Tyrfing Cycle |Vanilla| - Demon Sword Games
We are going to make this new Build Available very soon,
Im working very diligently As is 378 Publishing to make sure that people know this game exists / will exist.!

A lot of Bullpucky happened over the past 15 days that really had nothing to do with
Game development (See the other announcement -_-)

This stuff happens though and unfortunately I have to sometimes wear my ‘Businessman hat’ Which I assure you is not a top hat or a fedora (they don’t suit my face) I felt compelled to release 2 statements, one regarding the lawsuit, and more importantly, this one regarding the game.


Im going to take this opportunity to open the community up for you guys, talk about a lot of the changes that have happened and what In particular I would like to hear in terms of feedback. All feedback is important of course, but there are some changes that are fairly drastic and I personally feel that they address many of the complaints from before, SO I am particularly interested in talking about that first.
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We are building a wiki
http://tyrfingcycle.com/wiki/doku.php?id=start&#gameplay Still needs a lot of work, but here are some important sub links
Bosses- http://tyrfingcycle.com/wiki/doku.php?id=bosses
Items/Gear - http://tyrfingcycle.com/wiki/doku.php?id=items

Follow Progress on twitter - https://twitter.com/TyrfingCycle



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Changes to the core Gameplay
The Combat in Tyrfing cycle is deceptively simple and the challenge comes from responding correctly to threats. Unlike the Vanilla build, enemies can spawn after the level is loaded and come from above, below or from behind.

To compliment this, the levels are more horizontally oriented, this also helps the fact that Hervor controls best on the x axis.

Jumping has been improved, and Hervor’s Downward acceleration due to gravity (my old nemesis…gravity) has been tweaked to make her feel less ‘floaty’



The “Blade Whirl” aka “Maelstrom” Move has been changed drastically.

- It has a wider area of effect (AOE) but does less damage.
- The move has been repurposed to deflecting bullets and stunning enemies rather than killing them.
- Enemies such as the Russers and Fallen who rush the player can be pushed back
With this ability.
- This move leaves the player open to attacks from behind however.
- The Nordic shield is (for now) removed from the content list. It is frankly redundant and pointless now that Maelstrom can deflect bullets.

The stages are much larger, and offer secret rooms that will be tied to achievements down the road.


Acid Release has been improved – Acid release has a wider reach and infects more enemies. In addition to that, when an infected enemy dies it releases some pungent
Gas that has a chance of infecting or burning nearby enemies.

The new ‘Quick Counter’ System adds an element of risk and reward. Players who dodge melee attacks at the last second get a short Attack boost. The result is the next attack can absolutely DEVASTATE the enemy. Quick Countering is Required to play at your best,
-At the end of each Stage, the player is granted the opportunity to collect
A stat boost or an idunns apple.
- To obtain these things you must use quickcounters and combos effectively
Idunns apple automatically revives the player if killed in combat. This revival fully restores Mana and HP.


Death is less of a penalty, you may try again on the stage you died on, but at the cost of your powerups. (Idunns apple neglects this)


Pre run Load outs – After completing your first boss, you will gain access to the ‘pre run load out’ which allows you to customize what items you start with.
Slaying bosses will allow you to gain new load outs and more options.

Bosses are not Random Anymore – Each stage has a fixed boss. I noticed that because each boss is drastically different in terms of strategy that it was not a good idea to make the player fight a different one each time they played. So, the bosses are fixed per level. Bosses Should be a test of skill, and not so much blind luck, and in the vanilla build, most players were at the mercy of what items the game gave them.

Stages Are Randomated to a limited extent – Because platforming is a part of Tyrfing Cycle, forcing a player to learn a new pattern of jumping each run may cause frustration without merit. (ie Im p***ing off the player for no good reason ^_^)
-Enemy positions, numbers and types are pulled from a pool of templates.
-Stage Geography ‘shuffles’ and pulls from a range of templates that are fairly similar
- Stage order can shuffle
- Items, power ups and goodies are random
- Secrets are always located in the same ‘general area’

Im doing the best I can to maintain the roguelike elements while squashing the problems they might present. We are trying to achieve the best of both worlds


Each Stage is very different Visually.
You begin Helheim in the Odslig Bog, Move to the Svalta Catacombs, and so on and so forth. The Odslig bog is visually similar to Helheim in the vanialla build While the catacombs are very different. From there you may proceed to the Stage 3 which moves from the catacombs to Hela’s keep.

- This is to give a better sense of progress, as before in the Vanilla build, Helheim part 1 and 2 felt very similar, and based on what I heard, this negated any sense of progress. Jotunheim (world 2) makred the first true visual change and very few people made it that far due to the unpredictable difficulty and this is something I have hopefully resolved.


- Release attacks can be aimed with your mouse or Right analog stick.
Before “Release” attacks merely spawned on top of the player. Hurting adjacent enemies, but that made it difficult to deal with enemies out of range. Especially if you didn’t yet find a side arm. Being able to aim these abilities will grant you more control.

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Whats going to happen with the vanilla version?

There are a few things that we need to sort out before I have a definitive answer, but what matters most is insuring that those of you who paid for a copy get a copy.
I’ll admit that I am a little bit worried that because Blackshell had control over distribution and we had difficulties in communication that there might be a tonne of keys floating around unaccounted for. I’m going to choose to trust Them though and if I lose out I lose out. Sucks but I think it’s the right thing to do.

Those of you who own Cot Vanilla, Ill get keys to you guys, Im going to post a thread regarding that. Where you can request your key.
To be abundantly clear though, one owner, one key. Im not going to give you 5 keys because you have 4 friends who own it “totally for reelz”


Some Users expressed their concern that the vanilla build will be pulled, and that is the plan. There are numerous reasons for this, but I absolutely understand your concern, and I also acknowledge that there are people who like having old ‘rare’ games in their library. I think that’s pretty cool, but at the same time I cannot have 2 of the same games being sold concurrently. Im talking to a few users about what to do about this, and I want to do what feels right first and foremost.


We are working with youtubers and Twitch Streamers on a “Charity Challenge”
But this ‘challenge’ will be made open to anyone with an established gaming channel.

We have not yet officially announced the contest rules but I propose the following

- Any Gaming content creator may enter, there is no minimal sub requirement
However, your channel must be ‘established’ and at least 3 months old
- The video must be published to Youtube before the deadline
- View Count will not effect your score
- You may enter any number of times.
- Commentary is welcome, and the more enthusiasm the better! If it P***es you off Let us know, RAGE if need be
- We are willing to supply a game key, but encourage you to purchase the game (after all a cut goes to charity)

- We will judge Skill based on the following criteria.
- Amount of Damage taken
– Effective use of power ups
– If glitches are exploited (we encourage this ^_^)
– How many secrets are found
-How quickly the run is completed


Terms -
Established Means your channel is active, and uploading regularly, and more than 3 months old.
Glitches any design flaw, or error that was not intended by the developer

Prize
We will donate a percentage of Tyrfing Cycle’s earnings to a Charity of your choice !
We will guarantee that a minimal amount of money makes it to said charity!
we will donate these earnings (or the guaranteed minimal) for 3 months.
There will be 3 of these Challenges
This is the first of 3, each more difficult than the last!

We will not provide any proceeds to any political, religious or for profit organization, however. We are not opposed to charities endorsed by or founded by such organizations


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So what do you guys think? We are still working on the ifs ands or buts of the matter. As the Publisher (378 Publishing ) Is directly endorsing this, we need to make sure that the rules and conditions are fair, and that our publisher is ‘cool’ with it.



