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Hello Spryward & Slushy fans! It has been too long. I apologize for that. I have been hard at work teaching myself Godot. For those that do not know, Unity made some sketchy changes to their policies retroactively. Spryward is my passion project the project I open virtually every weekend. I won't have it jeopardized by eratic corporate entities. I've been porting Spryward and its assets to the Godot engine.
I've been remaking the game in Godot, sorta. My intention is to make a whole new experience in Godot that still meets our early access guidelines for this project. This means the godot version of Spryward will come to all steam owners as a free update. It will replace the default launch option for the game on Steam. However, issues 1-4 will still be playable as an alternative launch option on Steam. The Godot version of Spryward will be called Spryward & Slushy! It begins with its own issue #1 that picks up right where the events left off in Spryward issue #4. The Godot version, Spryward & Slushy will honor the whole story leading up to this point, but will be the perfect jumping on point for new players to get into this story!
[previewyoutube=2nmJf1w5irw;full][/previewyoutube]
Spryward & Slushy will be open world. I've been building Credell from the ground up incorporating locations from issues 1-4 of Spryward and the putting in all the playable areas from Vacancy Unlimited! Which is another game I made that takes place in this universe. Procedural crimes will popup around the city, when a story mission isn't active. The core gameplay loop feels a lot better with twice the number of frames than before, a new art style, and a new dynamic physics system that allows you to bully and crowd control your enemies. Check out the prototype footage above and let me know what you think!
If you'd like to hear me speak more about Spryward and what's going on with the project, check out this vlog I made going over some of my reasoning and sharing personal life stuff.
[previewyoutube=YbM9fZetbz0;full][/previewyoutube]
By the end of the year, I aiming to have a beta branch on Steam for you to try. This will include a tutorial featuring a civilian Deshaun battling Mr. Media, a fully explorable open world Credell, more procedural crimes, and the first story mission of issue 1! I'll keep you posted with video updates like these as we get closer to that Steam beta branch! Thank you for your patience. Spryward is the story I've always wanted to tell and my dream game project. I've never stopped and won't stop working till this is the best game it can be.
Featured in Spryward Issue 4 "Something New" :
Rail grinding
New dodge
Reworked Heavy attacks
New character Marnie Maryweather
The death of "REDACTED"
The return and redesign of the Metroborg
3 new Antagonists, The Divination Trio (Mesmerist, Pillager, Sterling)
Play as Spryward's sidekick Slushy!
New Young Ravager Rescue Event
New Enemy Faction the Reptoids
Scenes :
Wanted : New Cutscene
The North : New Level
Guilty by Association : New Cutscene
VS. Divination Trio : Boss Fight
Credell Sewers : New Level + Play as Slushy!
Who is Marnie Maryweather? : New Cutscene
Lake Stevens : Biggest level yet! With over 500+ enemies!
Into The Media-Verse : New Cutscene Witness the death of "REDACTED"!
What's Coming Next :
Issue 0 :
New Suit : Untarnished Classic Suit
Definitive Spryward Origin Issue
Tie-in bits for Issue 5
Issue 5 :
New Suit : Medieval Spryward of the round table
Origin of Mr. Media
Fallout from the death of "REDACTED" from Issue 4
Note From Dev :
Thank you all for the patience with this issue! Had some family matters, and personal health issues that got in the way of completing this sooner. Haven't given up on Spryward, just had to adjust my work schedules for a lot of stuff. I'm prepping to move across the country this October, so there will be a slight delay in Spryward Issue 0 and Issue 5, but rest assured I hope to finish one of those issues before the years is up! Working on drawing 2 new playable suits for those issues.
As a little bonus here's my Issue 5 character sheet for Deshaun!
What I've been working on :
Added new Reptoid Shotgunner enemy
[previewyoutube=kfHBKhE-p5I;full][/previewyoutube]
Added new Basic Neo Government Soldier Enemy
Changed Lunge into a basic dodge attack.
