in a scene. Now theres less time pressure on going shopping for outfit items, you might be able to put yourself across in more precise ways from the get go, and we want to see how all of that interacts before we decide whether to make changes to any of it. The last piece of significant feedback weve had has been around saving. At the moment the game autosaves whenever you return to your attic activities.
However, we aren't likely to introduce manual saving at this juncture. This is because we need to maintain some amount of predictability of save files to ensure that the updates we release are compatible with playthroughs in progress. Perhaps in the future, when other substantive changes that would risk save compatibility are complete, we may be able to consider this. A note on fast forwarding and replays Some players have asked if there could be a "skip scene" option, or if the fast forward mode could automatically stop when you get to text you have read before in another playthrough. Unfortunately, this isn't really possible for Mask of the Rose. The way Mask generates text is a bit too complex for this to work; rather than set speeches, it uses a combination of pre-written lines and lines that are generated programmatically from written components. Many lines will appear in different orders, or only trigger if your current character has a certain background, costume, personality type, knowledge in the game, relationship with NPCs and so-on. Aside from the technical complexity of achieving this, it wouldn't be a great play experience; imagine the fast forward stopping every couple of lines because you'd never encountered a particular aside or reflection in that conversation before. Were cognisant that, once your pacing concerns are addressed, other new reflections will bubble up as you experience the game in a new light! So all of the roadmap plans above are subject to influence from incoming feedback. Youve been fantastically honest and supportive thus far and I hope that youll continue to send in your thoughts and bug reports. Stay tuned for news of further updates, which well of course announce here and on Discord, twitter, etc. This Friday at 8pm BST (UTC +1) well be live streaming the new update! Perhaps to coincide with something else very exciting thats also happening on Friday, who knows. I hope to see you there! [previewyoutube=HMIwXWZLUak;full][/previewyoutube] |
Platform: PC (Windows/OSX/Linux/)
Tech bug fixes
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Thank you everyone who has already picked up Mask of the Rose! |
Hello from team Mask of the Rose and from our friends, the crochet Masters: |
Mask of the Rose is coming out on the 8th of June and we're doing all sorts of fun things between now and then to celebrate! |
Greetings! The 8th of June is fast approaching, and the team are all heads-down getting the game over the line. All we're doing now is fixing bugs and preparing all the launch platforms to get the game in your hands. We've stolen just a few minutes of their time to ask: "what are you most looking forward to players experiencing and why?" |
Mask of the Rose will release on the 8th of June.
These changes are already in the game, and in fact were still entering content lock as planned. The trouble is that in a game where the narrative is this flexible and procedural, these features open up a tremendous space for bugs. You can meet characters in different orders, important information can be conveyed in multiple different conversations, and the story can vary a lot in how the parts are connected together. Our testing therefore has to account for a huge number of variables and ensure the combinations are functional and satisfying. Our submission date for Switch is staying the same as when we were aiming for an April release (27th April was the proposed date), but we plan on taking six more weeks to ensure a) the game is in excellent shape when you come to play it, and b) the team are able to get there while maintaining a healthy work schedule. We look forward to giving you Mask of the Rose in all its fully tested glory on the 8th of June, and to bringing you some fun surprises along the way. Here's the release date trailer to whet your appetite, which is mostly the same as the previous trailer with a couple of juicy new bits. [previewyoutube=HCuYH-a-lfk;full][/previewyoutube] [h2]WASD Live[/h2] If youre in the UK, and you can get to London, you have the opportunity to play an almost-finished version of Mask of the Rose at WASD (getcher WASD tickets here). Well have competitions and giveaways too, and itd be lovely to see any of you who can make it along. Its been yonks since weve done a live event and this one is in a particularly good location for some Fallen London cosplay photography (its right by Spitalfields market, which is the real-world basis for Spite). |
Mask of the Rose is coming out this April for PC/Mac/Linux and Nintendo Switch, and we are beginning the celebrations now! |
Happy new year! We hope you had a restful midwinter and have returned refreshed and, hopefully, excited to see Mask of the Rose launch THIS YEAR! Cor, blimey, etc! |
The last Mask of the Rose devlog of the year comes from our creative director, Emily Short. |
Today, I'd like to introduce another supporting player in Mask's cast - the Clay Lodger. Or, perhaps we should use his real name: Moss-on-Limestone. |
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We've been loving the Steam Next Fest, so we're coming back for another live stream! |
Join us as part of Steam Next Fest for a live stream featuring as yet unseen nooks and crannies of Mask of the Rose! |
This month we have an update about Mask of the Roses user interface, but first, we have some news about the release date. Unfortunately, weve decided to delay release until April 2023. |
This month's devlog is from Mask of the Rose developer Samus Buadhachin. |
This month's devlog comes from our Creative Director, Emily Short |
When it came to deciding our cast for Mask of the Rose, we knew we wanted to include a range of characters both old and new from our long-running browser game, Fallen London. |
We're joining LudoNarraCon with Mask of the Rose this year!
