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Name

 Walkerman 

 

Developer

 ScalemaiL 

 

Publisher

 Sekai Project 

 

Tags

 Indie 

 

Adventure 

 

Singleplayer 

Release

 2017-05-22 

 

Steam

 4,19€ 2,99£ 4,19$ / 40 % 

 

News

 17 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 0 

 

Steam Rating

 Positive 

Steam store

 https://store.steampowered.com/app/387100 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 0 .. 20,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

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 0  

Average playtime (last 2 weeks)

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Median playtime (last 2 weeks)

 0 

DLC

 Walkerman Act 2: Herdchaser-girl 




LINUX STREAMERS (0)




Patch 2.50

We have released Act 2's final content patch (but not bugfixing patch). Added content includes:


  • Revamped combat section with more routes, and revamped endings to each route
  • Sigrid now has an optional side sprite
  • Players no longer lose the shield item during every usage of it (but some uses will still destroy the item)
  • Rewrote some of Sigrid's scenes, and added an optional one for if the player does not receive either the idol or golden bough
  • Lots of editing and bugfixing


[ 2019-10-28 02:18:59 CET ] [ Original post ]

Soundtrack available and patch plans,

We've released the soundtrack for Walkerman in high-quality .flac files for those interested in supporting our musician, Walker Peterson. All proceeds from soundtrack purchases go to him entirely.

We are also working on a content patch. This content patch before Act 3 is going to expand the Act 2 combat/investigation segment similar to the 1.25 patch for Act 1. This is the final content patch for Act 2, but not the final bugfixing patch.


[ 2019-05-17 03:41:57 CET ] [ Original post ]

Patch 2.10

Patch 2.10 fixes numerous bugs and grammatical errors, and adds the option to hide Jorgen's side sprite.

In Patch 2.25 we will be expanding and revamping the combat section for Act 2, which will include more paths through the encounter, as well as making the existing phases of the encounter more varied and interesting.


[ 2019-04-27 00:58:53 CET ] [ Original post ]

Act 2 is Out!

After a seemingly endless development period, we have finally released Walkerman's second act.

In the weeks to come we'll be improving it with:


  • Achievements
  • An option to hide Jorgen's sidesprite
  • An expanded combat section
  • The OST available for purchase


Thanks everyone


[ 2019-04-11 02:06:34 CET ] [ Original post ]

Weekly Deal for Kemonomimi Lovers!

That's right! This week we have a sale just the sale for you if you like your girls to have animal ears! Save up to 50% this week on the KARAKARA series, the NEKONIN+ titles, and Love's Sweet Garnish,.


First up, KARAKARA and KARAKARA2 are 50% off RIGHT NOW on Steam! These are pretty fluffy and cute visual novels. Also available in Eng/Ger/Chn/Jpn languages!


KARAKARA KARAKARA2
Story
KARAKARA. It is the sound of aridity. It is the sound of dry asphalt and sandy winds. It is the sound of relentless sunshine, as well as the sound of a withering race.
DLC
OST
We also want to mention the 18+ DLCs published by Denpasoft are also on sale! So if you're into those types of scenes, please do check them out!
KRKR 18+ DLC
KRKR2 18+ DLC


Next, we have NEKO-NIN exHeart +PLUS Nachi and +Saiha on sale! Both are 50% off making them the LOW PRICE of $0.99!! They're short and sweet, and they give the sub-characters their time to shine!


NEKO-NIN exHeart +PLUS Nachi
Story
From developer Whirlpool comes a mini-sequel to NEKO-NIN exHeart featuring the sub-character, Nachi! Impressed by the protagonist's desire to become a better Master for his ninja, Nachi decides to train our hero. What happens when Nachi finds herself glued to our protagonist as well...?

NEKO-NIN exHeart +PLUS Saiha
Story
From developer Whirlpool comes the 2nd mini-sequel to NEKO-NIN exHeart featuring the sub-character, Saiha! Saiha tells our protagonist that a runaway ninja has sneaked their way into town. She doesn't know what their motives are, but it may involve him.

These releases (NEKO-NIN +) also have their own 18+ DLC available for FREE! It's quite the great deal! *These DLC are not available to users in Japan.
Nachi 18+ DLC
Saiha 18+ DLC


Lastly, we have Love's Sweet Garnish on sale for 15% off right now! An adorable story of trying to save a cafe... Plenty of cute girls and love to enjoy in this one!

Love's Sweet Garnish
Story
Amidst the falling cherry blossoms, Asaki wishes to revitalize his grandmother's beloved cafe. With the appearance of Rira and Richer, two girls who wish to work at the cafe, this is the start of a bittersweet story that will intertwine them all.

