Pixel Noir - Pixeltone Music
Hey everyone!

As we get to the end of another hot Summer, we're excited to close out several of our tasks! But, before we get to the progress we've made in these last few months, we wanted to announce that we're launching our very own {LINK REMOVED}!

{LINK REMOVED}

Over the last few months we've built a little home for our dev team on Discord and we are ready to open it up backers/fans/cactuars to provide a space for our community to grow. Over at our Discord server, you'll be able to communicate directly with the development team, get granular development updates, stay in the know when we're streaming development of Pixel Noir, catch the latest screenshots & gifs teasing the game until launch, connect with other backers *cough RPG nerds cough*, and more! So join our Discord server, claim your role, & post as many detective/RPG memes as you want!

Important note for backers: please follow the directions in the #choose-your-role channel so that we can add you as a Kickstarter backer! Once you're added, you'll have access to #backer-lounge where we'll drop specific announcements and answer generic backer inquiries!


If David Tennant can't convince you to join, probably nobody can

Progress
While we are keeping a lid on an estimated release date until development is finished, we wanted to give you an update on the short list of tasks we laid out in the beginning of the year.

Since our last update, we've finished:
  • Collectible Placement - Treasure boxes, bundles of cash and items found through using Investigation Mode are now all in the game!
  • Shops, Traders, Grifters, & Black Markets - Yes, that's right folks you can buy, sell, and get ripped off now in the streets of Pinnacle City!
  • Battle Encounter Placement - Now you'll find patrolling baddies that might jump you around town! We've also added mimic type enemies!

This is what we have left before we can ramp up on porting & localization!
  • Bugs, bugs and more bugs - Yes, these still are popping up, but we are tracking less with every play test! This will be an ongoing task, even through patching but we want to make sure game play is as tight as possible.
  • Battle / Skill / Stat Balancing - This is the longest, most tedious task in testing. We closed out our first (and longest) pass of balancing and are working through our second pass.
  • Polish - We are continuing to fine-tune audio, cinematics, dialogue, and flesh out extra features such as CRDTech encounters. This will be an ongoing task until we launch.

Along with the many features we've been polishing and testing from the last update, we're working our way through implementing the visual effects for skills & items in battle. It's a much-neglected area that hasn't been updated since the Early Access release. Here's a sneak peek at some of the changes!


Woof swinging that chain so fast that it creates wind shear!

Is it fair to say that this thug has officially been mooned?

Slowing down is sometimes the best way to speed up. #showerthoughts

A little randomness never hurt anyone....maybe.

Who's ready for a cocktail party?


Here's what items now look like when used in battle!
Audio
Here's a sample of the Fish Market BGM which will play in (you guessed it) the Fish Market! Here you'll be assailed by a number of colorful union teamsters and other fishy characters!

https://soundcloud.com/discover/sets/track-stations:1121178766

That's It For Now
Before we sign off, there's a small issue we wanted to address. In recent weeks, our development progress tracker (the Roadmap) has been on the fritz. It's fixed now, but if you've noticed a slowdown in code pushes, know that we were chugging away--it's just that the code pushes weren't updating publicly. It should all be fixed with the correct data now. As it turns out several Google API's were updated causing the issue on our end.


Our next update will be out on Dec. 9th (exactly 3 months from this update). As always, follow our official Roadmap / Twitter bot. Also, don't forget to check in on Leo's Pixel Noir development streams on Twitch Monday and Thursday nights and now Len's NEW Development streams on Fridays to see the game's progression in real time!

//Team SWDTech
Pixel Noir - SWDTech Games
It’s been a busy couple of months here at SWDTech!! We’ve got a lot to share with you, so let’s jump right in!



Vita Talk
We had a little controversy with the Vita news a couple of months ago where we thought Sony was going to shut down it's online store for Vita. Apparently some very vocal Vita fans spoke up with passion to this news which forced Sony to keep its digital marketplace online (meaning we all can still buy the games on the marketplace). However, this move leaves developers like us in the dust because Sony won't be allowing new digitally released games to populate it's online store for Vita. (Source 1: Official PS blog - Source 2 Playstationlifestyle.net's article). We may be able to homebrew it digitally, but we are still looking into figuring this option out. Obviously this news also means that there won't be a physical release of Pixel Noir on the Vita. That said, we've got a laundry list of porting to do, so we're going to have to consider our approach here. Hopefully, Sony rethinks this decision and allows game developers to add new titles in the future.