Throw us your feedback! And let us know what you think, the official Challenge will be announced very soon!
Tyrfing Cycle |Vanilla| - Demon Sword Games
This is a public statement for Both the public and Digital Homicide LLC.
In this statement I will Confirm or deny the broad spectrum of allegations being brought to me as an individual. I cannot and will not be held accountable for the actions of others.

I apologize in advance for this not being a game update, but I have to wear my business man hat for a moment and actually refute the false allegations being made by Digital Homicide LLC directed at DemonSwordGames.

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Preface: In the article linked below, it is mentioned that Digital Homicide LLC’s cofounder actually pursued police and FBI intervention against the 100 parties in their recent lawsuit. I believe that this is an absolute outrage. While I understand that being slandered can be a frustrating ordeal, I cannot at all condone their retaliation thus far. It is careless, reckless and malicious. It is, in my opinion fuelled by anger and impulse, and while I can sympathize, I cannot condone it.

Link: http://www.azcentral.com/story/money/business/2016/09/21/yuma-digital-homicide-video-games-sue-users/90742572/

In addition to that, in the past 72 hours I have had more than one attack on my Steam account. http://imgur.com/a/HSNkr 2 attempts in total from the same IP address which I found out is a Russian proxy commonly used.

For the record, I am not blaming anyone specific for this attack on my account, however I feel that regardless of who may be behind it, the timing is uncanny. Therefore I wish to clarify that the purpose of this statement is to make Peace while protecting my identity and my works.


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Allegation 1 – That I am a competitor who holds malice towards Digital Homicide - This allegation is false – While I find Digital homicide’s business practices distasteful I do not hold any malice towards them.

Allegation 2 – That I am a competitor who stands to gain financially by Digital Homicide’s Removal – False – I am not a competitor, nor does their presence directly affect me financially.

Exhibit a – Digital homicides library consists of 55 games…
Proof - http://imgur.com/a/x9DJB 55 Games!

Exhibit b http://imgur.com/a/ynpBt and (b2) http://imgur.com/a/iGlLx
– My current product list is 1 game, and it is only available as a
“early access/pre order” I do not currently market this product.
- My games are hand drawn, and digitally painted, they offer a distinct style
When directly compared to digital homicide’s titles.
-My Game will retail for 11.99$ once completed where as Digital homicides titles sell for an average of 0.99$
-The fact that I do not market or really try to sell my games should be sufficient enough proof, but our target demographics are likely very different.
- My one title is a 2d Action adventure game, where as Digital Homicide LLC offers a wide variety of genres, from FPS, to arcade, to runners, to space shooters.


Allegation 3 – That I(Donovan Jackson) use proxies, pseudonyms and/or sockpuppets. False
I refute this outright as my policy with greenlight and steam is and has always been Transparency.

My History on Steam:
I created my account (dizimz) in 2012 to pitch “Marly” to the community, I ended up having to publish Marly as a browser title. Since then I worked Sales, I apprenticed as an Insurance salesman and Financial advisor from 2013-late 2015 With Combined Insurance Company of America (CICA).

-My mother died on November 9th 2015. When that happened I decided to pursue game design once again. Ive used the account for gaming, but never in any sort of steam group until approximately in January.

-I worked part time on Tyrfing Cycle (then Cycle of Tyrfing) from March 2015 until presently. on November 24, 2015 I decided to take a chance and post it to greenlight.

I need to also note that I hadn’t become active again until around November 2015.
-I was officially introduced to Digital Homicide LLC by my friend who shared
Jim Sterling's blog "The Jimquisition" in November of 2015.
-I have heard Jim sterlings name of course in the past, I used to watch Ben 'Yahtzee' Croshaws reviews weekly who used to write along side jim sterling for the escapist
-My friend (who will remain unamed) Introduced me to the scandal because I found a developer who he said was likely a sockpuppet.

Important note - I did not even know about Digital Homicide LLC until long after it had its reputation dismantled by various Youtubers.


Allegation 4 – That I am associated with Jim Sterling – False – If I was, you’d think he’d cover my game for me. (yes, I am being Facetious)


Allegation 5 – That I have threatened Digital homicide and/or their families. FALSE FALSE FALSE
- This was not leveled at me directly, but I’m dragged into it by association. This is so unbelievably False!!!.

If other users have done these things, well Im sorry, but you cant lump me in with them. By doing this you are in a sense defaming me. Ive never harassed Digital Homicide and I certainly have never threatened them. So you really cant sue me for those specific transgressions.


Allegation 6 – Stalking and Cyber bullying – False
Again, I don’t do this, nor have I ever.

Their evidence for this - http://imgur.com/wDTUrCL
actual post here - http://www.thejimquisition.com/digital-homicide-and-the-case-of-the-sockpuppet-developers/

- This is not stalking or cyber bullying. I simply pointed out that I found what could be a related account.
- I told people to Vote Yes if they so desire.
- I posted this because the dev in question uses similar practices and design elements to digital homicide's games.
- I make no specific accusations nor do I identify this person as Digital homicide.
- This was posted in Late 2015. I had no games published at this time, so posting this did nothing to help me financially...
Once again, no malice here... No financial gain for me.

- This was After Jim Sterling released the episode called “Homicide” on Oct 15 2015.

Important Note – Jim Sterling released an episode of the Jimquisition called “Homicide” on Oct 15 2015. This episode documented the various alleged transgressions committed by Digital homicide, and provides DAMNING evidence. In fact; Jim is so confident in this evidence that the video remains public despite legal pressure from Digital Homicide LLC.

Source - https://www.youtube.com/watch?v=zbqxPgK87dM
Key points –
1:27 – 1:45 Overview of Digital homicides relationship with Jim Sterling
1:45 - 2:55 Details Digital Homicides “subsidiary” companies
3:19 - 3:58 Details legal action from a Polish company “ECC games”
7:10 – 7:45 Jim gives his professional opinion of Digital Homicide’s behavior
7:52 - 8:42 Digital homicide has a history of trying to pressure people unjustly In this case, he tries to censor Jim Sterling under threat of litigation.
9:16 - 9:33 …


This episode predates any of the alleged actions supposedly committed by Your’s truly.
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This begs the question- Can the community be held accountable for a mistake made by the Press? By the way, Im not saying that Jim made a mistake, I’m speaking hypothetically

Example: if a journalist wrongfully states that a person is a sex offender, do you sue the readers for discussing the article or believing it?
Of course not! , you would sue the journalist -


If the allegation is false, the journalist should be brought to task and penalized, but you don’t penalize the readers for discussing the publication!
Journalists have a duty to report accurately and to check their facts and as such, we the people trust their reports to be factual. If Jim Sterling is somehow guilty of defaming Digital Homicide, then that civil matter needs to be resolved first and foremost.
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I believe that this lawsuit only exists for the following purposes:

1) Because Digital Homicide LLC wishes to harm its ‘enemies’ and ‘competitors’ financially. This is demonstrated by the nature of this case and within its owner’s demands.
- CoFounder James Romine Jr states that he does not wish to claim 2 cents from this lawsuit, but feels that Steam should ‘purge’ the listed accounts.
Some of which have thousands of dollars worth of games and software attached.
- If I, Valve or any of the other 99 parties fight, this means very expensive legal fees. and that is what Digihom wants – a practice called ‘bleeding’ which was popularized by the Church of Scientology

https://en.wikipedia.org/wiki/Vexatious_litigation#Notable_vexatious_litigants

2) To Harm the public perception of any parties who Digital Homicide ‘dislikes’ I believe this is why the lawsuit has 100 parties listed.
This allows the litigant to make broad, but damning claims.
- ex – I have personally refuted all allegations made, but I am certain that of the 100 parties, at least one probably did send death threats, the problem is that My name is in this lawsuit and people may commonly assume that I am sending them death threats. In fact I would argue that the method of filing used is Slanderous

3) Digital Homicide is not seeking any resolution of injustice and intends to use the Legal system to extort.
Proof - http://imgur.com/mlX35oX and http://imgur.com/0yLGnPc
In these images, CoFounder James Romine Seems to be attempting to extort me. Be it information, or money this is something I take very seriously. Granted this is my perception of the situation, yours may vary.
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My Demands -
1) If theywish to pursue legal action against me:
They need to do so against me as an individual and if and only if they can provide me proof of damages and proof that I am some how responsible (as an individual) then I am happy to cooperate.

