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Name

 The Pedestrian 

 

Developer

 Skookum Arts LLC 

 

Publisher

 Skookum Arts LLC 

 

Tags

 Indie 

 

Singleplayer 

Release

 2020-01-29 

 

Steam

 € £ $ / % 

 

News

 19 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 n/a 

 

Steam Rating

 Overwhelmingly Positive 

Steam store

 https://store.steampowered.com/app/466630 

 
Public Linux depots

 The Pedestrian Depot Linux [1.8 G] 




LINUX STREAMERS (5)
sirsamsaihatnixteuprimemonsieur_p_hell
henning_tv




The Pedestrian Digital Artbook Out Now

It's been a long time coming to get this artbook out, but we are happy to finally pull the curtain back and show you the work that went in to making The Pedestrian.



This artbook takes you through the entirety of The Pedestrian's artwork, developed over the course of 6 years. Throughout the artbook, we provide context on our process and thoughts at that particular moment in time.

Get the artbook included in the bundle

https://store.steampowered.com/bundle/18771/The_Pedestrian_Deluxe_Edition/

Or just grab the artbook by itself

https://store.steampowered.com/app/2061990/The_Pedestrian_Digital_Artbook/


[ 2022-06-23 21:55:00 CET ] [ Original post ]

Cerebral Puzzle Showcase

Hey everyone!
We're very excited to be a part of the Cerebral Puzzle Showcase! Especially alongside so many other great puzzle game! From now until May 24 at 10 AM PDT, grab The Pedestrian for 50% off. Also go take a peek at all the other wonderful games!

Thanks a lot for supporting our game and studio :) Hope you enjoy the game!

- Skookum Arts Team


[ 2022-05-19 20:01:21 CET ] [ Original post ]

New Game Bundle - Mind Bending Worlds

We've collaborated with a couple of pretty great games that we feel makes a good bundle for puzzle game fans. We hope you like the collection. Enjoy!

https://store.steampowered.com/bundle/22971/Mind-Bending_Worlds/


[ 2021-11-24 19:09:18 CET ] [ Original post ]

The Webby Awards Nominates The Pedestrian For Best Puzzle Game

It's always so flattering to get recognition for our game. Being honored at an event like the Webbys is another "gosh-dang-shoot-dang-shoot-cool-beanz" moment. If you guys think The Pedestrian is worthy, you can vote for us as best puzzle game here >> - The Webby Awards -

Thanks so much!

Skookum Arts Team


[ 2021-04-20 18:43:27 CET ] [ Original post ]

Vote For The Pedestrian!

Wow! It's almost been a year since we first release The Pedestrian. A lot of people have said 2020 has been one of the worst years ever. But to be honest, for us, 2020 has been one of the best years of our lives! For 6 years we put everything on hold. Working out of a scrappy little garage with hardly any money to our names, we sacrificed a lot to get this game done. We put our heart and soul into making it the best it could be. Looking back at the huge mountain we had to climb still gives me anxiety. But now we have a game that is highly rated and gives us the financial freedom to move forward with new projects. It's turned out better than we had hoped and we are so grateful for the support we've received from all of you! It may sound cliche, but dreams DO come true! If my 12 year old self could see me now :).



The Pedestrian means so much to us. It defines a very transformative chapter in our lives and it represents what we love about games. If you enjoyed The Pedestrian, please consider voting for it in this years Steam Awards. You can click the suggested category above, or pick whatever you think fits our game best. We suggest picking "Most Innovative" because it probably fits best and the more votes on The Pedestrian that go for the same category the better.

Thanks for playing. Happy 2020!

-Skookum Arts


[ 2020-11-25 19:15:23 CET ] [ Original post ]

Devs Play The Pedestrian

Hey Everyone,
Since the game has been out for a little while now and our minds are refreshed, we are going to play through The Pedestrian and reminisce about it's development. This is the first episode in the series, so keep an eye out for the other videos. Hope you enjoy!

[previewyoutube=iPdwLke9ugo;full][/previewyoutube]


[ 2020-06-25 18:53:17 CET ] [ Original post ]

macOS Catalina

Hey Everyone!
We mentioned in our previous patch that we were having some trouble getting our build through the Apple approval process (ONLY affects Catalina users). We've been working on it since that update and unfortunately we were not able to get it approved.

Why?
Long story short, when we put out our initial release build on 1/28 it was officially approved by Apple's system. Shortly after our release, Apple updated their approval requirements and various components from the game engine and plugins no longer met them.