With that we're off to the development updates! We're continuing to progress through our list of open items from last update.


::continues scanning news from Sony::
First Pass Of Stat-Balancing Completed!
Stat-balancing isn't the most exciting element in the development of an RPG, but it's absolutely essential to delivering a balanced gameplay experience. As of this update, all seven chapters now feature balanced allies, enemies, and gear. But we are going to do another pass or two to tweak difficulty as necessary but that will take far less time than this initial pass.



Along with balancing, we've also been adding semi-scripted random battles throughout the game. Watch your step in Pinnacle City, you never know when someone will try to mug you!


Run away!
Case Manager Now Integrated With City's Map
All main plot lines and cases (side quests) have been loaded into the case manager! This means that you will now have clues for each case as well as highlighted map tiles indicating key locations for almost any selected case.


As a detective, it's up to you to figure out where your next clue lies within that highlighted tile...

Teleport & Doorway Indicators
Just for a small quality of life improvement, we added arrows that point to doors and teleports in the game world by activating the detective's investigation mode.


FF7 called... They want their teleport arrows back!

Arena Battles + Shovel Knight!
That's right folks, we are adding a battle arena into the game hosted by our very own cameo appearance of Shovel Knight! He runs a virtual arena in the Tronics shop Downtown where you can battle the game's various enemies for prizes!


Look into my eyes.... *poof* You're in battle land!

New Game +
As you might recall, New Game + was a stretch goal. This feature will allow a player, upon completing the game, to start a new game with their experience, money, items and skills, but this time the player can make different choices, which could lead to different outcomes.


How many cigarettes can the you get the Detective to smoke in your *SECOND* playthrough?

Bug Crushing / Polish Mode
From the beginning of the year to this point we've been play testing rigorously to eliminate any game/emersion breaking bugs as well as adding finishing touches throughout the game. For example, door sounds were added to every environment in the game. Check it out!



We've also added some cool flash and sprite coloring effects to our cinematics for more of a dramatic effect!


A bloody, dramatic *Color Flash*!


Background color filter test sample.


Off screen explosions!

Audio Sneak Peek
Finally, here's a sample of the Uptown over world theme! Uptown is a nice part of town where Pinnacle City's more affluent citizens live. Here you can find the Apparel Mall, the Tronics Factory, and the Pinnacle City Gazette! Check it out:

https://soundcloud.com/pixeltonemusic/uptown-overworld-sample

That’s it for this month’s update!



Our next update will be out on Sep 9th. As always, follow our official [url="
https://swdtechgames.com/roadmap"]Roadmap[/url] / Twitter bot. Also, don't forget to check in on Leo's Pixel Noir development streams on Twitch Monday and Thursday nights to see the game's progression in real time!

//Team SWDTech
Pixel Noir - SWDTech Games
Hey everybody,

This is Len Stuart, creative director behind Pixel Noir and co-founder of SWDTech Games. I decided to personally come out and give you a brief summary of how I see things at the moment to let you know what's happening at this stage of development.


You can't see it from this picture, but yes I am chained to my desk. :D

While implementation is complete, a lengthy polish/bug extermination phase has been underway in these last four months to increase stability. In parallel, we are continuously testing to make the game balanced via player/enemy character stat and gear tuning, while also factoring in collectables/skills. It's a large game for as small as it is... (if that makes sense? -may only make sense to me!)

Have a look at our funny but frustrating bug collection...


Surfs up..?


What are you doing Shade!? Why can't you climb a ladder like a normal sprite!?


Party poopers...


We even have our own version of that truck sliding down the street in Texas!