And like the other releases, this one too has an 18+ DLC available and on sale now! Make sure to grab that as well!
Love's Sweet Garnish 18+ DLC


We're approaching February fast! Have you checked out our upcoming releases yet? If not, here's a reminder!


First is Serment - Contract with a Devil coming February 1st!
"Serment - Contract with a Devil is a visual novel/dungeon crawler hybrid featuring highly tactical turn based RPG battles, challenging dungeon puzzles, optional minigames and most importantly, a lot of cute anime girls."


Next is Heart of the Woods coming on February 15th!
"A fantasy yuri visual novel filled with magic, fairies, and a ghost girl. When Maddie and her best friend, Tara, journey to a remote forest village to investigate rumors of the supernatural, they find a whole lot more than they bargained for."
Follow Studio lan on Twitter and Patreon for more!


And the last one is Nanairo Reincarnation! No hard date set just yet, but we're aiming for Q1 2019!
"Join spirit detective Kagami Makoto and his demon familiars as they hunt down the wandering ghosts disrupting the peace of his small town."

Also our friends at Denpasoft are holding a sale on their website! Make sure you check it out, maybe you'll find something you like~

Make sure you're following us to stay up to date with the latest information!

Links
Publisher page
Twitter
Facebooks
Website

And make sure to follow Denpasoft as well!
Links
Publisher page
Twitter
Facebook
Website


[ 2019-01-22 21:42:21 CET ] [ Original post ]

Developer Spotlight Sale!


This week we're showcasing Liz-Arts developed titles on sale! Save up to 50% on their titles this week from 1/14-1/21!


Memory's Dogma
Story
Japan, 2030 A.D. Memories can now be digitized and archived, allowing people to communicate with the deceased. With only one week left before his best friends memories are deleted, can Hiroki uncover the truth behind Soranos death?
*Achievements aren't available in game at this time
Bundle & DLC
Collectors Edition
OST


Resette's Prescription ~Book of memory, Swaying scale~
Story
"Resette's Prescription" is a 2D point-and-click adventure in which you guide Resette, a girl who can enter peoples' hearts, through the story by clicking onscreen, obtaining items, solving puzzles, and activating gadgets.
DLC
OST
Atelier Book

By the way, we want to remind you that we have a few new releases coming soon with the store pages up!


First is Serment - Contract with a Devil coming February 1st!
"Serment - Contract with a Devil is a visual novel/dungeon crawler hybrid featuring highly tactical turn based RPG battles, challenging dungeon puzzles, optional minigames and most importantly, a lot of cute anime girls."


Next is Heart of the Woods coming on February 15th!
"A fantasy yuri visual novel filled with magic, fairies, and a ghost girl. When Maddie and her best friend, Tara, journey to a remote forest village to investigate rumors of the supernatural, they find a whole lot more than they bargained for."
Follow Studio lan on Twitter and Patreon for more!


And the last one is Nanairo Reincarnation! No hard date set just yet, but we're aiming for Q1 2019!
"Join spirit detective Kagami Makoto and his demon familiars as they hunt down the wandering ghosts disrupting the peace of his small town."

Also our friends at Denpasoft are holding a sale on their website! Make sure you check it out, maybe you'll find something you like~

Make sure you're following us to stay up to date with the latest information!

Links
Publisher page
Twitter
Facebooks
Website

And make sure to follow Denpasoft as well!
Links
Publisher page
Twitter
Facebook
Website


[ 2019-01-15 22:37:23 CET ] [ Original post ]

The Winter Sale Is Here!


Looking for something better to do than shovel snow all day? We've got you covered! Treat yourself to great deals on our releases! Come check out our winter sale deals over on our publisher page or by following this to a list of our sales! Check out the Denpasoft publisher page as well for all your adult only visual novel needs~


We also have an update for the release Nanairo Reincarnation! The Steam store page is now live! We're aiming for a Q1 2019 release at this time. Please do check it out and hit that wishlist button! The Steam version is the same version as the Japanese PSVITA version. For details on the 18+ version check out Denpasoft!


And in case you missed our announcement for Serment, we're planning to release that on February 1st, 2019! You can check out the demo and the Steam page today~ We hope you'll add it to your wishlist as well!

Make sure you're following us to stay up to date with the latest information!

Links
Publisher page
Twitter
Facebooks


[ 2018-12-21 03:21:15 CET ] [ Original post ]

1.27 and the Act 2 Page

.27 is now live, here's some patch notes:

1.27:


  • The track "Whistlin' Midgard" replaced by "Hoot and Holler"
  • Prologue re-cut
  • Slightly grayed emotes added to dialogue panels
  • Further editing and bufixes


The page for Act 2 is also live! Head to the main page to check it out. This second act is expected to release in early 2018.