So what does this mean?
If you're running the game on macOS Catalina. You might get a message pop up saying the game can't run. If that happens, you can navigate to the System Preferences>Security and Privacy and allow the app to run.

If you have any trouble and need help, don't hesitate to email contact@skookum-arts.com.



[ 2020-02-25 19:46:28 CET ] [ Original post ]

Patch 2/25/20

Hey Everyone!
Here's some more bug fixes and improvements. Most of these were done because you all gave feedback through the in game bug reporter. So thanks for using it and letting us know your thoughts :)

[h3]Bug Fixes[/h3]


  • Fixed issue where you can skewering the player on a wall piece in the subway and innercity hubs
  • Fixed issue where certain achievements could be triggered in the wrong area
  • Fixed VSync and volume resetting to default after starting a new game in the options menu
  • Fixed camera snap when in the elevator going to the finale


[h3]Improvements[/h3]

  • Baked occlusion culling in the finale area to fix chalk lines popping in and out
  • Updated "Falling" puzzle to fix easy exploit
  • Added platform to university hub exit sign to improve ease of use
  • Increased the total number of assignable controllers from 1 to 10 (You should now be able to control the game with multiple controllers)
  • Add e/space to options menu as an alternative to the enter key
  • Added chalk arrow at puzzle in locker room (This should help with some confusion)
  • Added wooden platform for the cardboard box in the finale to raise it into the player's view
  • Gameboy portal in the finale now automatically pulls you in (This should remove confusion about pressing the e key)
  • Added axial deadzone and sensitivity to joysticks instead of radial (This makes the controller a little more forgiving when walking across platforms)
  • Dying no longer forces a full reset (This removes confusion in the rooftop area when dying would reset props in a painted sign)
  • Fixed softlock in innercity "Dumber" puzzle
  • Fixed Rooftops arch3 subhub to avoid being able to grab the wire with one box
  • Added flashing lights to power source and above closet in apartment area(This should help make the process a little smoother)
  • 399 sticky note now hides when returning from finishing the rooftops area(This should remove the confusion of what code is required)


Thanks so much for playing our game! Have a great week!


[ 2020-02-25 19:44:21 CET ] [ Original post ]

The Pedestrian Soundtrack

If you've played The Pedestrian, you know what an amazing job Logan Hayes did on the soundtrack! We've been working with him for years to craft a very cohesive and compelling listening experience. Logan has knocked it out of the park! If you're looking for some easy listening tunes or need something to study to, The Pedestrian soundtrack is the perfect thing. The soundtrack is being featured in Steam's soundtrack sale which goes from the 11th-14th. Thanks so much for supporting an amazing musician!

https://store.steampowered.com/app/1236790/The_Pedestrian_Soundtrack/


[ 2020-02-11 22:33:46 CET ] [ Original post ]

Linux Patch 02/08/20

Hey everyone!

If you're running the game on Linux with a language that uses commas instead of periods in your number system(Polish, German, French). This latest build fixes a bug at the end of the game that would cause various sign doors to load incorrectly.

Thanks! Have a wonderful weekend :)


[ 2020-02-08 03:27:52 CET ] [ Original post ]

Patch 02/06/20

Hey everyone!
Thank you all so much for playing The Pedestrian. We've been busy this past week fixing some bugs and making some improvements. There is still more that needs done, but one step at a time.

Bug Fixes


  • Fixed a bug where going into the options menu when you died caused player to be stuck and invisible
  • Fixed a bug where props continued to function when in options menu
  • Adjusted "Blue" colliders in the subway to avoid signs getting stuck
  • Fixed animated objects sometimes playing multiple times or getting stuck in a loop
  • Fixed transition to "Vein" level in innercity to avoid getting key stuck
  • Changed "Dumber" level in innercity to have a crusher-button combination instead of key-door to remove ability to leave puzzle with key


Improvements

  • (Controller) Cursor move assist now ignores invalid node connections
  • (Controller) Removed cursor move assist when moving signs
  • Worked on compatiblility with demo version. First achievement transers to full version along with save file


Music Improvements

  • Finale music implemented (Was too quiet without any music)
  • University music now fades when you start leaving area instead of final puzzle (There could be a significant gap of time without any music)
  • Adjusted opening lobby music (Removed piano to make repetitive aspect less annoying)
  • Adjusted puzzlemode filters on music to not be as quiet
  • Small tweaks to subway last loop and final oneshot
  • Removed puzzlemode effect completely for "War" level in downtown coffee shop


Thanks so much for submitting your bug reports. We've been going through them and doing our best to resolve them. Have a wonderful week :)

NOTE! to macOS users. This patch is not going live for you. Your patch is going out at a later date. We've ran into an issue with macOS app approval and are working to resolve it.