For those asking about a release date, although we are very close to finishing from a development standpoint, we‘re not yet ready to predict a release date. Its because this last leg of the journey is fraught with new bugs and balancing difficulty hurdles we are continuously jumping. We want to put out a nicely polished game upon release because Pixel Noir is a project that has always focused on the quality of our game instead of profit. Not only that, but for as long as we all have been working on this project (and all the time you all have waited), we firmly believe it's worth putting in the effort at this point to make sure we can all be proud of the game we brought to life--dev, backer, and fan alike.

Now more from the bug collection...


I think the clerk is in on it!


This band is horrible but I can't leave- the eternal struggle...


She... walks her own path.


...Don't ask...

With all that said, let me remind you of the things we are currently working on at the moment with Pixel Noir:

  • Battle / Skill / Stat Balancing - This is the longest, most tedious with the battle testing and all that must be done over and over and over....
  • Collectible Placement / Shop Stocking / Traders + Grifters + Black Markets - Items and gear need to be factored into balancing as there is some complexity in the later chapters of the game. We've done this for about 35% of the game as of this update.
  • Battle Encounter Placement - Turn down a wrong alley in Pinnacle Ci--never mind you get the point. (25% finished)
  • Bug, bugs and more bugs - Of course, we are still dealing with these... However we are tracking less with every play test!!
  • Polish - Continuing to fine-tune audio, cinematics, dialogue, and flesh out extra features such as CRDTech encounters. This will be ongoing until we finish...

As outlined in Update #63, this phase is one of the longest parts of our development cycle outside of the environment implementation that we finished earlier last year. So just sit tight, stay tuned for more, and know that we’re still motivated to get this game out to everyone!!




Waiting like...

Your next update will be on June 3rd[/b]. As always, follow our official Roadmap / Twitter bot and don't forget to check follow Leo's Pixel Noir dev streams on Thursday nights to check in on progress in realtime!


//Len and the rest of Team SWDTech
Pixel Noir - SWDTech Games

🌲🌲🌲🌲🌲

2020 gave us a lot of... stuff: Covid-19. Murder Hornets (remember those?). The Cyberpunk 2077 launch...


Cyberpunk!!

But not all of it was bad! Pixel Noir grew by leaps and bounds this year! We started off the year with a battle system in need of a serious revamp, environments still needing to be implemented, and over half of the main story still not in the game. As we stated in our last update, we're in the process of polishing up and transitioning to post-production, so it's been quite a journey this year! But for now let's take a trip down memory lane!


Here's the progress we made in 2020..
All environments implemented!
As you might recall, this was definitely one of the things that took us the longest to implement due to the sheer volume of assets.


Yes this is all of them! The images are a bit small, but check out how big the game world is!

Added grifter & traders feature!

You can find grifters and traders throughout the game that will give you a quick offer for weapons/armor/items (they may have some rare wares)!


Your basic grifting grifter!


Got some junk to trade for better junk?

All NPC's implemented!

This was a huge undertaking, but every nook and cranny of Pinnacle City has been filled with quirky or informative NPC interactions!


Epic Sprite Party!


Maybe check out some of those knockoff suits in Lil' Shanghai!

Game Mechanics...

We made a number of battle updates including unveiling a new asynchronous turn-based battle system, skill system and other GUI updates!




OOOoooo!!! shiney new UI stuff!

All Backer Creation Tier Content Added!

Thanks again to all the creation tier backers who gave us some truly incredible characters, items, environments, and sidequests for the game! They fit in the world of Pixel Noir like a glove :)










Is Thaddeus an evil scientist or a Dr. Light fanboy? You'll have to find him to figure it out!


Tobias is probably the best DM in Pinnacle City

Finished implementing The Main Story & All Sidequests!

This year, the Pixel Noir story officially became playable from start to finish!















Finished & Implemented All Music!

7 cutscenes. 11 districts. 23 battle themes. 65 music tracks. 100's of hours of work. Pixel Noir is chock full of musical goodness!


Muzak's is in Downtown!