[ 2017-10-18 06:16:21 CET ] [ Original post ]

1.27 and the Act 2 Page

.27 is now live, here's some patch notes:

1.27:


  • The track "Whistlin' Midgard" replaced by "Hoot and Holler"
  • Prologue re-cut
  • Slightly grayed emotes added to dialogue panels
  • Further editing and bufixes


The page for Act 2 is also live! Head to the main page to check it out. This second act is expected to release in early 2018.


[ 2017-10-18 06:16:21 CET ] [ Original post ]

1.26 Hotfix Patch Notes

This latest patch should fix any issues with players starting Act 1 after the Prologue demo. There are also numerous 'under the hood' changes in preparation for Act 2, which will be a smoother experience with multiple additions to how gameplay is handled.

Additionally, Act 2's development is progressing smoothly and we're hoping to have the Steam page up within a month's time.


[ 2017-08-16 08:04:07 CET ] [ Original post ]

1.26 Hotfix Patch Notes

This latest patch should fix any issues with players starting Act 1 after the Prologue demo. There are also numerous 'under the hood' changes in preparation for Act 2, which will be a smoother experience with multiple additions to how gameplay is handled.

Additionally, Act 2's development is progressing smoothly and we're hoping to have the Steam page up within a month's time.


[ 2017-08-16 08:03:34 CET ] [ Original post ]

Choice Consequence Design in Walkerman



This is going to be a lengthy post elaborating on C&C design and the nature of Walkerman's mechanics, followed by a spoiler-heavy detailing of the Act 1 C&C's in verbose. This entire post should be considered spoiler territory, but I will be blacking out certain sections anyway. I have adopted this labor because I'm worried that many players are either unfamiliar with C&C, or may miss how much their choices actually affect the game. I will later be re-posting this on our website's devblog here.

What is Choice and Consequence Design?
When a player comes across the merchant Canthar in Piranha Byte's cult classic Gothic 2, and decides to either accept his entry pass for a later favor or deny him, this is an early example of C&C. This decision has far-reaching effects on the player character, not just limited to their method of entering the game's main city. Many popular titles such as The Witcher series, Alpha Protocol, and The Age of Decadence incorporate this mechanic: players come across choices whose consequences have an explicit effect on the game beyond some scoring system. Often this comes in the form of killing or saving important NPCs, joining one side of a rivalry, or selecting a love interest. C&C is a design mechanic already well-suited to the Visual Novel genre, and forms the basis for Walkerman's gameplay design.



The Walkerman Mechanics: an Elaboration
Walkerman takes the concept of C&C, formats it around a single system of mechanics, and then presents it in a Visual Novel. Players investigate a monster in each act, and are faced with choices that translate into knowledge and items, which they then utilize during the actual confrontation. These items can also be useful in later investigations, adding another layer of complexity.

While there's always going to be some amount of luck at play, owing to the sheer number of variables involved, the goal of Walkerman is to avoid 'trial-and-error' gameplay. Players should never be faced with, for example: two options 'run left' and 'run right,' which are opaque and present no clue as to which option is correct. Whenever a player is faced with a decision, it should always give them the ability to make, at the very least, an educated guess as to what each decision entails. This is demonstrated in Walkerman early on, when the player is given the decision to either plan on ambushing the monster by learning its route through paint, or luring it with jewelry. The jewelry option will clearly lead to a new item, whereas the paint option favors new knowledge. This distinction was made clearer in 1.25, now that the paint option no longer gives the player a free item as well. Another later decision between investigating either the sailor's clothes or Asmund's death presents a less obvious choice, but still gives clues as to what the player will find: an explicit reason for Asmund's death, or the 'mystery box' of a less clear lead. And all of these choices have explicit consequences during the combat section.



Often times, the player will not be given perfect information, and must deduce for themselves why certain effects occur. In Act 1, this is most clearly demonstrated by the use of mementos, especially before being spoonfed that this property is what moves the catch-mes around. The player is not given an explicit note telling them which of the ribbon's/bones' properties is manipulating the briers (and as of 1.25 they might not even know about this effect at all, and instead be reliant on coins, wounds, or the snake tail). However, the bones only have so many properties: burnt, bones, memento, and unknown source. If the player uses all of their bones and needs a stand-in, only the memento property has sister items in Act 1.
(Arguably, the ribbon might be a false-positive as it is both a memento and comes from an unknown source if the player never talks to the sailors).