[ 2020-02-07 00:29:30 CET ] [ Original post ]

The Pedestrian is now available!

https://www.youtube.com/watch?v=g3aGG6Ut6IE

The Pedestrian is now available!

Wed like to thank everyone who supported and encouraged us during the development.

We hope you all enjoy playing!


[ 2020-01-29 19:56:04 CET ] [ Original post ]

Christmas Update

Hey everyone!

For this months update we wanted to do something a little different. Because were nearing the end of development, its the perfect time to look back on where we came from. So we created a video of us reacting to some of our old builds! We have demos from 2015, 2016, 2017, and one from much earlier! So wed love it if you gave the video a watch, as our Christmas present to you. Thank you all for your continued support as we push towards the January 29th release!

Merry Christmas!

[previewyoutube=0JSp4nq0FOE;full][/previewyoutube]


[ 2019-12-21 23:06:58 CET ] [ Original post ]

The Pedestrian - Official Release Date Trailer

[previewyoutube=dLzHwweCn_8;full][/previewyoutube]

The Pedestrian, coming to Windows, MacOS and Linux - January 29th 2020


[ 2019-11-30 22:56:51 CET ] [ Original post ]

The Pedestrian | Official Teaser

Hey everyone!

Our teaser trailer is live! Feel free to give it a watch.
[previewyoutube=CAXYlYywjbY;full][/previewyoutube]


[ 2019-10-31 20:20:11 CET ] [ Original post ]

Official October Update

Hey guys!

Welcome to the October monthly update! During the time of spooky season and turning leaves, The Pedestrian is nearing completion. We had an internal goal to release the game around the 20th of October. But a couple weeks back we decided wed rather not rush the marketing portion of the release. Also, as were getting close to the holiday season, we wanted to avoid any of the unknowns that come with a release during sales and holidays. So we switched our 20th of October goal to be more of a Game is complete deadline. While pushing our actual release date out. So without further ado, The Pedestrian is scheduled to be released in mid January. Well have an official teaser trailer before the end of the month for the masses. We just wanted to give you all the inside scoop. Ok, now that the major announcement is out of the way well move on to our normal monthly update!

Twitter - Facebook - Website - Steam Page

Video Devlog -

[previewyoutube=o7lWx6-xPdc;full][/previewyoutube]

Above is our awesome video version of our update. It contains the contents of our written update just in a more visual format.

Updating a Train -

Our train received an update that made the train more useful and prettier. We reallocated some of our gameplay goals to be inside the trains and elevators. The hubs were getting a little cluttered with everything being piled up inside them. So with moving some stuff to the train, its helped clean up the hubs quite a bit. Weve also added in an awesome stylized video while the train is going.

Level Audit Tasks -

Downtown level swapped, assigned signs static, improved some internal sign spacing in puzzles and hubs, and tweaked the locations of various signs. All of these were part of a gameplay/level audit. This is where we went around and made notes on sign related changes, we also made changes based on tester feedback.

Puzzle mode Tweaks -

Recently weve made some improvements to the way that puzzle mode works. Many of the concerns with puzzle mode in the past have been from things happening without being clear what exactly caused it. So now we have a much better system where you are given a preview of what will happen before anything needs to be committed. So if you want to break a connection, just drag the node off and before you release it will show that the puzzle will reset, and which items will move because of it. If you dont want that outcome, just place the node back in its original location and nothing will change.

Camera Shake -

We use this tool called a sequence object to animate many of the movable objects in our game world. This week we added in a function that makes the camera shake while animations are going off. Not only does this help notify the player when things are happening, but its also one of those easy wins that improve immersion.

Smashing Bugs -

Our virtual controller had some issues when the frame rates would rise above the 150 fps mark. Moving signs around would cause them to fly recklessly across the scene. Apparently you could also walk through closed doors, which wasnt intended. So those were fixed.

Additional Improvements -

Weve always had a door opening animation, but the ladder opening animation has just been squashing and stretching of the ladder visual. So we now have an actual animation for when you connect two ladders to each other. Another thing is our player is no longer actual mesh, hes now textures on various quads. This helps make the player fit in better with the rest of the sign visuals. The blending on the edges of our player is now much less harsh because of this.