We finished creating all music & added the Muzak's shop where you can listen to some sweet, pixelly jams! Check out the audio sneak peeks that we've been gathering:

https://soundcloud.com/pixeltonemusic/sets/pixel-noir-samples

In Memoriam...
We also wanted to take a minute to talk about one of our team members, who left an indelible mark on Pixel Noir. Shane Stevens was part of our art team and was responsible for most of the character / monster sprites and misc. animations in the game. He passed in late September after a long battle with an aggressive abdominal cancer. Needless to say, without Shane's talent, Pixel Noir would be nowhere near as unique as it is.


This gif is from our Thank You video after Pixel Noir was successfully funded

Rest in peace, Shane. We're lucky to have worked with you and we'll miss you!


Signing Off for 2020
That wraps it up for us in 2020! In 2021, As always, follow our official Roadmap / Twitter bot, and don't forget to check out Leo's Pixel Noir dev stream to see coding updates happen in realtime! Our next update will be on March 4th!


From our 16-bit family to yours, we hope everybody has a great holiday and a safe and happy new year!


//The Pixel Noir Team
Nov 13, 2020
Pixel Noir - SWDTech Games
Hey everyone, guess what?


And unlike Doc Strange, we won't leave you hanging on the master plan

At this point, the core of Pixel Noir is officially playable from start to finish including all the main story, sidequests, features, and more! BUT, There are some things to do before we can call this turkey done and ready for public consumption!

Here's a list (in chronological order) of the things we have left to finish.

  • Battle / Skill / Stat Balancing. This is the longest, most tedious, most important task we have left.
  • Collectible Placement / Shop Stocking / Traders + Grifters + Black Markets. Items and gear need to be factored into balancing as there is some complexity in the later chapters of the game, so we'll need to be careful about how these are implemented to ensure we don't create loopholes/imbalances in the game.
  • Battle Encounter Placement. Turn down a wrong alley in Pinnacle Ci--never mind you get the point.
  • Bug, bugs and more bugs. Of course, we are still dealing with these... Thankfully, we have far fewer than what we had before Early Access, woohoo!!!
  • Polish. Continuing to fine-tune audio, cinematics, dialogue, and flesh out extra features such as CRDTech encounters.

After these have been taken care of, we will work with our publisher to port, localize, & launch!


::micdrop::

Sneak Peeks


WTF is this guy?

Marvel at the wonders of cheap technology!

Sooner or later you may have to stay at one of these places...
Audio
Finally, as always, here's a sneak peek of brand-new Pixel Noir jammage!!!

https://soundcloud.com/pixeltonemusic/lab-overworld-sample

This is the Lab BGM. For this one, Hiroki Kikuta (composer, Secret of Mana) and Kunal worked collaboratively to create something dark, mysterious, and foreboding. When you enter the labs, you can tell some really "bad stuff"™️ went on here. Kind of makes you wonder what they were trying to do in these labs... We hope you enjoy!

See Ya Soon!
That wraps our November update! The next update will be on December 19! And as always, follow our official Roadmap / Twitter bot, and don't forget to check out Leo's Pixel Noir dev stream for some good music and some good, ol' fashioned gamedev!

//Team SWDTech
Pixel Noir - SWDTech Games
In our last episode...

...we entered the "Final Chapter!" Guess what? We are extremely excited to let you all know that the main story has been completely implemented and semi-polished! AND we've already blasted through most of the side-quest implementation work!


::awkward dance party::

Side-quests
This next piece of the puzzle is already 91% finished as we've been working on them since late July. This was the next step after finishing all the main story content. To be this far along is fantastic and could spell out the end of all dev / polish on the game before the end of the year!! We're so close to being finished!! Have a look at our roadmap numbers...



Whats Next?
After implementing side-quests, we will spend the next few months moving through a deep polish phase to ensure the game is bug-free, balanced, and includes the icing on the cake stuff like CRDTech battles, random enemy encounters, dialog edits, treasure drops, more environment interactions, etc.


Little do they know, this "kid" is an expert with knives :O


Breathe, Woof, breeeeathe!


"Never bring a gun to a card battle" - old proverb

Audio Update
We are 89% finished with all remaining audio for the game! However, because we had Kunal helping out with story implementation, this has been on the back-burner for some time. Now with the main story complete, audio will be finished rather soon!