The video will be on a loop all weekend, so you can pop in and out as you like. LudoNarraCon is a Steam festival celebrating narrative games. We're also appearing on a panel called The Joy of Diverse Romance in Games, alongside the teams behind Ambition: A Minuet in Power, Boyfriend Dungeon and ValiDate. Catch the panel live at 1pm PDT tomorrow, Thursday the 6th of May! Once it's been recorded, it'll be available on demand from the Theatre tab on the event page. We hope you enjoy this glimpse of Mask of the Rose's development! |
This month's update is from producer and sound designer Stuart
The full list (its a spreadsheet, of course!) is a great deal longer. On their own, these tasks are small, but in aggregate they become time-consuming. A second time-consuming activity is polish and bug fixing. Hemingway said the only kind of writing is rewriting; so applying the same logic, the only kind of game development is fixing bugs. (And because were making a narrative game, its rewriting as well.) Finally, theres significant work surrounding the release of the game, work which, if it is done well, is invisible to the player. Particularly notable is that we are planning to ship on Switch at launch; the first time weve done simultaneous release on console and computers. Developing for Switch is a bit like trying to make a mobile version at the same time as the PC version, and on top of that, theres a rigorous process of console certification. None of this should be read as a pessimistic assessment. Were still on track for a fabulous romance this Autumn; but although the finish line seems tantalisingly close, the team and I know that the last mile is the hardest. |
This month's development blog is from Failbetter programmer and principal developer on Mask of the Rose, Samus Buadhachin
With a certain amount of care in how we frame it, we can embed this hat-description rule into a longer text in such a way that we will always generate a well-formed sentence if we replace it; a template, in other words: "That's When we want to talk back to the player, it's pretty straightforward: check what they're wearing; find a rule that matches what they're wearing; and substitute in the right-hand side of the rule. If the player's wearing an ordinary hat, for example, we can replace "That's a perfectly fine hat! You're sure to make a splash." This is a pretty basic system, certainly, but we're off to a decent start. If we now let the player change shoes, and add some rules for describing shoes
we can update our top-level outfit description to embed a shoes-description rule as well: "That's Let's say the player is wearing a hideous hat, and no shoes. Expanding this new outfit rule step by step hat, then shoes produces first (by finding a matching hat rule) "That's quite a novel and fascinating hat! and then (by finding a matching shoes rule) "That's quite a novel and fascinating hat! I do hear bare feet are quite en vogue." We might not be being terribly candid, but we've managed to produce a coherent opinion. (The Mask PC's internal monologue is more honest.) Any combination of hat and shoes should work: find a matching hat-description; find a matching shoes-description; fill out the template. The results will tend to look suspiciously similar, tipping our hand to the algorithmic work going on behind the scenes, but we can do something about that later. You may have already noticed a quietly important property of this approach: by writing 4 + 3 = 7 rules (plus a top-level outfit-description rule), we're able to describe 4 3 = 12 different outfit combinations. Another pair of shoes would increase this to 16, but we'd only need to write one more rule. This will continue to scale as we add more outfit items: strictly speaking, we only need a linearly-increasing number of rules to describe a geometrically-increasing set of combinations. This becomes especially handy when we go beyond just hats and shoes to describe, say, the player's coat or gloves, and the extra multiplicative terms cause the number of potential combinations to grow even more quickly. This efficiency gives us some breathing room to finesse the system. One thing we can do to make our system fancier is add some rules for special cases: noteworthy combinations of particular items, for example. Let's add some shoe-description rules to apply when the player is wearing a particular kind of hat as well:
If we agree, when looking for a rule, to always pick the rule that matches the largest number of items in the player's outfit, then we'll pick these if (and only if) the player is wearing both items, and our outfit description for (ugly shoes, hideous hat) will expand, step by step: "That's "That's quite a novel and fascinating hat! "That's quite a novel and fascinating hat! And the shoes match perfectly!" We can write some more specific hat-description rules, too; and, in fact, we can write some extremely specific top-level outfit rules, for outfit combinations that are so outr that the entire structure of the description template ought to change. It's a very effective way to start getting that sameness we observed earlier out of the system; with a few dozen such rules, we can produce good descriptions for thousands of combinations. (A number of unusual special cases are handled like this in the Mask demo, and it might be rewarding to revisit the wardrobe with this in mind.) We're still not done in terms of what's possible, either: we can add multiple rules of equal specificity and choose randomly between them, to provide even more variation. And, while so far we've restricted ourselves to just using what the player is currently wearing, we don't strictly need to: we can also consider things that have previously happened. Any aspect of the game state that can be expressed in a similar way can be fed into our system, if we want. So there's really nothing stopping us from writing rules like this: (hideous hat, player-has-met-the-aliens) "a novel and fascinating hat, quite improved by the scorch marks from the aliens' death rays" (Well, nothing but considerations of taste in narrative design, perhaps.) In fact, this last idea that you can take arbitrary bits of a game's state, pass it through a set of grammar rules, and produce coherent, meaningful textual content is extremely powerful in the right hands. Once the technical pipework for describing outfits is in place, it's easy to generalise it and apply it wherever it's useful. This has enabled us to give Mask's text some real dynamism. We've used it for a number of other gameplay systems in Mask, some of which are already at work in the demo and some of which are under development for launch. It's been extremely rewarding to work on and test internally; I hope you enjoy the finished product! |
Today its been exactly a year since Mask of the Rose was funded on Kickstarter. We have a surprise for you, and some news about the release date.