Kickstarter design -

Weve been working with various kickstarter backers on finalizing their rewards. A few of the big ones are in the works now, but we wont show anything to refrain from spoilage. Its something were super excited about, with it being the first secret thing besides our story.

Feature Videos -

Jed has been doing a series, walking us through different features of The Pedestrian. The first video is about how weve implemented our end credits system and the second delved into the ins and outs of a virtual cursor, why we chose to use it and how it was implemented. If youre interested in more detailed behind the scenes updates, then these videos are for you.

https://www.youtube.com/watch?v=AUGFokfNuT8
https://www.youtube.com/watch?v=IRocHHdzww4

So whats next?

Our plans for now are to wrap up any of the small projects we have going on and continue to put our efforts towards testing. Since we have a little extra time, were going to focus on gameplay and user experience. Taking any chance we have to get those easy wins. While were doing that, well also put more focus on the actual release process. Getting all our marketing material in order, creating trailers, and pushing forward with the Mac and Linux builds.

Thanks so much, as always, for being an awesome community! Well continue to create updates to keep you all in the loop. Bye for now!

Twitter - Facebook - Website - Steam Page


[ 2019-10-21 19:37:07 CET ] [ Original post ]

Official September Update

Oh hi there,

I didnt see you behind all this fantastic progress were making. Its currently a major push period in the Skookum Arts studio, the desk handcuffs have been brought out and the energy liquid of choice is on tap. Were at the super exciting point of development where things that are finalized, are actually final. And fun things we didnt realize would be an issue, are actually an issue. So come join us on our guided tour through development during September.

Twitter - Facebook - Steam Page - Website

Devlog -
As always, wed love it if you would check out the video version of our update. Its similar to our written update, except in video format. So you basically get to have the update read to you. Click here or the image below to watch.

[previewyoutube=-_GXujM8aIw;full][/previewyoutube]



Optimization -
Weve put The Pedestrian to the test at great risk to our own hardware. Kidding... well kinda. Jed has replaced many of the components from his computer with older pieces in order to test out performance. Its all been extremely encouraging on what level of computer can handle the game. Hes also picked up a monitor to clean up issues with different aspect ratios and resolutions.




Menu Settings -
Functionality of all our menu items has also been a focus this month. Things like resolution, window mode, graphic settings. All these items seem to be simple but with a couple of our game restrictions its caused them to be a bit more time consuming than we originally anticipated. Weve also updated the menu icons because they just werent meshing well with the rest of the visuals.




Visuals Lockdown + Ending -
Weve done visual tweaks to many of the games lacking shots and worked on the top secret section. So along with adding assets into the scenes and updating shots, also comes re-lightmapping the scenes. We have to continue to make sure new stuff merges with the old stuff. One way we make sure is through testing.



Testing Wave -
Speaking of which, weve hosted another wave of testing. Thanks so much to those of you who participated in that. It helps so much to finding all those odd bugs and situations that we would never encounter ourselves.



Music Markup -
New tune! Give it a listen, maybe?




Second Playable Character -
The female bathroom symbol has made her return! She was kinda in the game, then not, and now back. She had never been a selectable character, only pickable through the backend. But now shes selectable, playable, and savable. Rejoice!



Store Page Update -
Weve given our store page a huge facelift. The screenshot and videos where all from back when our Kickstarter was live. So everything has now been updated to be brand spankin new. Check it out here.
While youre there you might find a thing called a wishlist button. Wed be syked if you were to press it, but I digress.

https://store.steampowered.com/app/466630/The_Pedestrian/


Creating a Sign Video -
We created a short video about the process behind making a sign in the game. Going from concept to realizing the vision in-game. Its a quick watch, so check it out here.

[previewyoutube=5bCHYZHsSLE;full]https://...[/previewyoutube]


Minor updates to improve play experience -
Obviously theres been a bunch of new random things and tweaks that might not be worth mentioning. Things like the way animations are shown through portals, signs dynamically updating to improve performance, and a new puzzle! Huh, I guess they were worth mentioning.



Whats Next?
Next we have a few player animation edits, more music implementation, ending credits, and a few sign content updates. That plus a few dozen other smaller things, but besides that were getting super close. Things are happening, stay tuned so you dont miss it.

Wed be super pumped if you could follow our social medias and wishlist the Pedestrian on steam so that you dont miss any news. Until next time, ciao.