This information needs to be brought to me before pursuing civil matters.
And it should be done publicly so that we have witnesses.
After all, based on what Jim Sterling has said, I fear that any private discussion with them may result in the obstruction of said Justice.

So far, by the way, no attempt has been made to provide evidence of any wrongful activity on my behalf. These guys did try to slander me on my game page though. Unless you count that youtube comment… you know where he provides no proof and attempts to extort me…

If proof of damages cannot be provided publicly then I demand that all efforts against me or my estate cease from here on. If evidence can be provided, I am happy to discuss the implications and whether or not actual damages occurred directly or indirectly as a result of my actions.

2) I will not accept any responsibility what-so-ever for the actions of others,.
My desire is that Justice be served, and it is my opinion that leveling such broad accusations against such a large number of individuals is not only appalling, but irresponsible and certainly not just.

If Harassment or threats have been launched against DigitalHomicide LLC, its member’s families or their estate, know that I do not condone this and that I did not take part, as such including me in a lawsuit for harassment is tantamount to Slander/libel.

I have taken the time to refute each allegation, and I believe that each statement is clear, factual and concise.
The burden of Proof falls on the plaintiff, and without such proof, I demand to be severed from any and all liability for the proposed damages.





EDIT - Sept 29 2016 6:30 pm AST---------
This is a communiqué and amendment made in addition to the first statement made a few days ago.

Ill be brief and to the point, and im actually writing this in a sense to protect you guys (Digital Homicide) So please please please read this carefully.

1- Disney and the Font used in Starship NovaStrike.

In the case filed you state that this is the font used in starship novastrike - https://cooltext.com/Logo-Design-Starburst

There appears to be some confusion however. Starburst is the name of the Effect.
The font used is called SF_DistantGalaxy and can be found here:
https://www.fontsquirrel.com/fonts/distant-galaxy

Just to be certain I downloaded the font and compared them here: http://imgur.com/a/0VUub


Now the license CLEARLY states that the font is for personal use only, It forbids the use of this font for any commercial projects (anything that is for profit)

https://www.scribd.com/document/325839903/Distant-Galaxy-License

“Under NO circumstances may this FONTPACKAGEbe sold for a profit nor be included as part of another product“ And “STAR WARS, THE EMPIRE STRIKES BACK, RETURN OF THE JEDI, and allSTARWARS logos are TM and© LucasFilm, Ltd”

This is directly from the license.
So when I said this is the starwars font. I meant it. This is literally the star wars font.
You cannot use the starwars font in a commercial project without the express written consent from Disney. When I made my original remark, I wasn’t trying to slander or defame you, I was trying to educate you… Yes I was Sarcastic, but that’s besides the point.

About me playing the game on a virtual machine
For one, the video and the review were removed out of professional courtesy.
But if you want to hold the review against me, I should point out that in the video review I play 2 flash games from the early 2000s on the same virtual PC. Both games ran flawlessly. Furthermore, I expressly disclaimed that the game was played on a Virtual PC. I did not try to conceal that fact. Therefore I conveyed no misinformation.



Digital Homicide LLC is welcome to refute any claims made by me so far.
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Sep 19, 2016
Tyrfing Cycle |Vanilla| - Demon Sword Games
check http://store.steampowered.com/app/513470

This is the new page, appid 513470.
THis is where the new patch will be published. Those of you who already own a copy will have to buy it again.... JUST KIDDING


Ill be in touch with details regarding new game keys if needed.

I am going to offer those of you who own it already a "pay what you want option"
As Revamping everything has been a bit costly for yours truly.

Special Thanks to Dan and 378 Publishing to whom I look forward to doing business with.

and Kudos to all of you guys for your love and support.
Special thanks to Deathevn, Enix, Mellow, Lord CrocoSquirrel, Ethical Pixel, Zaxtor, My friends over at poopgaming for all of your feedback, it has been extremely helpful and I truly appreciate it. AND of course, Hail Odin!


You arent reading that Release Date Wrong.
While I am aiming for Sooner, I think realistically, Dec is doable. Please understand the amount of work that went into these improvements.

Ill have the early access availability back for you guys very soon though!


Tyrfing Cycle |Vanilla| - Demon Sword Games
Steam store page and appid are changing
What was originally
Our new appid will be 513470
as a result, the store URL will change.

Neither of these pages are active (yet) but will be By about next week.

For those of you interested in buying Tyrfing Cycle, I suggest that you hold off until then.


Official Reason for this migration


Im not sure if it is BlackShell's policy, they are more than welcome to clarify though - BUT - many of their affiliates have copies of Tyrfing(without having paid for it). I was ok with this while blackshell remained my partner, but no longer. They may keep the version that Blackshell 'endorsed' but the completed game, they need to pay for.

I still have 120 BlackShellMedia games I never paid for, and imho that isnt right. I probably wont play most of them, but if I do, ill make sure to pay.

The Content itself may become unavailable as well over then next few days, so I apologize for any inconvenience.


So if the Game page is down briefly, Dont sweat it, it isnt because of the lawsuit


About the Lawsuit
No, the page migration is not due to the lawsuit with a 3rd party developer.

Ill state on the record that I find what Digital Homicide LLC are doing abhorrent.

- I have done nothing outside of talk about my experience with one of their imposters (a person who claimed to be them going by No-BS-Gamer)
- Leaving a negative (but truthful) review on 1 out of their 15 or so games
-Express my distaste for their behavior and what the implications are for indie devs everywhere.

Take it from me, a developer, I do my best to be nice as F**k and honest. But there has always been an air of mistrust, and I contribute this to developers like digital homicide abusing the system. The past few years of negative PR, not just from them but folks like them has created a barrier between devs and gamers, a barrier that shouldn’t exist.

We devs are just gamers too, we just took our hobby to a different direction. So is it wrong for me to express my disdain for such behavior?
I think not, but to say the least... it definitely isnt illegal - I live in Canada
a free country, this is my right.

- Demon Sword

- I have never accused them of committing a crime
- I have never urged people not to play their games

They are specifically targeting me because I am a developer
WHY they feel so threatened by me, Im not sure.
-This game isnt even finished, it's not fully released.
-We have never shared front page exposure and...
- they have many games while I have 1 in early access.

"Hey. Good to see a spot where you posted my last name with the no-bs gamer thing (who wasn't me).
Case filing is tomorrow. There could be a month of odd stuff.
Contact me at my email donovan and it will be easier to sort things out service and lawsuit wise.
As a competitor in the market I'm going to be going after you especially hard for the false statements compared to all but a few of the really hard core harassers.
We can probably work out a settlement but some subpoena things have to go through first to find out just how much you and others were involved. Toss me an email if you want to talk it through, your benefit,"
-Jim Romine via Youtube

Seems like extortion to me...


How does the Lawsuit effect Tyrfing Cycle
For now, it doesnt, im still following my schedule, That isn’t to say that the 3rd party isn’t attempting to Sabotage me.

