We are helping to raise funds for JDRF and Game2Give.
What is JDRF? JDRF is the leading global organization harnessing the power of research, advocacy, and community engagement to advance life-changing breakthroughs for type 1 diabetes.
Why is Wired Productions getting involved? The truth is that a lot of gamers in our communities, members of our families, and friends suffer from Type 1 Diabetes and we would like to help them.
How can you help? Purchase any of these discounted Wired bundles:
Surprise! An official, digital Chicory Art Book is available now!
We filled 189 pages with concepts, sketches, notes, articles, interviews and more... there's juicy behind the scenes deets and lots of insights into our process.
We tried to fill it with info that would be appealing to both fans of the game and people who are generally interested in what goes into making a video game world like Chicory.
A new update has been birthed from our gestational sacs. This one will add a ton of new challenges to the Endless Region, including a new main story quest and further improvements to combat and general optimisation.
THE DUCHESS QUESTLINE
The hunt for Vela Callose continues in this update, with Vela's former comrade - known as the Duchess - arriving in the Endless Region.
She inhabits a cluster of islands haunted by skeletons and spectral eyeballs, so finding her will be no easy task. But once you do, this powerful cipher-witch will send you on an even more perilous endeavour - to rescue her daughter from the terrifying Cadaver Keep. This Keep is a brand new dungeon, teeming with enemies and treasure both. Just like Rustburg in our last update, there will be multiple paths to your goal - allowing you to slip past some of the more daunting combat encounters, if you have the skill.
New main story quest: The Duchess
New island added to the south of the Endless Region, where the Duchess questline begins
Cadaver Keep now exists at the north of the Endless Region: a brand new multi-challenge dungeon
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ENDLESS MINES
But the Endless region is also getting another massive dungeon. The Endless Mines are a vast complex of crystalline caves in which a malign psychic presence has taken root. This entirely optional dungeon will grant a huge amount of crafting materials, but also features an engrossing questline with multiple endings.
New dungeon: the Endless Mines
Rich with crafting materials
Features new crystalline enemies and a quest with multiple endings
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ENEMY ENHANCEMENTS
Humanoid foes can now drink potions to restore health and use shields to deflect attacks. This adds an extra layer of strategy to fights.
PERFORMANCE OVERHAUL
We've also vastly improved the way the game loads data between regions. This may make inter-region loading times a fraction longer, but it will improve performance all round.
Game now loads far fewer assets at once
Structures in the game have low-poly variants when far away
[/h3][/i] [/list]That's it for now! We hope you enjoy the new additions - as always, we're eager to hear your feedback. You can find more extensive patch notes below:
Patch Notes
Major:
New Quest: The Duchess, in which the player hunts down Vela's old comrade; an esoteric woman based in the Endless region.
New Dungeon: Cadaver Keep, a multi-challenge dungeon teeming with cannibalistic enemies look for new prey.
New Dungeon: Endless Mines, a sprawling underground crystalline cave network with a underlying sinister presence.
Enemy Enhancements: Certain enemies have been reworked to be able to drink potions and use shields to add a new layer of strategy to combat.
Performance Overhaul: Overall performance improvements - Game loads fewer assets at once, in-game structures now have low-poly variants when far away, and loading save data is now more efficient.
Balance:
The number of spells a player can have equipped now scales from 1 - 4 based on that player's Spellcast skill.
Players were getting confused by the feature that prevented stamina from draining when a weapon was sheathed, so this feature has been reverted.
Miscellaneous
The journal map has been updated with new landmarks and landmasses, including Rustburg and the game's new Endless areas.
Added a secret passage next to the Wikkan statue in Hallowshire, which was supposed to mark a secret.
Bugfixes:
A number of changes have been made to dialogue, correcting small errors etc.
Fixed a number of UI bugs that were causing minor glitches in certain menus.
Fixed the alchemy screen not being usable with a controller.
Fixed a bug that would softlock the game when sheathing weapons while crouched.
Made it harder for large enemies to push the player through walls.
Fixed the Flesh Door in the Endless region opening too slowly.
Fixed a bug that would prevent the Penchant for Dreaming quest from being completed if the journal was picked up too early.
Fixed an exploit that was allowing players to craft too many items.
Fixed an exploit that was causing sold items to still buff the player.
Fixed a bug where the player could attack while drinking a potion.
Breakable doors now correctly register spellcasts as hits.
Arrow colliders no longer damage the player when they're on the floor.
Fixed an issue where the Chained God would repeat dialogue every player death.
Fixed bug where levers wouldn't play their animations.
Dust off your blunderbuss, and reload those crumpet cannons because we’re thrilled to announce that Monsters ‘til Midnight is launching May 31st, 2023!
The game will be priced at $4.99 USD.
Check out the new gameplay trailer and wishlist it today!
For this month’s devlog, I have some exciting news!
I know I’ve been saying for a while that we’re so close to getting a demo out, but we finally have a day set! Mark your calendars because next week on May 31, the Love, Ghostie demo will be available to play!
Demo Information:
Length: 1-2 hours
5 available residents: Mina, Gerard, Ollin, Calathea, Noir
10 possible couples
2 out of 4 available relationship talks per couple
Playable on Windows, Mac, Steam Deck
We're so excited to share with you all! Make sure to wishlist if you haven’t already and stay tuned for the demo next week!
We are still in pre-production but we look forward to sharing with you more content.
Our game is mainly made in 2D. However, for animation and production reasons, we chose to manage all the characters in 3D. It's a question here of finding a visual balance between 2D and 3D. We are happy with the result, what do you think?