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New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 Spryward 

 

Developer

 Noah Lewin 

 

Publisher

 Day Dreamer Games 

 

Tags

 

Adventure 

 

Singleplayer 

Release

 COMING SOON 

 

Steam

 € £ $ / % 

 

News

 39 

 

Controls

 Keyboard 

 

 Mouse 

 

 Partial Controller Support 

 

Players online

 n/a 

 

Steam Rating

 n/a 

Steam store

 https://store.steampowered.com/app/1862420 

 
Public Linux depots

  [1.29 G] 




LINUX STREAMERS (0)




Spryward Issue #4 launches on Steam!

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!




[ 2023-08-16 22:24:51 CET ] [ Original post ]

Spryward Devlog #33

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.


[ 2023-07-22 02:24:48 CET ] [ Original post ]

Spryward Devlog #32

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 :



[ 2023-07-08 00:15:35 CET ] [ Original post ]

Spryward Devlog #31

+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]


[ 2023-06-10 01:28:39 CET ] [ Original post ]

Spryward Devlog #30

[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.


[ 2023-05-31 21:21:33 CET ] [ Original post ]

Spryward Devlog #29

[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


[ 2023-05-27 02:04:33 CET ] [ Original post ]

Spryward Devlog #28

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!


[ 2023-05-20 02:33:50 CET ] [ Original post ]

Spryward Devlog #27

[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!


[ 2023-05-13 02:02:11 CET ] [ Original post ]

Spryward Devlog #26

[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!


[ 2023-05-06 00:45:52 CET ] [ Original post ]

Spryward Devlog #25

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]


[ 2023-04-14 23:59:59 CET ] [ Original post ]

Spryward Devlog #24

+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


[ 2023-04-01 00:09:58 CET ] [ Original post ]

Spryward Devlog #23

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]


[ 2023-03-04 02:37:25 CET ] [ Original post ]

Spryward Devlog #22

+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!


[ 2023-02-25 01:22:34 CET ] [ Original post ]

Spryward Devlog #21

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]


[ 2023-02-14 02:29:26 CET ] [ Original post ]

Spryward Devlog #20


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]


[ 2023-02-04 00:34:34 CET ] [ Original post ]

Spryward Devlog #19

[h2]What I've Been Working On : [/h2]

+Adjusted invisible colliders
+Added new vortex section to the training room
[previewyoutube=4tHRaCS1iA0;full][/previewyoutube]

The vortex section is temporary for right now. I know for sure I want a replayable modular room to better train for encounters that happen during gameplay. This mode would be similar to the Macrocosm gamemode from my other game in this series Apastron! Let me know what you would want for a mode like this. If you want only vertical movment, horizontal, vertical, or all the above.

+Added forward fast tracks
+Fixed bug where melee could get stuck causing enemies to bug out
+Replaced old dodge functionality with a new burner flip ability

Perform a burner flip by pressing down on the joystick.

+Added a new combo attack Flame Roll

Perform a Flame Roll by holding RB and B after performing a dash at x2 score.
Slushy punch has moved to holding LB and B buttons to perform at x2 score.



Spent most of my week drawing a lot of Issue 4 content. Primarily working on the Divination Trio and their respective animations. No huge spoilers, but I'm planning a boss battle where you fight the Trio all at once, so it's a lot of animations I'll be making for them, but this works out well, because I'm switching to the new style of cutscenes as seen in the last scene from Issue 3. Working on utilizing more game assets and custom animations for cutscenes instead of drawing the whole thing from scratch.


[ 2023-01-28 01:09:31 CET ] [ Original post ]

Spryward Devlog #18

[h2]What I've Been Working On : [/h2]

+Added Fast Tracks a device created by Hogsley the Wizard

Fast Tracks were designed to give cars that were on their last legs or out of fuel a boost to get to where they were initially going. Using a friction discharge Spryward can boost off of these tracks whenever found.
[previewyoutube=Ptleg47vhHA;full][/previewyoutube]

+Added Combo Move Mechanics w/ Score meter

Anytime you are at x2 score or higher while sustaining you unlock extra combat moves that will be listed down below. I'll add more as time goes on. Trying a new way of animation for these attacks, so let me know what you think and if you have any ideas for future combo additions.