Those of you who witnessed their attack on my character on April 16 2016
can see that there is some clear animosity, in fact they have claimed that they’re coming after me especially hard in the above quote.


In addition to that I received an email on the 14th and I am trying to confirm the validity of said email. However it bares the name of one of the Members of Digital Homicide. In this email, the party(s) Not only threaten me, but attempt to extort information out of me.


What is most frightening is what Digital homicide seems to be seeking

Currently it isn’t a lawsuit (yet) But rather a subpoena in a attempt to gain the information of numerous steam users.

I read the court docs, they want our IP addresses, phone numbers, mailing addresses, Login times, they want aliases, email addresses, etc.

With this information they can easily deduce things like our schedules, and daily routines...

Why is this Frightening?

I do not at all know Digital Homicide's members, but the impression Im given leads me to conclude that no one's information would be safe with them.

Speaking Hypothetically there is absolutely nothing stopping them from making a road trip up to Canada With a Shot gun and coming to my door.
There is Nothing stopping them from stalking my wife (again Hypothetically)

I also think that based on their actions on April 16th, they sincerely believe that the law doesnt apply to them. For folks claiming to sue for defamation, to then attempt to defame someone themselves...


Relationship with Poopgaming
There is none, although i was a member off and on due to invites.
Most of the members seemed nice, but I personally witnessed the group 'morph' for what I believe is the worse.

I left the group quietly in April before launching, I returned briefly when a friend coaxed me in assuring me that the moderation and administration of the group would be more strict.

My reason for leaving was and is - they break their own rules.
Claiming not to condone harassment while simultaneously 'rallying up the troops'

The thing is, this isnt the original members. Folks Like tryyton and Gana, Frunderman, Enix, and many others have always been respectful.
I think theyre good people.

The issue is that the group got to big for the moderators to control, and they certainly could not control the efforts of members individually. If harassment did happen I didnt witness it, I just know that some members were very compulsive and obsessive.

I was never a prominent member, and the brief period in which i was a member ended when I became a launched early access.


My Stance
I am not going to stop development, I am going to continue pushing ahead
and I will not be intimidated or swayed otherwise.

I am frankly not interested in this Drama, Im just making games, and if I can profit in the long haul, ill be happy, but I want to make a good game first

This is why I delayed launch, and that is something I need to emphasize:

To claim that I am a competitor of Digital Homicide implies that we share a common goal...We Do not

Yes we both want success digital homicide.
But For me, success isn’t wealth... If I have to sacrifice my reputation, and my pride for money, then to me that money is worthless, and even if it was some ungodly amount... like 18 million dollars... i could not in good conscience spend it. I know who I am, I left a position in sales because I know that I dont actually care about money, I want to get by, perhaps have some comforts, but I don’t want a benz or an audi, or a house any bigger than what I live in.

My goal is to make good games first and foremost, to build a presence in the community. To not do so at the expense of others, and to use my talents to entertain and provide fun to my friends and supporters.

Im not sure what the goals of Digital Homicide are... but they are not the same.


Update - Anyone else get the feeling something like this happened today?
https://www.youtube.com/watch?v=TmRPVTbzRzk




Sep 11, 2016
Tyrfing Cycle |Vanilla| - Demon Sword
Lets open with this - https://www.youtube.com/watch?v=XVgGejSKPAc
Mind the audio it comes out of sync in some places, but this is a test run with no power ups.

Honestly ive fought this B***h more tiimes than I can count lol.

Ive made some substantial changes and will be updating this around the end of the month.


Please Bare in mind that everything ive done so far, I did so with the greater good in mind This not only means pleasing you guys, but being responsible about the game as a whole.

Tyrfing Cycle or Cycle of Tyrfing began merely as a small project that i fell in love with and each time i figured 'enough was enough' and prepared for release I had a doubt in my mind that it wasnt the best I could do...

Red tape stuff, and some insight behind the scenes

Ive made some terrible mistakes, one of the biggest ones being my association with a certain publisher. It became apparently rather quickly that they did not care for my or the game's best interests and this shows in their actions. What resulted up until now was a lengthy and arguous process.


Out of Professional courtesy I wont go into exact details, but know this:
my relationship with BlackShellMedia has been terminated.

Know, that I was seeking legal consultation from June up until August and know that I made some rather big decisions, but the Benefit, is that I have regained control of my game

I am sorry to all of you who this may have effected, and Im sorry that his has delayed things, but this is for the better.

Unfortunately, communication issues cause numerous problems between me and the publisher. Many promises went undelivered or underdelivered and even things i was supposed to be privy to such as analytics and sales...I was not.

The reality is, besides the files, I was mostly locked out of my game.
I could change things here and there but the publisher wielded absolute authority.

Not having access to sales and analytics made it difficult to determine what worked and what didnt, Thanks to the vocal few of you, ive gotten some insight, but with out the cold hard numbers I had no clue what to focus on.

But, because I did my best to talk to you guys and communicate, I managed to gain an important insight to the flaws in my design, and applying things that I learned recently to this new build, I feel confident that I made a more superb product.

While I believe fully that you should be privy to everything, I need to balance that with a cerain level of professionalism and I need to say that I do not wish to initiate any sort of drama or pointless debate, what happened happened, whats done is done, lets move on and talk about the fun ^_^


THE GAME

To keep things simple I created a list here.

1) I overhauled the environment.
- before, rooms were constricted to a 4000x2000 pixel layout, that constraint is gone. which means stages come in all shapes and sizes.

2) overhauled gravity - Hervor's jump height is the same, but the jump is less floaty, I suspect this is because of the way i coded how gravity effects her.
She falls quicker, and for an added sense of control you can press 'down' to control your jump as well.

3) New Control scheme for Mouse/Keyboard offered in addition to just keyboard. You can choose to use the mouse for attacking, the benefit this gives you is the ability to aim Elemental attacks such as Lightning release.

4) Control adjustments for the Xinput control.
You can use the Right thumb stick to aim Elemental attacks now.


Elemental Releases used to spawn adjacent to the player, but now you can choose exactly where the attack occurs

5) Playing to our strengths.
- The general consensus with critics is that the platforming is weak and while we took the time to improve the platforming, we decided to use the new 'larger' environments to complement more horizontal movement.
- Platforms are larger and Easier to reach, but jumping from place to place is less necessary.



6) Wall Hike - Hervor can get an extra boost off of walls and ledges for added height and control

7) Mid air Control has been improved.
Hervor moves quicker while airbourne and can turn easier. This defies the laws of physics, but on the otherhand did you get a good look at that sword?
yeah...



8) Brand New Quick Counter mechanic -
Melee based enemies give longer telegraphs for their attacks, but those who are particularly bad@$$, we wait till the last second to dodge the attack.
Doing this makes Hervor glow and allows her next attack to DEVASTATE the enemy. Hiting them so hard the freaking expload into a glorious display of gore and fireworks.


9) Each Realm is 4 segements with 4-6 bosses
rather than 2 segements with 4-5 bosses on random.


10) Enemies drop more items more frequently and these items are more helpful.


11) New Animated Assets


I got pretty good at animating in other programs during the down time, I learned how to make animated repeating textures as well WOOT
Notice in the background of the above gif, the clouds move as this massive beam of ENERGY pierces the skies.




12) Boss fights are more dynamic, with a more combat oriented camera.
In most segments of the game the camera places the player in the center, but when massive enemies become your main threat, the camera dynamically focuses on both the player and the biggest threat on screen.
Ive also added some zooms which can be seen in the Hela fight



This is not mimirs best day

13) A finishing blow must be delivered to end the fight with the boss, this final strike causes them to utterly expload in a spectacle of particles!