The end result is that players enter a combat segment with only a partial knowledge of their target's rules, and with an incomplete inventory. They are looking to score 'wounds' (represented by red arrows above the textbox) which make the combat get progressively easier. However, attempting to score wounds also puts the player at risk of death (the player doesn't get hit points; one mistake can lead to death). In addition, the player has the meta-knowledge that they are missing some items and knowledge, which should make them suspicious of seemingly easy wound attempts. The actual twists, turns, and surprises of combat are unique to each act, but mostly revolve around consulting notes and making use of limited items.

Act 1 in Review

Having covered the basics, let's now look at how this all plays out in Act 1. Please don't read the following unless you've already completed Act 1. This is a detailing of all the C&C in Act 1's investigation and combat segments. I will be blacking them out, just in case you've absent-mindedly scrolled down here without reading earlier warnings.

Decision Points in the Investigation
Act 1 has five decision points that affect its combat section...

1: The player learns the monster's route by spilling paint, or decides to use jewelry as a lure. The effects of this decision don't really come into play by themselves, but instead interact with later choices.

2: The player investigates Asmund's death, or decides to check out another, less clear death: the missing sailor. This is a decision between a clear lead and a 'mystery box' option. Asmund's story alerts Jorgen to the weaponry rule, but the missing sailor can net him an important item (in this act as well as later on).

3: During the next night, Sif interrupts the investigation after three choices. So, if the player decides to check out the sailor's clothes, then they will gain the ribbon item but miss one of the three default ones: weaponry, burnt bones, and coins. Choosing the Asmund option earlier treats the player to all three default items, but no ribbon.

4: The player can gain one of three items from Kepko: scented candles, a snake's tail, or a broken mirror. The scented candles are completely useless, and there's no reason why the player should pick them (they can be lit, but never are in Act 1, so no shared properties with the bones). The snake's tail is the most obvious choice, if the player was paying attention to Sif the previous night. The broken mirror is the less obvious choice, and only becomes apparent if the player realizes that they share a property with the burnt bones: being strongly tied to a person's memory. The snake's tail is useful in the bramble scene, but the mirror can stand-in for any situation that requires the burnt bones (outside of the first wound attempt).

5: The last choice is between either taking the crossbow, or talking to the sailors. The crossbow is the only way the player can score three wounds for the 'best' combat result. The sailors can clue the player into there being another, unknown trigger at play. They can also reveal the ribbon's properties and begin a lengthy item trading quest-line. Going to the sailors is a bit nonsensical if the player didn't investigate anything related to them previously, but the option is left in to allow for mistakes.




The Act 1 Combat Segment in Verbose
1: The first split occurs right at the start, with Jorgen taking up a position on either corner of the alleyway, depending on whether the player took paint or jewelry for their first investigative decision. The positioning itself is mostly cosmetic; the major difference is that the player who discovered the ambush point won't need to use a lure. The lure doesn't have to be the necklace, either (it snaps, and this will become important early in Act 2). Any weapon or even the coins are usable here. If the player uses the necklace or coins as a lure, they can also be left behind (a bit nonsensical at the time, but possibly useful later).

2: The second split occurs when the player employs the smoke grenade. Failing to remember the proper sequence (even so, the sequence can actually be performed out of order and still work) will fail to color the monster, and presents a major shift in the segment's tone and difficulty. If the monster is invisible, it is impossible to land the three hits required for the 'good' early ending, and some later mistakes will become deadly. Shaking the device actually loosens the internal safety mechanism, and performs the same function as sliding the lever. This is included just as internal game logic for how the device actually functions.

3: New in 1.25, the player may now use either the coins, burnt bones, or both to trap the monster for their initial wound attempt. Players that went after the ribbon during the investigation might not know about one of these choices, locking them out of the best option: using both. Trapping the monster with the bones and coins allows the player to score a wound early on, and without losing their sword. The crossbow also allows players to score a wound, but only if it's painted. The least risky option, drawing the sword from afar, never gets the player killed but also cannot score a wound. Drawing up-close can get the player killed if the thing isn't painted or well-trapped, and also might lose the sword, but can still score a wound.

4: On the road, the player MUST eventually use coins, as it's plot-necessary. This is a leftover from prior to 1.25, where coins were always used in the first wound attempt. The player can make several different attempts to try other options, which can either get them killed (especially if they threw more than one handful of coins) or lose Sif's snake stick item. If the player is not aware of the coin rule, then they must throw the snake stick (locking them out if its use later), which prompts Sif to spoonfeed them the aforementioned coin rule.