[previewyoutube=2-9WckmiByg;full][/previewyoutube]

+Added always x3 score cheat to the pause menu

+Added Spin Combo Move when x2 score or more and holding LB + RB
+Added Discharge Combo Move when x2 score or more and holding B + Y
+Added Slushy Punch Combo Move when x2 score or more, has slushy active, and holding B + LB


+Added front Jumping animations
+Added front and back idle sprites
+Added alternate spin combo animation for when you have slushy
+Added new grab animations that now include slushy
+Added gained momentum while holding a sprint for over 3 seconds

+Added new Stealth Drone enemy

The stealth drone enemies were created by spoiler and are drones contained in a small box. When in range they activate and expand from the box and are a permenant chase drone. While moving they will seek to be just above the player's head. I hope the light air attacks I added a recently help with making air combat against the drones engaging and not a hassle. Let me know your experience with the air combat.
[previewyoutube=YQsQNseaTLk;full][/previewyoutube]

+Added new Stealth Drone enemy to the training room
+Added Fast Tracks to early levels of the game where appropriate
+Added 200 more points to maintain a x3 score meter value (this should make sustaining easier)



[ 2023-01-20 23:31:52 CET ] [ Original post ]

Spryward Devlog #17

[h2]What I've Been Working On : [/h2]
[previewyoutube=59FN0cuO1Cc;full][/previewyoutube]
Updated credits audio page to make each credit more legible
Updated issue select navigation to be more clear
Added listing for keyboard controls on main menu for those needing it for Steam input
Added Left and Right movement for cutscene panels so you can go back and forth (sorry this wasn't in the game sooner lmao)
Added 5 new aerial attacks for each suit
New Ravager Axe Enemy
Updated the training room to have a new storage room
Updated the training room with more monitors to read Prof. Cyprus dialogue clearer
Added new enemy to the training room
Added level skip cheat by holding both 8 & 9 on the keyboard
Added inf scrap cheat to the pause menu
Added new running animations for running just forward or back
Added new aerial animations


WIP on the design for the Neo Government of Washington's council chamber. Also designed each of the unidentified council members. They will play a larger role in Issue 4 as the societal structure in Spryward is more developed. Part of that is creating the Divination Trio! 3 new superheroes that will be introduced by Neo Gov Council Wei Cai in Issue 4.




New Hero Sterling :

New Hero Pillager :

New Hero Mesmerist :


[h2]Note from Dev : [/h2]

Thank you all for the kind words recently! I've been porting some levels from Vacancy Unlimited to Spryward. Spryward is a direct sequel to VU. You don't need to know everything that happened in VU to play Spryward, but I'm going to be showing more places from VU and how they've changed. I'll be trying my best to keep these locations accurate but still new and fresh to give you a bigger picture of Credell.

https://store.steampowered.com/app/1666170/




[ 2023-01-13 22:04:31 CET ] [ Original post ]

Spryward Issue #3 Launches on Steam (Spryward Devlog #16)

[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.


[ 2022-12-30 02:25:52 CET ] [ Original post ]

Spryward Devlog #15


[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!


[ 2022-12-17 03:55:41 CET ] [ Original post ]

Spryward Devlog #14

[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 :


[ 2022-12-03 00:19:31 CET ] [ Original post ]

Spryward Devlog #13

[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


[ 2022-11-18 23:04:44 CET ] [ Original post ]

Spryward Devlog #12

[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.