Lets talk more causually for a minute.
You might not know that Tyrfing Cycle was originally going to be a binding of isaac like game merged with castlevania like mechanics. I make each game with the desire to learn something new and what i wanted to achieve at the games conception was item synergy like BOI but used in a side scrolling platform type Game style

As I grew to learn what 'Tyrfing Cycle' was really all about i had to make some tough calls. One of the biggest ones was the removal of permadeath.

I changed the whole format.
Each cycle is its own set of levels, Helheim cycle takes place in Helheim (no S**T)

I made each level visually different to enforce a sense of progression and rather than forcing a player to restart the entire cycle they can choose to repeat the stage.

14) The addition of the Idunns apple mechanic rewards skill, completing stages quickly, efficiently and aggressively yields greater rewards on the stage completion screen, this includes health boosts, revivals and more.

15) The player is only penalized for death if the death results for sloppy playing for too long. Ive balanced each fight to be winnable with no powerups.
and added health boosts and revival items that are rewarded for skillful play.

Seeing the game over screen means you didnt make a simple mistake, it means you made many, BUT you have the chance to make a comeback


Speaking of 'chances'
16) Temporary power ups - including an item that is not the berserk sphere, (although i wish the name was taken for sure...) This blue sphere grants hervor a temporary strength boost to utter destroy anything in her path. Just watch:





17) New Power ups - Ill let these be a surprise ^_^


Changes, implementations and moving forward


as said above, these changes will be implemented towards the end of the month.

Release date has been shifted back (no duh right?)
Ideally we will Launch in the Late fall Early Winter, but we will at this point do whatever it takes to make this game all that it can be.

You can please some of the people most of the time, or we can please most of the people some of the time, and the third choice is to please no one
Our goal is to make you guys happy and deliver a solid action experience while building a great reputation as an independent Developer and Publisher.

This additional time placed into development has increased the quality drastically, it increases the replayability, the ease of access AND the length of the game overall.

The game is SUBSTANTIALLY larger and the cost to Demon Sword Games is time and resources. As DemonSword and 378 Publishing LTD have full control now we are making some new value propositions.

This translates to, we're changing the price.

DONT PANIC! lol, the price changes will occur on full release, during early access we will maintain our 7.99 US price tag, but when the game is completed the final price will be 12.99 US

We while strive to give you the lowest prices we can while still maintaining profitability, but this change is firm and more than fair. We will offer regular sales and discounts, and those of you who bought, or will buy it during Early access, you will ultimately come out with better bang for your buck because YOU are entitled to the full game at the price you paid upon attainment.

Ill also need to clarify that BlackShellMedia Selected the 7,99 price tag, not me. There were numerous communication issues and while they originally proposed 10.00$ which I already put through and Steam approved, they for undisclosed reasons went with 7.99

Seriously, they didnt even tell me... lol
As publishers they probably selected that price based on what they thought would earn the most money quickly... But that is conjecture I quite literally have no idea what was going on on their end.

For those of you who feel the full release price is unfair, follow us on twitter
https://twitter.com/TyrfingCycle
and please COMMENT

Your input is important to us


With that being said I look forward to moving ahead with you guys
You've all been terrific and I have had a swell experience with the Steam community as a whole You guys are great, much love and kind regards

Donovan G Jackson
DemonSwordGames
378 Publishing LTD.
Sep 11, 2016
Tyrfing Cycle |Vanilla| - Demon Sword
Lets open with this - https://www.youtube.com/watch?v=XVgGejSKPAc
Mind the audio it comes out of sync in some places, but this is a test run with no power ups.

Honestly ive fought this B***h more tiimes than I can count lol.

Ive made some substantial changes and will be updating this around the end of the month.


Please Bare in mind that everything ive done so far, I did so with the greater good in mind This not only means pleasing you guys, but being responsible about the game as a whole.

Tyrfing Cycle or Cycle of Tyrfing began merely as a small project that i fell in love with and each time i figured 'enough was enough' and prepared for release I had a doubt in my mind that it wasnt the best I could do...

Red tape stuff, and some insight behind the scenes

Ive made some terrible mistakes, one of the biggest ones being my association with a certain publisher. It became apparently rather quickly that they did not care for my or the game's best interests and this shows in their actions. What resulted up until now was a lengthy and arguous process.


Out of Professional courtesy I wont go into exact details, but know this:
my relationship with BlackShellMedia has been terminated.

Know, that I was seeking legal consultation from June up until August and know that I made some rather big decisions, but the Benefit, is that I have regained control of my game

I am sorry to all of you who this may have effected, and Im sorry that his has delayed things, but this is for the better.

Unfortunately, communication issues cause numerous problems between me and the publisher. Many promises went undelivered or underdelivered and even things i was supposed to be privy to such as analytics and sales...I was not.

The reality is, besides the files, I was mostly locked out of my game.
I could change things here and there but the publisher wielded absolute authority.

Not having access to sales and analytics made it difficult to determine what worked and what didnt, Thanks to the vocal few of you, ive gotten some insight, but with out the cold hard numbers I had no clue what to focus on.

But, because I did my best to talk to you guys and communicate, I managed to gain an important insight to the flaws in my design, and applying things that I learned recently to this new build, I feel confident that I made a more superb product.

While I believe fully that you should be privy to everything, I need to balance that with a cerain level of professionalism and I need to say that I do not wish to initiate any sort of drama or pointless debate, what happened happened, whats done is done, lets move on and talk about the fun ^_^


THE GAME

To keep things simple I created a list here.

1) I overhauled the environment.
- before, rooms were constricted to a 4000x2000 pixel layout, that constraint is gone. which means stages come in all shapes and sizes.

2) overhauled gravity - Hervor's jump height is the same, but the jump is less floaty, I suspect this is because of the way i coded how gravity effects her.
She falls quicker, and for an added sense of control you can press 'down' to control your jump as well.

3) New Control scheme for Mouse/Keyboard offered in addition to just keyboard. You can choose to use the mouse for attacking, the benefit this gives you is the ability to aim Elemental attacks such as Lightning release.

4) Control adjustments for the Xinput control.
You can use the Right thumb stick to aim Elemental attacks now.


Elemental Releases used to spawn adjacent to the player, but now you can choose exactly where the attack occurs

5) Playing to our strengths.
- The general consensus with critics is that the platforming is weak and while we took the time to improve the platforming, we decided to use the new 'larger' environments to complement more horizontal movement.
- Platforms are larger and Easier to reach, but jumping from place to place is less necessary.



6) Wall Hike - Hervor can get an extra boost off of walls and ledges for added height and control

7) Mid air Control has been improved.
Hervor moves quicker while airbourne and can turn easier. This defies the laws of physics, but on the otherhand did you get a good look at that sword?
yeah...



8) Brand New Quick Counter mechanic -
Melee based enemies give longer telegraphs for their attacks, but those who are particularly bad@$$, we wait till the last second to dodge the attack.
Doing this makes Hervor glow and allows her next attack to DEVASTATE the enemy. Hiting them so hard the freaking expload into a glorious display of gore and fireworks.


9) Each Realm is 4 segements with 4-6 bosses
rather than 2 segements with 4-5 bosses on random.


10) Enemies drop more items more frequently and these items are more helpful.


11) New Animated Assets


I got pretty good at animating in other programs during the down time, I learned how to make animated repeating textures as well WOOT
Notice in the background of the above gif, the clouds move as this massive beam of ENERGY pierces the skies.




12) Boss fights are more dynamic, with a more combat oriented camera.
In most segments of the game the camera places the player in the center, but when massive enemies become your main threat, the camera dynamically focuses on both the player and the biggest threat on screen.
Ive also added some zooms which can be seen in the Hela fight


This is not mimirs best day

13) A finishing blow must be delivered to end the fight with the boss, this final strike causes them to utterly expload in a spectacle of particles!