5: During the chat with Sif, if the player doesn't already know about the weapon rule, then Jorgen puts 2 and 2 together here. The player is also given a passing hint that the monster cannot face wheels, which is crucial later (but only if they don't achieve 3 wounds). It is also here that Sif reveals the missing trigger: having less than nine coins. If the player only threw one handful of coins, then Jorgen actually DOES have nine coins here (the platinum one counts) and only triggers the monster because he accidentally drops one. Regardless, the player proceeds to the bramble scene, but can score another wound here if the monster is painted and Jorgen has the crossbow.

6: The bramble scene is the most complex of Act 1's combat segment. The player must get Jorgen through the catch-mes, either by moving the catch-mes with items, or distracting the monster long enough to move them manually. The monster can be distracted either by coins or successful application of the snake tail (understanding that it must be wound around something, not thrown). If the monster has two wounds by the second bramble, then Jorgen can manually move the catch-mes without distracting it first.
Since Jorgen always knows about at least one memento: either the bones or ribbon, almost all the items in his inventory are available as panic/desperation options (he isn't aware of the actual memento property, though the player might be). If the player used two of the four bones earlier and cannot distract the monster, then they must come up with a third memento (last ditch option being the arming sword). If the player manages to score three wounds by the end of this scene, then they get an early exit from the combat segment and the 'good' ending (he still takes a hit to the face for plot reasons).

7: Once Jorgen is out of the brambles, Sif spoonfeeds him one last rule: the mementos. Jorgen then must ditch his inventory (except the coins and crossbow) and the player must decide whether the sword counts as a memento or not (it does). The player must also select a memento from their pile of ditched items (it's actually possible, though rare, to not have any at this point) for use in the next batch of brambles.

8: The final batch of brambles checks if the player ditched their sword (or lost it earlier) and whether they actually took a memento with them. Actually, during the review for this post I just realized the player was supposed to be able to use coins here as well; I might add them in a hotfix soon. If the player didn't screw either of these options up, then they enter into the Waldo scene.

9: The Waldo scene has the player pick up the wagon wheel. Any other items left around are also set up as false flag options, and all result in death. The point of the scene is to see if the player remembered Sif's warning about wheels, and puts 2 and 2 together when they see the wagon wheel.

10: The next scene has Sif assist Jorgen with his own inventory, and the player is given their second-to-last chance to trap the monster. The player can select any of the following options: coins, mementos, wheels, or the snake stick, and then are given a single test to intelligently employ the item. If the player makes a nonsensical decision (EX: throwing the coins into the alleyway, or putting the memento inside the catch-mes where they do nothing) then they enter their very last chance: which may be a Dead Man Walking scenario if the player lost their sword, didn't leave anything on the road, and has no coins. Otherwise, the monster is trapped and the player can kill it either with the arming sword or the necklace (if left on the road). If the player doesn't have the necklace or sword available, they need to go back into the alleyway and find their sword, which offers one last option for death (a very stupid death) if they lost it in the first batch of catch-mes.


That's quite the large block of blacked-out text. I may have missed some aspects of the fight, owing to the sheer number of variables, but the message should be clear: hopefully this clears up any feelings of "My choices don't actually matter in this game" and the like. Your choices matter A LOT in Walkerman, and this is only the first act. As your inventory grows and monsters become more complicated, we will be looking at some extremely lengthy and complicated combat segments. Your choices will also matter outside of the walking trade, although this may not be apparent in Act 1 as we haven't really entered the romance stuff yet.

Anyways, if I made any mistakes or left something out feel free to let me know in the comments section. I don't think I'll be able to do this for the later acts, as it's already difficult enough to keep track of everything for the simplest of our combat segments. I think the safeties that were included prior to 1.25 may have also confused players into thinking we weren't giving them real options. In the future, we'll err away from the side of caution in that regard.

Thank you,
John Conway


[ 2017-06-08 20:36:39 CET ] [ Original post ]

Choice & Consequence Design in Walkerman



This is going to be a lengthy post elaborating on C&C design and the nature of Walkerman's mechanics, followed by a spoiler-heavy detailing of the Act 1 C&C's in verbose. This entire post should be considered spoiler territory, but I will be blacking out certain sections anyway. I will later be re-posting this on our website's devblog here.

What is Choice and Consequence Design?
When a player comes across the merchant Canthar in Piranha Byte's cult classic Gothic 2, and decides to either accept his entry pass for a later favor or deny him, this is an early example of C&C. This decision has far-reaching effects on the player character, not just limited to their method of entering the game's main city. Many popular titles such as The Witcher series, Alpha Protocol, and The Age of Decadence incorporate this mechanic: players come across choices whose consequences have an explicit effect on the game beyond some scoring system. Often this comes in the form of killing or saving important NPCs, joining one side of a rivalry, or selecting a love interest. C&C is a design mechanic already well-suited to the Visual Novel genre, and forms the basis for Walkerman's gameplay design.