[ 2022-11-15 02:21:53 CET ] [ Original post ]

Spryward Devlog #11

[h2]What I've Been Working On : [/h2]
[previewyoutube=oQRD-ei-mNE;full][/previewyoutube]
+New fooliage sprites
+2 new aerial attacks

+Updated jump animation
+Added more jump animation frames

+Adjusted the time before Spryward begins nose dive while falling
+WIP on the next level of Issue 3
+Fixed bug where Slushy level complete animation wouldn't play
+Updated the Slushy level complete animation
+Fixed bug where water could be triggered by a melee hitbox

[h2]Note from dev : [/h2]
Made good progress this week continuing to build out the interior of the Adam's Corp building. Should be set next week to add 2 more scenes for Issue 3. A new level inside the Adam's Corp and a follow up cutscene. I'll still be adjusting the in air animations, so let me know if you like these changes. I have some plans on adding more in between animations to transistion better from different character actions.


[ 2022-11-05 01:01:10 CET ] [ Original post ]

Spryward Devlog #10

[h2]What I've Been Working On : [/h2]
New Trailer :
[previewyoutube=tvQiEesQC2A;full][/previewyoutube]

Issue 3 content is now available to test in game!
+Added Spryward vs Spryward boss fight
+Added Spryward vs Spryward post fight cutscene
+Added breach at pinehurst the level 1 of issue 3

+Added revival station rescue events into the main game

+Added the Broxa prophecy cutscene
+Added more to the main menu intro
+Added Issue 3 scene select screen to the main menu
+Added new animations to slinging w/ Slushy
+Slings now have a spawn animation before slushy is stretched

+Quick slings animation is replaced with a giant right hand made by slushy

+Added Issue 3 related achievements


[ 2022-10-29 02:04:17 CET ] [ Original post ]

Spryward Devlog #9

[h2]What I've Been Working On : [/h2]
[previewyoutube=yh07qoRE_Pw;full][/previewyoutube]
+ WIP on Spryward vs Spryward Boss Battle and post battle cutscene
+ Fixed bug where player couldnt wall climb from a standing position
+ Fixed animation bug where holding jump and falling would not register a wall slide
+ Added new animations for Clayton


[ 2022-10-22 00:24:46 CET ] [ Original post ]

Spryward Devlog #8

[h2]What I've Been Working On : [/h2]
[previewyoutube=tiIOrIcDsts;full][/previewyoutube]
+Updated advanced camera system to be reactive
+Camera system now interpolates between camera states
+New camera state for gliding
+New camera state for aerials
+New camera state for falling
+new camera state for jumping
+Holding light attack over time will now act as a slow zoom in

+Added combat animations for when slushy is active
+Continued to update anger suit with new animations
+New Spryward Combat Animations



[ 2022-10-15 00:36:44 CET ] [ Original post ]

Spryward Devlog #7

[h2]What I've Been Working On : [/h2]

+Updated main menu with new looping intro
[previewyoutube=vONmmKCdqsU;full][/previewyoutube]

+New Combat Animations


+Updated Credits page on main menu to now have sections
+Updated Credits page on main menu to now include hyper links

[h2]Note from Dev : [/h2]
Thank you all for being patient while my living situation was a mess. Finally moved in to my new apartment and have internet. The main menu will still continue to see improvments and I will lengthen the intro sequence overtime. Updating the credits was very important to me, because there is a lot of great talent collaborating with me to make Spryward the best it can be. Please go check out there works and contributions to the game by following the new hyperlinks on the main menu.


[ 2022-10-08 03:37:20 CET ] [ Original post ]

Spryward Devlog #6

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

[h2]Note from Dev : [/h2]
Steam Deck is here! I already have a checklist of stuff to take care of to improve the experience. I'll be working on a new Steam input layout for Spryward to function better on the Steam Deck. There's also some odd flickering with decals like doors or foliage. I've got a lot to investigate, but I'm satisfied with my first impressions playing on the Steam Deck.