Spotted a bug? The demo has been through our internal testing, but if you see any bugs or typos we missed, please let us know by emailing mask@failbettergames.com, attaching your player log. Here are some instructions to help you find your player log. We will probably only update the demo if something pretty bad has slipped through, but this will let us fix everything before we release the full game. Thank you! Release Date Our other major piece of news is that Mask of the Rose now has a clear release window. We now plan to release it in late October or November this year. Unfortunately, this is four or five months later than we estimated for the Kickstarter. The main reason is that as we moved through pre-production, we realised the game would benefit from adding or extending some features we hadnt expected to when we ran the Kickstarter. The most important of these is a flexible mechanic that allows the player to create stories about the other characters. These might be love stories (always a valuable commodity in Fallen London), or, hypothetically, stories about a certain murder and why it happened When we were putting together the Kickstarter, we knew there would be some way of crafting stories to hand in to Mr Pages, and we had some general ideas for the mechanic. Our prototype showed us that there was more potential in this concept than we'd initially allowed for, and therefore we wanted to make it richer. We decided against a couple of other minigame concepts we were less excited about, and instead committed to doing this one well and deeply. Therell be a future blog post talking about this in more detail! We've also expanded the expressive capacity of some of the game's other systems. For example, we always knew that characters would have poses and expressions to communicate their moods, but have moved from having a relatively small set of options for each character to one where head and body poses are separate, and there's now procedural work going on to place the characters in the scenes. These things let us communicate NPC emotional state with more fidelity, show more of the state of your relationship with that character outside of the immediate conversation, and add some visual liveliness to the longer conversations. Character facial expressions and body poses can be hand-scripted to respond to particular moments in the story, but if the author hasn't specified, there's a whole set of default rules. Characters have emotions depending on what social interactions you've just had with them, or (failing that) will fall back to looking happy if you have a history being especially kind to them, or grumpy if you have a history of being especially unkind. Body poses similarly can respond to the moment in various ways, but default back to having arms crossed if you have a history of being especially bossy and dominant towards them, or having a more spread/open pose if they themselves overall feel like they're in command of a situation. In two-person scenes, there are a lot of rules controlling where characters stand, and again sometimes that's hand-authored, but the fall-backs there can express whether the characters get along or not -- positioning them closer together if they're in love, for example, which is something that can change from playthrough to playthrough Lastly, we initially imagined the effects of protagonist customisation being a bit lighter or more cosmetic, but we found some interesting potential there, and that's resulted in the ability to make player characters who have significantly different styles of social behaviour, whether joky or moody or something else. These are all choices that have brought us to a sweet spot for the games design that will maximise a) how much you can express your character through storycrafting and roleplay and b) how clearly the other characters' feelings and states "read" to you, so that you can see the ways you're affecting someone and have a real sense of their responses to you. We hope youll feel we made the right choice to pursue these enhancements our sense is that our players usually care more about how good the game is than exactly when its done, so weve tried to honour that. We hope you enjoy the demo! |
Merry Christmas; Yule; or the holiday you hold most dear! It seemed particularly advent-appropriate to talk a little more about the importance of seasons and festivities in Mask of the Rose. |
Mask of the Rose is set in the universe of our long-running browser game, Fallen London. One of the questions Fallen London fans have been putting to us most is how Mask of the Rose differs from its progenitor. Wed like to shed some light on that today. Its important to note that it is an entirely new genre for us, so apart from the lore and tone similarities, expect a very different experience overall. Bearing that in mind, here are some of the key areas where Mask is an entirely different story to Fallen London |
Hello everyone! |