The Walkerman Mechanics: an Elaboration
Walkerman takes the concept of C&C, formats it around a single system, and then presents this in a Visual Novel. Players investigate a monster in each act, and are faced with choices that translate into knowledge and items, which they then utilize during the actual confrontation. These items can also be useful in later investigations, adding another layer of complexity.

While there's always going to be some amount of luck at play, owing to the sheer number of variables involved, the goal of Walkerman is to avoid 'trial-and-error' gameplay. Players should never be faced with, for example: two opaque options such as 'run left' and 'run right.' Whenever a player is faced with a decision, it should always give them the ability to make, at the very least, an educated guess as to what each decision entails. This is demonstrated in Walkerman early on, when the player is given the decision to either plan on ambushing the monster by learning its route through paint, or luring it with jewelry. The jewelry option will clearly lead to a new item, whereas the paint option favors new knowledge. This distinction was made clearer in 1.25, now that the paint option no longer gives the player a free item as well. Another later decision between investigating either the sailor's clothes or Asmund's death presents a less obvious choice, but still gives clues as to what the player will find: an explicit reason for Asmund's death, or the 'mystery box' of following a less clear lead. And all of these choices have explicit consequences during the combat section.



Often times, the player will not be given perfect information, and must deduce for themselves why certain effects occur. In Act 1, this is most clearly demonstrated by the use of mementos, especially before being spoonfed that this property is what moves the catch-mes around. The player is not given an explicit note telling them which of the ribbon's/bones' properties is manipulating the briers (and as of 1.25 they might not even know about this effect at all, and instead be reliant on coins, wounds, or the snake tail). However, the bones only have so many properties: burnt, bones, memento, and unknown source. If the player uses all of their bones and needs a stand-in, only the memento property has sister items in Act 1.
(Arguably, the ribbon might be a false-positive as it is both a memento and comes from an unknown source if the player never talks to the sailors).


The end result is that players enter a combat segment with only a partial knowledge of their target's rules, and with an incomplete inventory. They are looking to score 'wounds' (represented by red arrows above the textbox) which make the combat get progressively easier. However, attempting to score wounds also puts the player at risk of death (the player doesn't get hit points; one mistake can lead to death). In addition, the player has the meta-knowledge that they are missing some items and knowledge, which should make them suspicious of seemingly easy wound attempts. The actual twists, turns, and surprises of combat are unique to each act, but mostly revolve around consulting notes and making use of limited items.

Act 1 in Review

Having covered the basics, let's now look at how this all plays out in Act 1. Please don't read the following unless you've already completed Act 1. This is a detailing of all the C&C in Act 1's investigation and combat segments. I will be blacking them out, just in case you've absent-mindedly scrolled down here without reading earlier warnings.

Decision Points in the Investigation
Act 1 has five decision points that affect its combat section...

1: The player learns the monster's route by spilling paint, or decides to use jewelry as a lure. The effects of this decision don't really come into play by themselves, but instead interact with later choices.

2: The player investigates Asmund's death, or decides to check out another, less clear death: the missing sailor. This is a decision between a clear lead and a 'mystery box' option. Asmund's story alerts Jorgen to the weaponry rule, but the missing sailor can net him an important item (in this act as well as later on).

3: During the next night, Sif interrupts the investigation after three choices. So, if the player decides to check out the sailor's clothes, then they will gain the ribbon item but miss one of the three default ones: weaponry, burnt bones, and coins. Choosing the Asmund option earlier treats the player to all three default items, but no ribbon.

4: The player can gain one of three items from Kepko: scented candles, a snake's tail, or a broken mirror. The scented candles are completely useless, and there's no reason why the player should pick them (they can be lit, but never are in Act 1, so no shared properties with the bones). The snake's tail is the most obvious choice, if the player was paying attention to Sif the previous night. The broken mirror is the less obvious choice, and only becomes apparent if the player realizes that they share a property with the burnt bones: being strongly tied to a person's memory. The snake's tail is useful in the bramble scene, but the mirror can stand-in for any situation that requires the burnt bones (outside of the first wound attempt).

5: The last choice is between either taking the crossbow, or talking to the sailors. The crossbow is the only way the player can score three wounds for the 'best' combat result. The sailors can clue the player into there being another, unknown trigger at play. They can also reveal the ribbon's properties and begin a lengthy item trading quest-line. Going to the sailors is a bit nonsensical if the player didn't investigate anything related to them previously, but the option is left in to allow for mistakes.