Lets talk more causually for a minute.
You might not know that Tyrfing Cycle was originally going to be a binding of isaac like game merged with castlevania like mechanics. I make each game with the desire to learn something new and what i wanted to achieve at the games conception was item synergy like BOI but used in a side scrolling platform type Game style

As I grew to learn what 'Tyrfing Cycle' was really all about i had to make some tough calls. One of the biggest ones was the removal of permadeath.

I changed the whole format.
Each cycle is its own set of levels, Helheim cycle takes place in Helheim (no S**T)

I made each level visually different to enforce a sense of progression and rather than forcing a player to restart the entire cycle they can choose to repeat the stage.

14) The addition of the Idunns apple mechanic rewards skill, completing stages quickly, efficiently and aggressively yields greater rewards on the stage completion screen, this includes health boosts, revivals and more.

15) The player is only penalized for death if the death results for sloppy playing for too long. Ive balanced each fight to be winnable with no powerups.
and added health boosts and revival items that are rewarded for skillful play.

Seeing the game over screen means you didnt make a simple mistake, it means you made many, BUT you have the chance to make a comeback


Speaking of 'chances'
16) Temporary power ups - including an item that is not the berserk sphere, (although i wish the name was taken for sure...) This blue sphere grants hervor a temporary strength boost to utter destroy anything in her path. Just watch:





17) New Power ups - Ill let these be a surprise ^_^


Changes, implementations and moving forward


as said above, these changes will be implemented towards the end of the month.

Release date has been shifted back (no duh right?)
Ideally we will Launch in the Late fall Early Winter, but we will at this point do whatever it takes to make this game all that it can be.

You can please some of the people most of the time, or we can please most of the people some of the time, and the third choice is to please no one
Our goal is to make you guys happy and deliver a solid action experience while building a great reputation as an independent Developer and Publisher.

This additional time placed into development has increased the quality drastically, it increases the replayability, the ease of access AND the length of the game overall.

The game is SUBSTANTIALLY larger and the cost to Demon Sword Games is time and resources. As DemonSword and 378 Publishing LTD have full control now we are making some new value propositions.

This translates to, we're changing the price.

DONT PANIC! lol, the price changes will occur on full release, during early access we will maintain our 7.99 US price tag, but when the game is completed the final price will be 12.99 US

We while strive to give you the lowest prices we can while still maintaining profitability, but this change is firm and more than fair. We will offer regular sales and discounts, and those of you who bought, or will buy it during Early access, you will ultimately come out with better bang for your buck because YOU are entitled to the full game at the price you paid upon attainment.

Ill also need to clarify that BlackShellMedia Selected the 7,99 price tag, not me. There were numerous communication issues and while they originally proposed 10.00$ which I already put through and Steam approved, they for undisclosed reasons went with 7.99

Seriously, they didnt even tell me... lol
As publishers they probably selected that price based on what they thought would earn the most money quickly... But that is conjecture I quite literally have no idea what was going on on their end.

For those of you who feel the full release price is unfair, follow us on twitter
https://twitter.com/TyrfingCycle
and please COMMENT

Your input is important to us


With that being said I look forward to moving ahead with you guys
You've all been terrific and I have had a swell experience with the Steam community as a whole You guys are great, much love and kind regards

Donovan G Jackson
DemonSwordGames
378 Publishing LTD.
Tyrfing Cycle |Vanilla| - Demon Sword
Ive made some big changes to the game's level layout algorithms.

The game has always used 'template' levels and adds obstacles and enemies in accordance to a variety of different 'sub templates'
However the old methods had room for error and this caused dead ends to occur, or players to have access to rooms they shouldnt.



Dead ends, Routes that go no where and access to areas that should be inaccessible are fairly common in early roguelike designs.

It is my responsibility to resolve these issues and over the past few months have taken the necessary steps.

I couldnt have done it without you guys though. Make no mistake.
The sheer number of possible configurations made it downright overwhelming for a group of 2 or 3 people to diagnose every issue... much less just one.

@_@





With the improvements made I can now do things the previous design didnt allow and this has made me redesign a lot of the core elements in the environments. You'll no doubt notice that I do use existing assets in these new level templates. Ive fashioned them in a more "painted design" via photoshop. I think this adds to the visual appeal of the game tremendously.

The biggest benefit though is I am no longer restrained to levels of a certain size.

You may or may not have noticed that each sub level is based off of a 4000x1500 (approx) layout.

I was restrained to this due to the spawn points, the load points and the exit points having to be fixed.

Much like vanilla BOI, where the doors to the next room could only really appear in certain parts of the screenlocked levels.




Now I can design stages and sub stages of all sorts of sizes.

Indeed each level can be more 'deliberate' in its design while still maintaining the same level of 'randomness' the game has always had. Perhaps more so.


I can design foreground elements more deliberately and reduce the risk of having them impose on gameplay




Additionally, Ive been working on the primary controls of Hervor.
Tightening them where tightening is needed and loosening them where loosening is needed.

I have added a new Heavy upward attack and a heavy downward attack

And I changed the way runs begin and end.

The Pre Run or Pre Cycle Load out menu I added thanks to suggestions from
User: Deathevn, allows you to use points gained from the previous run to enhance the next. I have decided to take it a step further and create a level up system


I also have some surprises you guys might enjoy



I will include another announcement shortly as I need to make sure everything is in working order before posting. I will also include these changes as a distinct exe in the update. This way you have both the 'old' and 'new' to compare.

This will allow me to know what you guys like what you dont like, and what p***ed you off.

Thanks for the support so far guys I really appreciate it.
Tyrfing Cycle |Vanilla| - Demon Sword
Changes will Be applied On the weekend of June 10th



Greetings Everyone!
Wow it is June already and I have some pretty important announcements to make

First and foremost, this update has been the longest coming, a whopping 3.5 weeks. (Thats pretty slow for me) So what has been happening?

1) The Official Soundtrack has presented its own challenges -
Matt, the fellow Im working with is great but he and I are not yet to the sound I want for this game. and While the present music sounds good It is Royalty free stuff which i feel may or perhaps already does detract from the game's sense of Identity.

There have been people involved since before Matt, and ultimately they have not panned out. Guys I want to be clear that I am not being fussy - The first track of a game OST is always the most challenging to produce and I simply
did not have the capital to afford any kind of assistance until well, a week or so ago. I knew the crowd funds were secured by about Mid May and had them towards the end of May So I also want to be clear that I do appreciate the efforts of the prior musicians but their work methods did not and can not work with this project


To Clarify: Unfortunately each musician who did not work out has detracted from the game in his/her own way and Let me be clear that each of the 4 total musicians who did not work out failed to follow my basic instructions

Which was to remain in contact with me - Each of them would vanish for 2 weeks or more and then just email a completed track that does not fit the game, equally frustrating is that despite my giving them a key to play the game, the keys went un used. Not being in contact with me was the most frustrating part on my end - I supplied each musician with my Steam chat, Skype, and in some cases Facebook and phone number so that communication would be simple. and again - I asked to be updated every few days, not every few weeks.

I requested each musician to work on a drum/bass track first - produce a low quality, low instrument set of samples and update me every few days
what I got were completed songs, with high instrument counts and superb quality but were ultimately unfitting to Cycle of Tyrfing causing an otherwise good track to be rejected.

Each time this happens it would set the OST's development back by weeks and it would be frustrating for both myself and the musician who wrote the track


Again, matt has been great and I believe we can make a finished ost very soon) and I have high expectations for him, as his work ethic and drive have been match by none of the previous audio devs. I am a person who believes that hard work will trump talent and resources and so far Matt has worked very hard and Im happy to have him aboard.