Lunge can now be triggered while gliding with electromagnetism
Lunge last longer and has less attack phases
Slushy slinging height and speed is raised on release while holding jump button down
For the next update I'll be working on some in level cutscenes for I4L3 and a new young ravager rescue event.
The geometery for Issue 4 Level 3 is now avialable to test and free roam through the chapter select.
I haven't added events yet because I want to gauge how well the map runs. It's the most open map I've made so far with the most amount of AI agents running around on the map. I want to test this maps optimization and performance before throwing events next week.
[previewyoutube=F4cuUhg_5vo;full][/previewyoutube]
I remade the cover for Issue 2! Issue 0 has also been added to the issue select section and will be available to all owners of Spryward once the demo launches in august! Here are the new covers :
+Updated pole swinging animations +Made variable speeds so different super suits have different pole swing speeds +Added slide as an alternate if you hit or hold dash while grounded +Progress on Issue 4 Level 3 [previewyoutube=9DBP9hzWNz8;full][/previewyoutube]
[previewyoutube=I6uYrxPmOK4;full][/previewyoutube]
+Made new ui for the pause menu
+Improved pause menu title logo
+Added new optional camera features to the pause menu
+Added camera option soft zone width :
Soft zone width gives Spryward some soft space on the X axis that won't move the camera. Upon leaving that soft bound will cause the camera to lerp towards the player on the X axis.
+Added camera option soft zone height:
Soft zone height gives Spryward some soft space on the Y axis that won't move the camera. Upon leaving that soft bound will cause the camera to lerp towards the player on the Y axis.
+Added camera option to look at Spryward's head instead of the middle of his body
+Updated credits page on main menu
+Added Issue 4 level 2 to the high score page on the main menu
+Added more grindable rails to older levels
+Updated some of the Steam store page art assets
Note from the Dev : Thank you all for 1 year of support on Steam early access. Spryward has changed a lot since I launched a year ago. It's a bizarre idea for a game Ive wanted to make for a long time. I love new comic day every Wednesday. I love the idea in comics that the story is never over. When I got the opportunity to join Scott Snyders comic writing class, I knew I had to make something different. I know I cant release a new issue every wednesday, but getting to create this ongoing story here on Steam has been an absolute privilege. Ive been challenged as a developer in new ways with this project and its special when you get to work on something this personal. Issue 4 has been very exciting for me. Theres been so much that Ive learned through adding the new cutscene system and continuing to practice drawing. Im feeling comfortable and ready to look back and improve the art of the first 2 issues. Im going to be going back and possibly redoing the original cutscenes in this new style Ive been using for issue 4, which could improve the opening. I just wanted to let you all know Im committed to developing this game through at least 6 issues. At most Ill end up doing 8, but I have 5 and 6 written. It's a matter of drawing all the art assets I need and doing the 3d modeling of key locations to get everything done. As I put it above, I updated the credits page. There are tons of people who helped make Spryward possible. If youre reading this youre probably one of them. Thank you sincerely, and I hope you enjoy the update! The new camera options arent attached to the dynamic camera system, so you can still choose to use them in tandem or mix & match. Let me know what camera options you leave enabled. Have a good rest of your week everyone.
[previewyoutube=QZZYKPfe2sI;full][/previewyoutube] +Added 3rd scene to issue 4 +Created Marnie's textile workshop environment +Created Marnie's workshop crew character sprites +Connected new cutscene to sewer level in issue 4 +Connected new cutscene to the main menu issue select screen
Prior to the apocalypse Marnie Maryweather was one of the survivors from the 2 Lakefield slashings. One of the only survivors still alive today in Spryward. You can see her sporting cosplay of her original character, Xizzi. The Lakefield slashings take place in a short horror game I've been working on. In Spryward Marnie has forsaken the city life in Credell for a more grass roots way to give back to her community. With growing fear of the outreach, oversight, and malicous practices of the neo government she can pursue her textile dreams in peace outside city limits. Not all is sunshine and roses outside city limits. With no revival efforts or innoculation stations, civilians outside city limits fend for themselves. It's the heart of ravager territory. Marnie has been gathering ally's to help her efforts to provide warm clothing to survivors. She doesn't choose who to help she just helps them all. In the next cutscene Spryward visits Marnie after 2 years to get a new suit. He's got a lot of explaining to do! Like what happened to colors on the original suit and where did he get the Anger suit he's currently wearing. Why did it take Spryward 2 years to reach out. Find out next week on Spryward! For more progress on my game that covers the Lakefield slashings, check out my twitter. Have a good weekend everyone!