The Act 1 Combat Segment in Verbose
1: The first split occurs right at the start, with Jorgen taking up a position on either corner of the alleyway, depending on whether the player took paint or jewelry for their first investigative decision. The positioning itself is mostly cosmetic; the major difference is that the player who discovered the ambush point won't need to use a lure. The lure doesn't have to be the necklace, either (it snaps, and this will become important early in Act 2). Any weapon or even the coins are usable here. If the player uses the necklace or coins as a lure, they can also be left behind (a bit nonsensical at the time, but possibly useful later).

2: The second split occurs when the player employs the smoke grenade. Failing to remember the proper sequence (even so, the sequence can actually be performed out of order and still work) will fail to color the monster, and presents a major shift in the segment's tone and difficulty. If the monster is invisible, it is impossible to land the three hits required for the 'good' early ending, and some later mistakes will become deadly. Shaking the device actually loosens the internal safety mechanism, and performs the same function as sliding the lever. This is included just as internal game logic for how the device actually functions.

3: New in 1.25, the player may now use either the coins, burnt bones, or both to trap the monster for their initial wound attempt. Players that went after the ribbon during the investigation might not know about one of these choices, locking them out of the best option: using both. Trapping the monster with the bones and coins allows the player to score a wound early on, and without losing their sword. The crossbow also allows players to score a wound, but only if it's painted. The least risky option, drawing the sword from afar, never gets the player killed but also cannot score a wound. Drawing up-close can get the player killed if the thing isn't painted or well-trapped, and also might lose the sword, but can still score a wound.

4: On the road, the player MUST eventually use coins, as it's plot-necessary. This is a leftover from prior to 1.25, where coins were always used in the first wound attempt. The player can make several different attempts to try other options, which can either get them killed (especially if they threw more than one handful of coins) or lose Sif's snake stick item. If the player is not aware of the coin rule, then they must throw the snake stick (locking them out if its use later), which prompts Sif to spoonfeed them the aforementioned coin rule.

5: During the chat with Sif, if the player doesn't already know about the weapon rule, then Jorgen puts 2 and 2 together here. The player is also given a passing hint that the monster cannot face wheels, which is crucial later (but only if they don't achieve 3 wounds). It is also here that Sif reveals the missing trigger: having less than nine coins. If the player only threw one handful of coins, then Jorgen actually DOES have nine coins here (the platinum one counts) and only triggers the monster because he accidentally drops one. Regardless, the player proceeds to the bramble scene, but can score another wound here if the monster is painted and Jorgen has the crossbow.

6: The bramble scene is the most complex of Act 1's combat segment. The player must get Jorgen through the catch-mes, either by moving the catch-mes with items, or distracting the monster long enough to move them manually. The monster can be distracted either by coins or successful application of the snake tail (understanding that it must be wound around something, not thrown). If the monster has two wounds by the second bramble, then Jorgen can manually move the catch-mes without distracting it first.
Since Jorgen always knows about at least one memento: either the bones or ribbon, almost all the items in his inventory are available as panic/desperation options (he isn't aware of the actual memento property, though the player might be). If the player used two of the four bones earlier and cannot distract the monster, then they must come up with a third memento (last ditch option being the arming sword). If the player manages to score three wounds by the end of this scene, then they get an early exit from the combat segment and the 'good' ending (he still takes a hit to the face for plot reasons).

7: Once Jorgen is out of the brambles, Sif spoonfeeds him one last rule: the mementos. Jorgen then must ditch his inventory (except the coins and crossbow) and the player must decide whether the sword counts as a memento or not (it does). The player must also select a memento from their pile of ditched items (it's actually possible, though rare, to not have any at this point) for use in the next batch of brambles.

8: The final batch of brambles checks if the player ditched their sword (or lost it earlier) and whether they actually took a memento with them. Actually, during the review for this post I just realized the player was supposed to be able to use coins here as well; I might add them in a hotfix soon. If the player didn't screw either of these options up, then they enter into the Waldo scene.

9: The Waldo scene has the player pick up the wagon wheel. Any other items left around are also set up as false flag options, and all result in death. The point of the scene is to see if the player remembered Sif's warning about wheels, and puts 2 and 2 together when they see the wagon wheel.