Numerous updates and changes, as well as minor tweaks have made this the slowest update coming Many of the changes were aesthetic and I didn't feel right launching patches early for such relatively minor changes.

New abilities were added in the previous patch, namely a 'wall hike' mechanic that makes ascending easier and makes the over all game better. This wall hike ability has had some minor tweaks here and there since.





Additionally a new Jump ability has been added.
With the Item called "Jaded ascension' equipped, Hervor can do a 'screw attack' like leap and do damage to nearby enemies. This ability does not grant you immunity, but damages enemies as you leap upward.







Adjustments and changes have been added to the Item multipliers
The first run with these items merely effected the boomerang and banshee axe. These power ups now transfer to the war hammer Nomjlnar allow you to toss up to 3 hammers at once and allowing you to alter their direction.
These power ups also effect 'Odins' Horn - which is an orbiter type item that spins around the player. the max number of this item you can deploy at a given time is 3 - however with item multipliers you can max out at 9 now.

Additionally, you can alter the trajectory of the war hammer making each side arm unique in it's usability.





New enemies have been added, as well as new behaviours
Thanks to the input of everyone involved I believe i found the feel I'm trying to achieve here, and found the heart of what makes the game fun. For me, its "Momentum" . Moving at a given pace and cutting down enemies efficiently without the loss of pace.

New enemies can attack from behind, or drop in from above for an ambush!



Changes to Item drops from Enemies
Having a side arm is part of what makes Cycle of Tyrfing so enjoyable. Not having one feels somewhat crippling. This was originally by design as side arms used properly can make the game too easy. Challenge is important, but it is equally important that the player feel empowered

Side arms can now be picked up from slain enemies.




Shriek of the Bat This was advertised during green light but had been pulled up until now. this item still needs work and lots of balancing.
This item takes the place of a side arm, and with it you can transform into a swarm of bats at the cost of mana.

This ability adds a great deal of mobility, so the loss of combat strength seems to be a fair trade off.




Umbra Release
http://imgur.com/lZp9yAK
Im running into some issues with this one - uhoh!-
it's nothing to write home about but it should be acknowledged - This is a rare power up and it needs tweaking. Because of how the visual effect is processed, it sometimes leaves a 'ghost' which isn't good, it doesn't hurt the gameplay but looks strange and unprofessional - I am working on fixing this

Umbra release requires being crossing paths with the enemy you wish to target, you may target up to 3, and Press E (Right bumper) To activate it. It will unleash a shadow that pierces up to 3 targets doing heavy damage.

This also needs tweaking and balancing- if you encounter it, let me know.



Changes to Evney
Evney is a big bug. Originally he had a lunge attack which balanced his rather easily dodged energy blasts. The issue with the lunge was that it could at times be undodgable without the right items. This made him either too easy still, or a nightmare.

I took away the lunge because I rather the boss be easy and beatable than a completely frustrating experience.

To Balance Evney and make him more difficult I added an acidic drool so every now and again Evney will drool green goop you ought to avoid.




Red Jotun is more aggressive (axe wielder)
Originally, Red Jotuns were designed to be damage sponges, this had two negative effects, 1 this broke pace, and 2 it relied too heavily on split second timing to master defeating them. Reducing their HP was the right move, but the effect here was that even a newb could cut them down before they could get a swing in.

I tweaked how red jotun axe wielders behave. They swing their axes more frequently and in later levels give more warning.




New Visual assets

Most noticeable is Jotunheim's background, it has been replaced.
I want each realm to feel 'alien' and very different. Jotunheim for a while now had been using an altered variation of Helheims BG. This was temporary of course. JotunHeim's new background gives it more personality.

Blocky platforms that Helheim and jotunheim share are modified as well to have the same feel (that being stone) but to actually have differing
texture patterns.

Helheims being given a facelift to feel more swampy. Being the Realm of Death I decided to take liberties in how i personify it. and Death often equates to life and for me, I think of bogs and swamps with lots of moss and insects.

Which is sort of what I am going for, with mutated plants and enemies to have that feel.

Jotunheim is traditionally portrayed as a cold waste land and is home to Jotuns. I wish to retain this feel but make it seem like, again an alien world

I made new 'colums' and structures to decorate the areas, as well as some more animated background assets as well.


In addition to visual changes comes auditory.
I have partnered up with a good composer named Matt. (I haven't gotten confirmation if i can use his full name yet lol) and we are working together on giving Cycle Of Tyrfing it's own identity in the audio department.

The music being presently used is Royalty free stuff that I bought out of pocket from Envato. The music is great and my license permits commercial use, that said I want Cycle of Tyrfing to have its own identity.


Thank you to everyone who supported us on Kickstarter, thanks to you all I can afford to compensate my musician which is always nice and I can get the licenses I need to change how the game launches which should eliminate the install steps for Windows 7 Users


You guys have been Terrific and I really owe you all a sincere thank you!
Those of you who pledged at the early access tier will receive a free game key, and i will be in touch soon for the additional rewards.



Fafnir Boss
The Act 3 Boss of Jotunheim was going to be an exceptionally tall Frost giant called Prymr. After working rather hard on this boss, (redoing the design twice) I was unhappy and I did not feel it 'added' to the game really.

If something doesn't add, it almost certainly takes away. So I decided a different approach. Fafnir is a Exceptionally Large Dragon. With Thick Scarring on his Left arm which allows for climbing.

This boss is the first that Ive designed that you can platform up and effectively reach a 'weak point' His movements will also contribute to flinging you off if you are not quick enough.

This boss is substantially different from the 'humanoid' shaped bosses such as Raq, Hel and Stone Jotun. and I think his exceptional size will aid in making each Realm feel like its own entity.



a rough sprite of Fafnir to scale next to an approx of Hervor




Marketing efforts and the Launch Strategy

my attention has also been drawn to efforts in boosting awareness for the Cycle of Tyrfing This includes releasing promotional art, producing animated gifs of gameplay, talking with you tubers, prepping a release date, etc.

Most importantly, this game will remain in early access longer than planned - Why? Well the benefits are 2 fold -
For 1 this gives more time to me to prep for launch and clean things up, and for 2 - Well I have 3 words - Steam Summer Sale

The first few weeks after launch are the most important and if I launch during or immediately after the Summer sale id be sabotaging Cycle of Tyrfings success. Launching during the Summer sale forces me to lower the price to compete with…lets face it, BOMB sales that I cannot presently afford to compete with and immediately after the sale there will be an influx of released indie titles making it harder to gain shelf space

I know this marketing stuff is boring, but its important. It is more more likely an indie will fail because he or she failed to market and strategize and even if the game is critically acclaimed, failure to sell is failure to pay the bills lol.

So I will apologize for Delaying the full release I will also acknowledge that holding it in early access is a risk - since Early access doesn't necessarily get the same amount of exposure.

Super Spring Ninja - What is that?

First - I am a man who believes in being transparent.
So I want to preface this by telling the whole story.

My partner Natasha had been injured years ago - it was head trauma - She had since recovered, however she became susceptible to head trauma ever since. Rather recently she injured her head at the work place in a bit of a freak accident - she's ok, but is presently on Workers compensation.
thats a fairly sizeable loss on her pay check, which effects me of course.
It has been 2 months and she is still recovering but will be returning to work soon- We tried to make things work with less money, but it essentially
forced me to use the remainder of my savings.

I refuse to use the Kickstarter money until the things it was raised for are paid for. I plan to still be making games 10 years from now so misusing funds is not on my agenda.