[previewyoutube=L9M3Cr-cfUU;full][/previewyoutube]
+Coded a new player controller for Slushy
+Added combat to the Slushy player controller
+Added and enemy for Slushy, Magic Jellyfish
+Added new sewer level to Issue 4
+Added new sewer level to the main menu
+Connected Trio boss fight and sewer level
+Added in level cutscenes for Spryward and Slushy switch animations
Just 3 more scenes left to create till issue 4 is completed! Thank you all again for your patience with this issue. I'll be adding some new enemies next week and give you a sneak preview of some new characters as well. Have a great weekend everyone!
[previewyoutube=xN5cjGlwBoI;full][/previewyoutube] +Added an issue 4 boss fight vs the Divination Trio +Created Pillager Boss AI +Created Mesmerist Boss AI +Created Sterling Boss AI +Created boss fight cutscene system for mid battle transitions +Added new achievements +Added link to boss fight from main menu +Added connection to boss fight in the confrontation scene Thanks for being patient with me. This boss fight was really difficult to make. There are still some bugs I need to work out with it, but for now it's playable. I'll continue working on improving the boss fights through early access. I'll have some updates for this fight and progress on the sewer level next week. Have a good weekend everyone, and if you can go out to your local comic shop tomorrow, you get some free books!
Hello everyone! Apologies for the silence the last 2 weeks. I've been super sick and it has been hard to work. Hoping to rest this weekend and feel better for programming the new bosses. Just about finished animating all of the divination trio sprites! Leaving some progress on Pillager down below for you to check out. I've basically been drawing for months straight, and I've really needed to do this, so that work on Issues 4, 5, and 6 can go a lot smoother than previous issues. I've found most of the work I've been doing for Spryward each issue is art assets. Which is pretty straight forward work its just a lot to do. I'll be adjusting my early access exit window to give me more time to keep drawing. I promise all this drawing will make more sense when you finally get some previews for Issue 5 Into the Media-verse. It's a parody of big comic events that ties together a lot of the themes from Issues 1 - 4. I'm excited to share it with you. No promises on getting a playable of the new bosses next week, but I'll try my best to work through this cold and get it to you soon!