10: The next scene has Sif assist Jorgen with his own inventory, and the player is given their second-to-last chance to trap the monster. The player can select any of the following options: coins, mementos, wheels, or the snake stick, and then are given a single test to intelligently employ the item. If the player makes a nonsensical decision (EX: throwing the coins into the alleyway, or putting the memento inside the catch-mes where they do nothing) then they enter their very last chance: which may be a Dead Man Walking scenario if the player lost their sword, didn't leave anything on the road, and has no coins. Otherwise, the monster is trapped and the player can kill it either with the arming sword or the necklace (if left on the road). If the player doesn't have the necklace or sword available, they need to go back into the alleyway and find their sword, which offers one last option for death (a very stupid death) if they lost it in the first batch of catch-mes.


i may have missed some aspects of the fight, owing to the sheer number of variables involved, but the message should be clear: hopefully this clears up any feelings of "My choices don't actually matter in this game" and the like. As your inventory grows and contracts become more involved, we will be looking at some lengthy and complicated gameplay segments. Your choices will also matter outside of the walking trade as well, although this may not be apparent in Act 1 as we haven't really entered the romance stuff yet.

Thank you,
John Conway


[ 2017-06-08 20:36:39 CET ] [ Original post ]

1.25 Patch Notes



  • Lots of bugfixes and editing
  • New musical track "Night Moves" from WD
  • General editing work and minor bug fixes
  • Notes System Added (Check Inventory)
  • Act 1 Investigation Revisited
  • Act 1 Combat Segment Expanded
  • Dialogue System Overhaul (Nametags Added)
  • General Combat Overhaul (E.Wounds Above the Textbox)
  • Some Longer, Optional Dialogues Segmented into Menus with Early Exits
  • Extra Achievements


NOTE: If you replay Act 1, start from the Prologue's end. Mid-act saves will be broken from all the new content.
*Saves from end of Act 1 will still be valid for Act 2
** Want to skip to all the new choices? Here's a tip: select 'skip unread text' in the options menu and hold down CTRL to fast forward.


[ 2017-06-05 13:18:39 CET ] [ Original post ]

1.25 Patch Notes



  • Lots of bugfixes and editing
  • New musical track "Night Moves" from WD
  • General editing work and minor bug fixes
  • Notes System Added (Check Inventory)
  • Act 1 Investigation Revisited
  • Act 1 Combat Segment Expanded
  • Dialogue System Overhaul (Nametags Added)
  • General Combat Overhaul (E.Wounds Above the Textbox)
  • Some Longer, Optional Dialogues Segmented into Menus with Early Exits
  • Extra Achievements


NOTE: If you replay Act 1, start from the Prologue's end. Mid-act saves will be broken from all the new content.
*Saves from end of Act 1 will still be valid for Act 2
** Want to skip to all the new choices? Here's a tip: select 'skip unread text' in the options menu and hold down CTRL to fast forward.


[ 2017-06-05 09:24:09 CET ] [ Original post ]

1.05 Patch Notes

Here are the patch notes for this post-release hotfix.


  • Some minor spelling and grammar edits.
  • Fixed bug where many achievements would be granted on first launch.


What's the plan for the future?

First and foremost, preparing for the next development cycle, and getting Act 2 to the players (and our backers) ASAP.

But secondly, we've gotten a lot of feedback asking for more non-linearity in the Act 1 combat segment. We originally had more variety in the usage of items and weaponry, but it led to many 'walking dead' scenarios where players were still making choices after a fatal mistake, and continuing play for quite some time without a hope of actually surviving. Before Act 2's release, we'll be looking at making a redux of the Act 1 fight, and possibly add in some more achievements for clever or terrible ideas.


[ 2017-05-26 05:16:34 CET ] [ Original post ]

1.05 Patch Notes

Here are the patch notes for this post-release hotfix.


  • Some minor spelling and grammar edits.
  • Fixed bug where many achievements would be granted on first launch.


What's the plan for the future?

First and foremost, preparing for the next development cycle, and getting Act 2 to the players (and our backers) ASAP.

But secondly, we've gotten a lot of feedback asking for more non-linearity in the Act 1 combat segment. We originally had more variety in the usage of items and weaponry, but it led to many 'walking dead' scenarios where players were still making choices after a fatal mistake, and continuing play for quite some time without a hope of actually surviving. Before Act 2's release, we'll be looking at making a redux of the Act 1 fight, and possibly add in some more achievements for clever or terrible ideas.

Edit: After taking inventory of what's possible without taking artists away from their Act 2 commissions, I'm fairly certain I can dramatically extend the game's content just by programming and writing. This includes: reworking existing items, adding new uses, removing the 'safeties' we added to prevent Dead Man Walking scenarios, reworking how weapons and wounds are handled, and generally laying the Act 1 fight open for autopsy. I can also add the Quality of Life improvements I've been contacted about, such as nametags and a notes section for the inventory (a notes section will also allow us to add a new dynamic to the game, by keeping track of what rules/clues Jorgen actually knows).

I'll post a teaser update as to what specific extensions we're making soon.

Thanks all.


[ 2017-05-26 04:21:30 CET ] [ Original post ]