I could have released Cycle Of Tyrfing earlier, but decided not to - after a year of effort, I don't feel like flushing it down the toilet.

This brings us to Super Spring Ninja - See I have a external drive full of experiments and half finished games. Super Spring Ninja being the closest to completion - I just got tired of working on it and walked away - so Im working Part time on Super Spring Ninja (30 hours) while working full-time on Cycle of Tyrfing (40 + hours) weekly.

I plan to launch Super Spring Ninja after the Cycle of Tyrfing
This was a strategy I had on contingency of something bad happening, something bad did happen and here we are.

I have to be clear - I am very pleased with progress, and very happy that so many people are able to enjoy the game
I do not wish that anyone interpret this as a complaint or any sort of excuse as I accept full responsibility for everything thus far It is my PR philosophy - to be transparent - and as a result it may seem as though things are tough, when really the aren't.

Good Game Devs are accustomed to challenge
Tyrfing Cycle |Vanilla| - Demon Sword
First and foremost - I apologize for the previous patch
You guys deserve an explanation, not an excuse - So i will be upfront with you.
I mentioned in the patch notes for last week (albeit very briefly) that I had some major corrupted files.
Unfortunately I did not have a relevant backup file on my 'time machine back up drive'
So this caused me to have to rebuild some things from scratch.

I didn't want to fall too far behind on the patches so I pushed ahead and missed some major things.
This is my fault and I am sorry.

Beyond that I came into some personal problems during last weekend. Really made things somewhat crazy.
More than likely ill need to make a trip to a place called Antigonish tomorrow (Thursday) to meet members of my family on my
fathers side (I won't get to into this guys, but i am not looking forward to it and would much rather work on Cycle of Tyrfing that side of my family is very negative imho)

As such I'm taking some extra time to do this newest patch - Again Im really sorry, but i think it's necessary.

This patch will be made available May 15 2016. (evening AST)

So lets put on a smile, and talk about the newest patch
This patch will include the following updates:


Side arms can now be boosted
This means that you can throw 3 items, or perhaps 2 in opposite directions, it is really dependent.
Spirit Dyes can now be applied in the pre run Power up screen at the cost of meta points


Odins Horn, combined with vortex release makes short work of Skoll fenrirson



With the new power ups you can do things like this:



Jumping has been tweaked
I'll say it time and again, small hinges swing big doors.
Ive made some minor tweaks to both how Hervor Handles as well as the collision detection on platforms.
These are small tweaks in the numbers but in my opinion it feels much better.
further tweaks may come based on input, but i think you guys and gals will enjoy this update.

Ledge and Wall Hike
At the peak of your jump, if you are against a ledge or wall, you can press W to wall/Ledge Hike.

This should make a substantial difference in mobility.
This increase in mobility may make areas accessible that otherwise shouldnt, so we are still testing to fine and address imbalances brought by this new ability



The hud's magic bar has been changed
I had a few people not notice the purple magic/mp/mana bar on the top left. In response to that I made it thicker and more styled to be easily seen.
The hud background had been darkened a bit more and given a higher contrast this should make everything easy to read on it.




The Guardian Disir behaves like a living shield and can deal with energy balls for you
He might not be perfect, but he is helpful!



The Title screen now has a background YAY!


This background is still being worked on, but will change depending on your process in the game


Jotunheim theme is unlocked when a certain level of progress is met



Jotunheim now loads up properly
- In the previous patch, this was a bonified F*** up.

Long story short - The file that manages what displays and when became corrupted 2 weeks ago and this hurt the overall development.
I spent hours trying to find a back up but the back ups on my time machine drive were fairly out of date and irrelevant.
So I had to bite the bullet and restore it from scratch. I fully expected hiccups, but not of this nature.




Texture updates The earth texture in Helheim has been redone, its more sharp and I like it quite a bit more personally.

Some Clean up - There is not much to say here, it is the small tedious things that are equally important yet not necessarily easily noticed.

Mimirs new projectile - Some people mentioned that Mimir is too easy, and that's fair enough he is meant to be the easiest boss
that being said I did throw in a new projectile to mix things up somewhat.




Windows 7 and Vista users will be met with a prompt on the first install
of Cycle Of Tyrfing (this is by no means permanent) This prompt will insure
the proper updates occur before playing Cycle of Tyrfing - This prompt will only appear on the first play.


You will see this on your first run, if you have already done what the instructions display, dont worry, just exit and reopen the game!


Lord Prymr Boss
This has been a challenge as Prymr is to date the largest boss encounter in COT, standing at about 75 ft tall (Hervor being approx 5'9 - 6')
Ive attempted a few mock ups that didn't feel right so i began building from scratch.

I altered the camera for 1 thing to accommodate larger enemies, this will be first seen in the Prymr boss
I wanted to keep everything at a consistent zoom in, but had to compromise that goal for his scale.

For the time being, Lord Prymr is incomplete due to this decision, but we are making progress and should have him in place fairly soon!

SvartalfHeim
Svartalfheim stages are still barred for now, (they aren't ready)
But will be made available soon.

Comic colouring
Ill admit this is where scope creep really got me!
As the comic scenes were going to be monochromatic and similar to comic inkings in style.
This is time effective and I'm confident in my skills to produce such a style, but I really wanted to give this my upfront efforts.
This is why some comics are coloured and some are not (they aren't finished yet)




This is a digital inking (although more of a draft in this case) and this
is what you see on the uncolored comics

Often, the comics will go through many variants of this stage before being colored, it's a long and tedious process, but enjoyable. Because it is time consuming though I dont color them until i know I want to stick with them.



New Power up 'Idunn's Apple'
Idunn is a Goddess associated with apples and youth - Her apples grant the gods their eternal youth
In Cycle of Tyrfing the apple serves as a green mushroom, that is a 1up.
This will allow your health to be restored by 3 hearts should you be slain.

Some time is being diverted into a 'proper' Trailer
I do need to put some time into creating a proper trailer - something that goes a bit further than the gameplay compilation i made for this.
After all, failure to properly market the game is a failure of the game.

Call to You


a comic that ended up being unused

If you guys enjoy this game and see it's potential please share this with your friends.
Passionate support is what allows good games to reach their full potential.

Im putting in my best efforts to not only work on the game, but to market it, and create marketing materials.
It is indeed a full-time job. And this isn't a complaint, I'm happy to do this, but I could also use your help.

Please take the time to provide feedback, in the form of a review
your review doesn't have to be positive and you can amend your reviews if need be.
But reviews actually help the games standing and relevance to future supporters.

But more reviews are better for the games development.
You have my absolute respect and appreciation for taking the time to do so.

One of the benefits of early access is that we get time to build up hype for the full release
I would like to see us take full advantage of that.

So what do you think, what kind of public outreach can Demon Sword make?
Tyrfing Cycle |Vanilla| - Demon Sword
Patch Notes :

Hel Boss will be further balanced - The addition of Meta Points has caused some imbalances with Hel, who is a rather noteworthy boss

as a result I am forced to rebalance Hel-

"Spirit Dyes" Spirit Dyes alter the appearance of your magic based attacks,

New Costume - Jotunheim Cloak


Projectile Enhancers and Various Effect Items
New effect items will be implemented that alter the number of projectiles you can throw at once, their direction and general trajectory

With good item planning and synergies you can do some really heavy damage



In this clip you can see that I am doing rather heavy damage to Durjol in Jotunheim, a triple boomerang assault combined with white dyed vortex release deals HEAVY damage and removes nearly a quarter of his health




Other News - We have Successful reached the 2,500.00$ mark on our crowd funding campaign which is to help finance some software upgrades, licenses and an official sountrack for the game
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