[ 2022-09-10 03:03:21 CET ] [ Original post ]

Spryward Devlog #5

[h2]What I've Been Working On : [/h2]

I've been working on the Adams Corp HQ Interior. I've been making tons of new civilian and interior wall/floor sprites.
[previewyoutube=jv40-OPrxWo;full][/previewyoutube]

New Enemy Zombified Adams Soldier :


Finished the design for Neha's sister Rachel :


Designs for the 2nd Adams Corp blood processing team that works with Spryward :


Made some camera adjustments so that it adjusts / functions better in smaller interior spaces.
Added a dodge function to combat that is bound to pressing the left stick down.
Swing speed is slower, but gets faster while holding down left bumper.
Broxa Boss Animations WIP :


[h2]Note from Dev : [/h2]
My girlfriend finally got her order for a Steam Deck. We should be getting it in the next couple of weeks. I'll try to film some gameplay of Spryward on it, as well as work on some specific Steam deck optimizations once it's here. Next week's devlog will have some updates to the training room, so I can test some more issue 3 content with you all.


[ 2022-09-03 01:32:24 CET ] [ Original post ]

Spryward Devlog #4

[h2]What I've Been Working On : [/h2]
[previewyoutube=916GAOFdSpU;full][/previewyoutube]
+Updated Slushy Slinging Animation w/ 6 new Spryward sprites
+Prototyped a new civilian rescue via revival outpost
+Added zombie npcs

+Zombies are invincible
+Zombies can be revived through revival outpost
+Updated the training room to have an outpost in the new turf room
+Turf room is a wip and new rooms will be added to the training room as more content rolls out
+Added new turret enemies that have 360 degree scanning

+You can now spawn zombies and turrets in the training room
+Fixed bug where sharpshooters in training room would freeze and do nothing

Issue 3 Level 1 Progress :
[previewyoutube=WrlD-xhjUu0;full][/previewyoutube]


[ 2022-08-20 01:47:09 CET ] [ Original post ]

Spryward Devlog #3

[h2]What I've Been Working On : [/h2]
+Slushy now does an intro animation with you at the beginning of each level if he's enabled.
+Slushy now does an outro animation with you at the end of each level if he's enabled.

+Anger Suit is now available to test out through the modifier pause menu

+Added more unique aerial animations
+Aerials take less time to perform
+Slushy can grab, hold, pull, and throw enemies with left trigger while standing or gliding
+Slushy can perform drone takedowns to bring down a light drone

The Training Room :

The only refund data I have about Spryward right now is about how hard the game is. I've tried to tackle this problem in a couple of ways. My first step was improving the controls of Spryward and play around with deadzones and responsiveness to try and get it to feel better. The second was to add multiple difficulty modes. Now the third is to provide you a playground to spawn enemies and test the game's mechanics in a safe environment. Overseen by Prof. Cyprus, he provides you with holographic training NPCs to test your combat skills. To access the training room select it on the main menu.

[previewyoutube=P6vX6OxXCXs;full][/previewyoutube]

Note From Dev :
Apologies again for the delays. Life stuff happens and you can't really anticipate it breaking up your schedule. Spryward means a lot to me, so being taken out of action for a bit really sucks. I'm moving some dates around to be kinder and more reasonable on myself. Updated dates are below, and as a make good I'm throwing in some future stuff I'm really excited about. Throw in some samplers here to share with all of you for being patient. Thanks.



Cover for Issue #4 :


[h2]What's Coming Next : [/h2]
Issue 3 (09/30/2022)
Next update (08/19/2022)
Spryward Boss Fight


[ 2022-08-12 00:53:19 CET ] [ Original post ]

Spryward Devlog #2

[previewyoutube=cWVlNEi1gWs;full][/previewyoutube]
[h2]What I've Been Working On : [/h2]

Added 3 difficulty settings :
Easy :
-Health regen every 5 seconds
-Health regen from charging a super jump
Normal :
-Health regen from charging a super jump
Hard :
-Only health regen from item drops