Here's a sample of the recently-created "Parade" BGM that will be used later in the game. For this one, Kunal pulled heavily from his high school marching band roots!

https://soundcloud.com/pixeltonemusic/parade-sample


Talk Soon!
The next update will be on November 11th! And as always, follow our official Roadmap / Twitter bot, and don't forget to check out Leo's Pixel Noir dev stream on Monday & Friday nights for more granular progress-watching, a little bit of fun and some good music!

//Team SWDTech
Pixel Noir - SWDTech Games
The End is Nigh!!!
The team has recently finished up Chapter Six and have now moved on to......



::insert gratuitous lens flare::


Like past updates of 100% implementation, completing work on a chapter is the result of a ton of work on nights and weekends which has pushed us to being 84% complete on the development overall! Here's a chart with more details:




What's Next?
Once the final chapter (Chapter 7) is finished, the team will then be moving on to implementing the remaining side quests, enemy encounters, and treasures--among other shady happenings around the city...making this one of the last remaining milestones before Pixel Noir can be totally housecleaned for bugs and polished for maximum enjoyment! After that, porting, localization and launching will all take place. So stay tuned in the coming months and we'll keep you in the know as we cruise towards launch! In the meantime here are some sneak peeks from the past few months of work...



V-Money = Absolute BOSS




Chill out, Woof ::hands Woof a Snickers::




Nice Doggy!


Backer NPC's!
Also, we're thrilled to announce that creation tier backer NPC's are now in the game! A boss sprite-sized thank you to everyone that worked with us on the original concept for these. We are excited to let you all loose to go find them!



We even put in the backer originally inspired environments and the NPCs that go with them in these areas of the game:




Tobias totally gives off the "comic book guy" vibes...


New Tunes!
Finally, since today's a pretty rad milestone update, here's a sample of the "Junkyard" battle theme. BIG guitar riffs all around \m/

LINK: https://soundcloud.com/pixeltonemusic/junkyard-battle-sample


In Conclusion...
Our next update will drop on Aug 25th. As always, follow our official Roadmap / Twitter bot, and also Leo's Pixel Noir dev stream on Monday & Friday nights for more granular progress-watching, a little bit of fun and some good music!

Much love and thanks as for the support as always, everyone!

//Team SWDTech
Pixel Noir - SWDTech Games
Hi everyone! In the midst of the global pandemic, we continue to make great progress on Pixel Noir. We have some great dev news this month, so let's not waste any time and jump right into it!


::coding intesifies::

100% Implementation Of Environments!
As we've said in previous updates, one of the biggest challenges over the past few years of development has been the slow and steady implementation of Pixel Noir's expansive environments. Every layer of detail needed to be hand placed while every nook had to be meticulously crafted to keep our Detective from falling off the world. Here are the new areas we put in for the rest of the game (not included in our Early Access). We know these area maps are a tad small but they should give you a sense of what was involved here with all exteriors, interiors and alleyways included in these images.


In Chapter 4 you can check out the modern day version of the Historical District (The game starts started out here but in the past in Chapter 1).


You'll start Chapter 5 by casing the Boardwalk for clues between playing at the arcade and climbing the lighthouse.


The Fish Market is where Pinnacle's citizens buy fish goods. Despite the smell you'll also find the local union hiding a very large secret (see lab).


Downtown is the heart of the city! You'll be able to walk with the coffee drinkers and random hipsters in Chapter 6.


The Sprawls is a ghetto full of cons and ex-cons alike. You'll pass through here in Chapter 6.


Uptown is the most posh and well financed area of Pinnacle city. Lots of rich folks, business types and upscale apartments to deal with in Chapter 7.

Story Implementation
Since we've closed up environments, the team has shifted its full focus toward the remaining story implementation. We are planning on finishing up Chapter 6 in mid May then moving onto Chapter 7 (the last chapter of the game!!) and then of course the side quests (we have a ton of side quests, It's about another chapter's worth).