[previewyoutube=nliCgSj2Aow;full][/previewyoutube]
+Added 5 new achievements
+Added new water enter FX
+Added water enter FX when slaming into water
+Added water exit FX
+Added specific water exit FX when charge jumping out
+Made metal rails that Spryward can grind on
+Added grind rails to move levels
+Added grindable rails to the training room
[previewyoutube=CKZm9dp4QkM;full][/previewyoutube]
+WIP on Mesmerist's boss animations
[previewyoutube=H6ambkgHl0o;full][/previewyoutube]
+Updated the launch intro sequence to include Spryward & Slushy
New Issue 4 cutscene is complete and in the live build! Next steps for me are to finish the boss fight that goes with this scene. I'll share you some more progress on that the 10th! [previewyoutube=Z3RQtKDmy0c;full][/previewyoutube]
+Fixed bug where heal SFX would play on a loop if full health when wearing the anger suit on easy mode +Optmizied Issue 4 Level 1 more for Steam Deck users +Fixed Issue 4 cutscene errors for Steam Deck users +Fixed bug where player would start jump animation too soon if just being bumped into the air momentarily or while walking over bumps/inclines +Finished drawing a walk cycle for Mesmerist [previewyoutube=nQEwt88u6Og;full][/previewyoutube] +WIP on the area for the Divination Trio boss fight +WIP on Slushy's character controller [previewyoutube=_oJUXq9QHUc;full][/previewyoutube] +Updated credits accurately show issue 4 content +Updated hyperlinks on the credit screen +Fixed bug where Trains could freeze and not respawn on Issue 4 level 1 Coming soon in Issue 4 the divination trio boss fight and cutscene are the next set of content to drop. Aiming to get the cutscene done by the 3rd. Boss fight AI will take a little longer so assuming I get the animations drawn for each of the trio that should go up on the 10th. After that the next set of issue 4 content deals with the sewer environments. This area does introduce the reptoid society that lives underground. Also for the first time take control of slushy in the sewer level. Slushy can fit into small spaces to help Spryward unlock doors and get to unreachable areas. I've already started to setup the character controller for Slushy. Let me know what type of gameplay you'd like to see with Slushy. His gameplay segments will be less combat oriented and more quick puzzle solving and story beats. Another addition you'll likely see added next week is narrator prompts. Some dialogue in levels is from Spryward's thoughts or saying something out loud. With Mr. Media I want him to have a more pivitol role in the story so some dialogue specifically in issue 4 will change and be replaced by our narrator with new text bubbles to go with that. Thanks for the patience as I continue to hammer away at content for Issue 4. As always if there's anything you'd like to be added to Spryward let me know down below. Have a good weekend everyone!
The first level and cutscene of Issue 4 are now playable and in the live build! Thank you all for being patient. Sorry I couldn't get you this update last Friday, but it's here now. Issue 4 is a jumping on point so there will be no requirement to play isssue 1-3 content to acess issue 4 content. If you are just joining Spryward it's a great start to gauge your interest for the series. I think it's my best level design work for the game yet with the new level being a returning area from Vacancy Unlimited. I hope you enjoy it! Please let me know what you think and what you'd like to see added in future issues. Full Opening Scene to Issue 4 : [previewyoutube=kSOQDBHPtbE;full][/previewyoutube] Issue 4 Level 1 Full Gameplay : [previewyoutube=CIryJ5ey-4E;full][/previewyoutube]
What are Reptoids? Reptoids are what if their was a surviving species from the war between dinosaurs. An intelligent species of dinasuar, the reptoids have been hiding in plain site. These shapeshifting creatures play a role in the secrets behind the creation of the zombie virus. More will be revealed in Issue 5 : Into the Media-verse! Reptoids have been added to the training room. [previewyoutube=OR39ILEa3mk;full][/previewyoutube] Added a new combo attack. Doesn't require x2 score. It's a combo for charge. While Holding X (depending on difficulty) you will regain health. If you release it late you can perform a super juimp. Now you can perform a cape twirl attack instead of a super jump by pressing down right trigger while charging. This works from charging in air with electromagnetism too! I completed Level 1 for Issue 4! This means I just have to finish the first cutscene and I can release both hopefully with next Friday's update. This means you're getting Issue 4 content sooner than I had expected. Here's some gameplay of the first level. Will still make some changes and add stuff to it before release, but this is pretty close to final version of the level. [previewyoutube=2-A5NjXUvOw;full][/previewyoutube]
[previewyoutube=Ep_RLekk1wU;full][/previewyoutube] All Issue 3 content is now live! I'll release a hotfix soon. Let me know if you have any issues you want me to address in that. +Broxa Boss Fight +2 Issue 3 Cutscenes +Connections to the new content added in main menu +Connections to the new content added in previous content Thank you everyone for a great year! Excited for next year and all the fun stuff planned for the Apastron universe! Happy new year and holidays to everyone. Enjoy the new content.