Added difficulty to the modifiers pause menu
Made the dash attack push Spryward toward enemies that are 6 units away from otherwise it functions normally by which direction you're facing.
Added skip option for controller warning intro sequence
Added missing achievement in last cutscene for Issue #2
Improved navigation on I-5
Slight texture rework on I-5
Added a ramp for NPC and players in the grass section of I-5
Removed back staircase in wizard gauntlet to stop NPC pathing from being annoying
Changed pathing settings for wizard gauntlet to prevent hiding NPC
Added new SFX to the warehouse takedown scene
Updated Controls in menu
Updated Credits

Started working on the Spryward vs Spryward boss fight, so I've been recreating the 2d scene as a 3d environment.


Here's a preview for some of the new suits coming to the game :



Shooting for the anger suit to be functional by the next update with all the updated animations.

[h2]What's Coming Next : [/h2]
Issue 3 (08/31/2022)
Next update (08/03/2022)
Anger Suit
Updated Attacks
Slushy improvements
Spryward Boss Fight


[ 2022-07-20 22:44:24 CET ] [ Original post ]

Spryward #2 Launches on Steam!

[previewyoutube=N9_i_vttr0k;full][/previewyoutube]
[h2]What I've Been Working On : [/h2]
Added Issue 2: A Better Offer
Added 2 new levels

Added the Wizard's Gauntlet

Added the Metroborg Boss Battle
Added 4 new scenes

Connected Issue 1 to Issue 2
Added Issue 2 scene select screen
Added 4 new aerial animations

Aerials can replenish up to one double jump charge now
Made some improvements to the advanced camera system
Added new achievements
Added new enemy Assault Drone
Slushy slings now connect to objects that are directly above Spryward if available

Cover for Issue 3 :


[h2]Note from Dev : [/h2]
Thank you all for being patient! Apologies again for the delay. I'll be working on improving issue 2 and fixing any issues that come up. Update for some of those improvements drops next Wednesday 07/20/2022. I hope you all enjoy the new content and have a great weekend!

[h2]What's Coming Next : [/h2]
Issue 3 (08/31/2022)
Anger Suit
Updated Attacks
Slushy improvements
Spryward Boss Fight


[ 2022-07-15 02:55:12 CET ] [ Original post ]

Issue 2 Launch Rescheduled


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 :

Cover for Issue 2 :


[ 2022-06-26 21:40:12 CET ] [ Original post ]

Spryward Devlog #1

[h2]What I've Been Working On : [/h2]
Hey everyone it's Noah! I've been busy at work on Issue 2. We're less than 2 weeks away from it launching on Steam! Thank you all for being patient. Here's a quick update today with some changes I'm working on for Issue 2. The new animations and attack are in the live build currently for you to test out. Check below for all the cool stuff i'm working on. Thanks, have fun!

+WIP on Metroborg Boss Fight
[previewyoutube=K0GXgTDVsVE;full][/previewyoutube]
+WIP on Issue 2 level 1
+Added new ranged attack
+Added new scrap mechanic
+Added trashcans with launchable lids
[previewyoutube=sf9UqqkFJYE;full][/previewyoutube]
+Added 2 new light attack animations
+Added 3 new aerial attack animations
+Added new dynamic camera system
+Added screen shake
+Added toggles in pause menu for new camera system and screen shake if you prefer the old look
[previewyoutube=tgsQJOSuj14;full][/previewyoutube]

[h2]What's Coming Next : [/h2]
Issue 2 (06/30/2022)
More Animations
Updated lunge Attack
Anger Suit Progress
Metroborg Boss Fight


[ 2022-06-18 00:07:01 CET ] [ Original post ]

Spryward Issue #1 Launches on Steam!

[h2]What I've Been Working On : [/h2]
[previewyoutube=U1uiYlLGENw;full][/previewyoutube]

Here's some WIP footage of Issue 2 w/ some new aerials I added in this update.
[previewyoutube=3EequiZRd7Q;full][/previewyoutube]

New Aerials added for the launch!