Twitter - Facebook - Steam Page - Website


[ 2019-09-20 20:47:06 CET ] [ Original post ]

Official August Update

https://youtu.be/UUot7aIM5cw

Hello All!
So its late August now, and that means it's The Pedestrian update time! We didnt have an official update last month, mostly because there wasnt much to share at that point in development. But this month were switching back to the normal update structure. Some fun stuff has been happening that were excited to share.

Twitter - Facebook - Steam Wishlist - Website

Monthly Update Video!
First and foremost, if youd like to see this update in video form then please click the link at the top and enjoy. Otherwise, continue reading below.

So, what have we been doing?

Music
We had a big leap in Pedestrian music implementation. Just a couple weeks ago our sound guy, Logan, came down to Skookum Headquarters for about a week. During that time we delved into the ins and outs of implementing the music with all of our game systems. One of the big hurdles that was solved is how the music interacts with the save system. We needed to make sure that if you load into any part of the game, then the appropriate music piece starts. Its so crazy to think that our game will have sound in it, since weve been playing silent for years. We have a nice little preview of a song that will be in The Pedestrian. Click below to listen to the sweet tune!

Story

Our story points are mostly good to go. The majority of the story used to be told at the end of the game. But now weve integrated a key story element into the gameplay to help guide the player towards our storys finale. The story remains very minimal, so it is non intrusive on your experience. But were excited to see how players will interpret the story if they choose to pay attention. And really all thats left for story is some animations and visual/audio effects to support some of the bigger story sections.

Area Transitions

We also worked on the loading between area sequences. Before when you were switching between areas there would be a distinct change in the way some of the objects looked. Lighting settings were different from scene to scene, which caused an odd lighting switch when scenes loaded and unloaded. Now everything is consistent and you visually cant tell that anything has changed. This really is crucial for one of our design goals of seamless gameplay. Weve also added more visual effects on top of the loading to give some visual feedback on whats happening during the transition.

Working on more testing feedback

One of the main puzzle mechanics wasnt as clear as wed liked. This made a later section of the game much more difficult because of this poor communication. So we added in some animations and visuals that should help players learn what they were missing.

The rooftop mechanic has gotten an upgrade! We worked to get the rooftops mechanic up to snuff. Meaning we tweaked it to use rules and design choices that are more consistent with the rest of the game. This should help players use the rules that they have learned up until now, but in a different and more interesting way.

What are the next major steps?


  • Implement or fulfill some Kickstarter rewards
  • Continue to add in sweet sweet musical goodness
  • Create fun marketing stuff (like updating the steam store page and an official trailer)
  • Optimize the game
  • Conduct a bit more testing


The minor tweaking and testing of the rooftops puzzle mechanic change is our highest gameplay priority. And the rest of the listed items should wrap up the game nicely. So thank you all so much for reading and/or watching our August update. Keep an eye out for future updates on our socials and wishlist The Pedestrian on Steam to be sure to be notified of release.

Be safe out there.

Twitter - Facebook - Steam Wishlist - Website


[ 2019-08-21 17:27:38 CET ] [ Original post ]

Surviving 5 years of game development.

https://www.youtube.com/watch?v=zK4VCHBwasc

Hello people,

Welcome to our first update video on Steam! We normally post these on our website, and other outlets but this is the first time we've done it here. And this one is a little different. We're at the stage of development where the changes that are happening are relatively small. So we don't have a crazy amount to show. However, there is a surprise video that we're happy to share about the life of The Pedestrian and Skookum Arts! So be sure to check that out above.

Twitter - Facebook - Steam Wishlist - Website


Video
Click at the top watch the video!

What Have We Been Up To?

That being said we're continuing to go through our beta waves, writing down all bug reports, taking notes on all the gameplay videos, and recording all the suggestions. These are being discussed and potentially added to the next sprint for the next beta wave.

So What's Next?
Continuing our implementation of music and audio. We have a big audio push coming up. So were really excited to see how well that goes and hopefully we'll be able to share some more awesome music soon.

Beta testing revealed that our Rooftops mechanic wasnt as clear as wed like it. So we believe we have a solution that solves a couple problems, while also making it more understandable.

Some slight gameplay and visual improvements! Things like making nodes easier to connect, having sign contents update before you can see them, and making sure each quality setting looks good.

Thank you all so much! If you didn't check out the video, be sure to scroll back up and give it a watch to see where The Pedestrian came from. We'll catch you all next month!

Peace!


[ 2019-07-26 22:57:48 CET ] [ Original post ]