[previewyoutube=81jkEXZUOac;full][/previewyoutube] New Issue 3 cutscene now live! Issue 3 Level 2 now leads to a new cutscene. Improved art and dialogue for Issue 1 cutscenes. Added a new healthbar when the Anger Suit is active. I ported Spryward to the gameboy! Sprward 32x Preview : https://www.youtube.com/shorts/V2qOOeY6X-w Working on having Issue 3 completed and released on 12/28/2022. Thanks everyone for being patient and have a happy holidays!
[previewyoutube=xS7G4kwRXfA;full][/previewyoutube]
New Score System :
Hello everyone! I've been working on a score system for Spryward. This week I'm adding it into the live build. Please test it out and let me know what you think.
Explanation : Attacking Bosses, destroying enemies, completing rescues, or collecting comics / scrap / health will increase your score. Once a threshold is reached your score gets a multiplier increase up to x3.
Your bar will decrease faster on x2 or x3 and your chance to score more points will need to be chained to maintain.
Added a high score screen to the main menu.
The Metroborg now drops scrap when you attack him.
Level Reworks :
The following levels have been slightly changed or adjusted for better pathing, aesthetic, and rewards.
Issue1Level1
Issue1Level3
Issue2Level1
Here's the cover for Issue 5 :
[previewyoutube=1f3GL6iwAYk;full][/previewyoutube] Added 3 new sets of Aerial attacks for both Anger and Classic suits Added air light attacks if you are close enough to an enemy Added 2 air light attack animation sets Differentiated running input and walking input with seperate animations Added running cycles to both Anger and Classic suits Added new music to Issue 3 Level 2
[previewyoutube=f2_d2UMzVKE;full][/previewyoutube] Issue 3 Level 2 is now in the live build! Revist madison to play through the Adam's Corp HQ takeover. Added new friendly npc events in levels. Added new achievement for new level. Added comic collectables to new level. Added connection from last cutscene to new level.
Steam Deck Footage : [previewyoutube=c5B0Z809r58;full][/previewyoutube] New Quick Sling Animation Fixed some air animation bugs Fixed some animation botches on the Anger Suit Fixed some bugs in regards to releasing and starting a wall slide Stopped a weird bug where you could wall slide left on nothing if you were positioned just right about against an adjacent wall Added more frames to update Sling Animation over duration of swing Added mantle feature while wall climbing if you press b The training room is larger now Added zombie soldier enemy to the training room Partially Fixed bug where Metroborg could jump out of bounds and get stuck Pole Flip Animation is now faster and releases quicker for more room for extra actions Created auto adjusting panel resizer for cutscenes when using a Steam Deck All combat SFX have been reworked on Spryward's side Every enemy has new consistent hit impact fx w/ consistent defeat impact fx Every enemy has similar and consistent defeated impact SFX Light attacks are a bit longer now Fixed bug where wall running sfx loop wouldn't stop once started
[previewyoutube=cWVlNEi1gWs;full][/previewyoutube]
[previewyoutube=N9_i_vttr0k;full][/previewyoutube]
Hey everyone, it's Noah. I contracted a virus 2 weeks ago and I've been affected really bad. It's hurt my ability to finish issue 2. I will be postponing issue 2's launch to 07/14/2022 in order to get healthier. I apologize for the delay. I'll continue to keep you posted just in case anything changes. I hope you all have a good week.
Preview for Issue 2 : The Apastron will make her return in Issue 2. Apastron kicked off this shared universe of games and is on sale for the Steam summer sale! Check out episode 3 of Apastron to see Spryward's involvement in the multiverse. In issue 2 Spryward takes on the Metroborg as a crowd of civilians gather. The interim CEO of the Adams Corporation makes an offer to Spryward, but does his friend Neha have a better one?
https://store.steampowered.com/app/1264850
Follow me on social media for updates :
Instagram : @noah.lewin.williams
Twitter : @lewin_williams
TikTok : @noahlewindev
Cover for Issue 2 :
[previewyoutube=iITTz1Rsgd8;full][/previewyoutube]
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