[h2]What's Coming Next : [/h2]
Issue 2
More Animations
Updated lunge Attack
Anger Suit Progress
Metroborg Boss Fight

[h2]Note From Dev : [/h2]
Welcome new players! I'm Noah a solo developer. I've been making stories in a shared universe since 2019. This is my 3rd early access project. Spryward is the sequel to my zombie game Vacancy Unlimited. I'm going to attempt launching monthly issues while in early access. I'll be using community feedback to improve the base game on top of making new content. Feel free to use the steam community forums for suggestions and bug reports. To learn more about me and what I'm working on check out these links below :

Here's an audio post I made giving some thoughts about releasing my first issue!
https://noahlewin.substack.com/p/releasing-spryward-issue-1-may-31st

If you're interested in the history of Spryward's universe check out my other games :
https://store.steampowered.com/bundle/22485/The_Apastron_Shared_Universe/

Follow me on social media to stay updated with the game :
TikTok :
Instagram :
@noah.lewin.williams
Twitter : @lewin_williams
Youtube : Noah Lewin


[h3]Controls : [/h3]

Generic Controller Controls :
Left Stick or D-Pad - Movement
B - Attack
Y - Electromagnetism Ability
X - Swing
A - Jump
Left Bumper - Aerials
Right Bumper - Dash Attack
Right Trigger - Slam Attack
Left Trigger - Lung Attack
Hold X while sliding to scale walls

Keyboard Controls :
Escape - Quit
Arrow keys - Movement
Z - Attack
X - Electromagnetism Ability
C - Swing
Hold C while sliding to scale walls
Space - Jump


[ 2022-05-31 16:31:12 CET ] [ Original post ]

Spryward Prototype Progress #2

[previewyoutube=iITTz1Rsgd8;full][/previewyoutube]
[h2]What I've Been Working On : [/h2]

Download Spryward Prototype V8 here!

+Added multiple songs from the soundtrack to loop during the city level
+Got the linux build setup on Steam.
+Added a pause menu
+Added an options menu
+Adjusted aerial attack frame time
+Extended the city map to be larger
+Improved camera optimization
+Fov slider in options
+FPS limit in options
+UI disabler in options
+Music disabler in options
+Updated animations
+Increased base jump height
+You can now climb walls by holding x while sliding

Download Spryward Prototype V8 here!


[h3]Prototype Controls : [/h3]
Keyboard Controls :
Escape - Quit
Arrow keys - Movement
Z - Attack
X - Electromagnetism Ability
C - Swing
Hold C while sliding to scale walls
Space - Jump

Generic Controller Controls :
Left Stick - Movement
B - Attack
Y - Electromagnetism Ability
X - Swing
A - Jump
Right Bumper - Aerials
Hold X while sliding to scale walls


[ 2022-01-30 19:19:33 CET ] [ Original post ]

Spryward Prototype Progress #1

[h2]What I've Been Working On : [/h2]
Hello everyone! I've uploaded an updated version of the prototype. In it is an expanded version of the city test level. Right bumper now triggers aerials. I've updated most of the games textures to reflect the newer style and keep it more inline with the motion comic art.
[previewyoutube=GJQTbLHYTao;full][/previewyoutube]
Download the prototype for free!



Here are some previews of new enemies.

Soldier Enemy :


Broxa (Boss Enemy) :


Here is a preview of a motion comic scene featuring the Broxa :


All versions of the prototype are cataloged here via IndieDB.



Full controls for the prototype are :

Keyboard Controls :
Escape - Quit
Arrow keys - Movement
Z - Attack
X - Electromagnetism Ability
C - Swing
Space - Jump

Generic Controller Controls :

Left Stick - Movement
B - Attack
Y - Electromagnetism Ability
X - Swing
A - Jump
Right Bumper - Aerial


[ 2022-01-23 00:55:02 CET ] [ Original post ]