NPC Implementation
Len has been working like a dog to put interactions and NPCs into the game. Since mid January. He said "We're slowly populating Pinnacle City with it's odd-ball citizens." and that it's looking like we should be finished with those by mid-May as well!


This guy...

Battle System Update
In one of our previous Kickstarter updates, we described working on a new Asynchronous Turn-Based Battle System. Well, good news! After much tweaking the updated battle system is working really well and we'll continue to be working this into the final game. Our programmer Leo has been streaming his development of this new battle system as well as other coding sessions of Pixel Noir on his Twitch channel https://www.twitch.tv/leolicos



Our battle overhaul was created to make everything feel much faster, more tactical and more engaging. Your feedback helped us get to update this key portion of the gameplay experience through the Early Access build's "Feedback" button in the settings menu amongst other DMs and suggestions we've received since last June. We feel we've added some much needed game design polish to our street brawls!

Fresh Audio For Your Ear Holes
Finally, for our audio sneak peek part of the update, check out a boss track for one of our hidden bosses!

https://soundcloud.com/pixeltonemusic/slime-boss-sample


In Closing
As always you can keep up with development by checking out our roadmap, following our Twitter devbot, or tuning in for Leo's development streams! next update is on June, 15.

Until then, stay safe out there!

//Team SWDTECH
Dec 9, 2019
Pixel Noir - SWDTech Games
As of tonight we will have just put out Patch v.200, where we've continued to crush several bugs and added several needed features:

What's New
  • Added interior environments to Southside (Residence, Corner Spot and Crawlspace).
  • Fixed FPS issues resulting in lag in various places mostly when running
  • Names in lists that go outside the bounds of UI now wrap
  • Windowed / Fullscreen toggle now available in game Options Menu!
  • New revised character portraits added! / Adjustments made to UI to accommodate
  • Bug fix: Rain doesn't go away early when teleporting / added rain effect to alleyway (Ch1)
  • Bug fix: NPC: Bar Regular's disappearing stool upon interacting (Ch1)
  • Bug fix: Able to solve Ballad Of Two-Strings case again after save/loading after already solving case (Ch3-4)
  • Bug fix: Cutscene videos play at full volume despite set audio setting options

Known Issues:
  • There can be a slight delay when starting the game application.
  • Under certain circumstances, the Detective's adrenaline gauge won't fill completely in prep for Combo tutorial (Ch3).
  • After getting the clean trench-coat from the laundry place in Southside if you save/load the item glint returns but you can't get another trench-coat (Ch3-4).
  • UI_Fullscreen in Options menu in Spanish
Aug 27, 2019
Pixel Noir - Len
Sorry for the wait! Here's what we fixed up in patch v.197.

What's New

- Loading times severely cut down!!
- Added MANY new NPCs!!!
- Controller type indication icons added to title screen and main menu.
- Updated Spanish localization!
- Polished various aspects of the UI.
- All UI aspects now sourcing from localization.
- Added Icons to map / mini-map (helping with finding save points / various shops / places to rest...etc.).
- Fixed not being able to see skill slots when in "Plan" mode from Main menu / Skills (Spanish Only).
- Gas N Go Interior in Industrial District is now a shop.
- Added Old Garage interior to Southside.
- Fixed repeating events after save/loading (Ch1).

Known Issues

- Various FPS issues resulting in lag in various places mostly when running.
- There can be a slight delay when starting the game application.
- Cutscene videos play at full volume despite set audio setting options.
- Stool disappearing under Bar Regular when interacting in Memory Bar (Ch1).
- Detective may not be shown on couch asleep before dream sequence (Start of Ch3).
- Sometimes the Detective's adrenaline gauge won't fill completely in prep for Combo tutorial (Ch3).
- Able to solve Ballad Of Two-Strings case again after save/loading after already solving case (Ch3-4).
- After getting the clean trenchcoat from the laundry place in Southside if you save/load the item glint returns but you can't get another trenchcoat (Ch3-4).
- Soft lock may occur at random battle by Stretch's in Southside. (Ch3-4)

Thanks to everybody who gave us bugs to squash!

-Team SWDTech
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