It’s time for an update on all the Skullgirls projects we’ve got cooking currently, specifically some details on Marie’s upcoming releases!
Here’s a preview of what to expect below:
MARIE
Skullgirls Mobile
Skullgirls 2nd Encore - Playable Alpha
Skullgirls 2nd Encore - Full Release
OTHER 2ND ENCORE UPDATES
Balance Adjustments
Story Mode Updates
SKULLGIRLS GLOBAL DOMINATION
Skullgirls Championship Series 2024
Eighty Sixed Merch
Skullgirls x Webtoon
Enough intro! IT’S SHOWTIME!
MARIE
Have you been following our daily Marie development posts on our socials? No? Why not?! There’s over 100 days of behind the scenes animations, gameplay, concept art, development insights, and more for you to read up on! Find all our socials here.
Updates on our socials are great and all, but I’m sure you really want to know one thing: When is Marie being released?
For every character in the Season 1 Pass, we’ve been experimenting with different development schedules to see what works best.
ANNIE released first on Skullgirls Mobile, then went straight to Full Release a few months later on 2nd Encore.
UMBRELLA had a full Alpha, Early Access and Full Release in 2nd Encore before she released on Mobile.
BLACK DAHLIA started her Alpha very early, followed by her SGM release, then her Full Release in 2nd Encore.
MARIE will launch first in SGM, followed by her Alpha, then her 2nd Encore Full Release.
As you can see for Marie we’re going to be running a similar development timeline as we did with Annie.
Why are we doing it this way? If you recall from way back when we developed Annie, Skullgirls Mobile characters require less overall development time than 2nd Encore. This is because they require significantly fewer completed animations and general attack data compared to their more technical cousins in 2nd Encore.
Over the course of the Season 1 Pass we have found that it makes the most sense for us to prioritize the Skullgirls Mobile character releases, then switch fully over to Skullgirls 2nd Encore where we can give their playable Alpha the full attention it deserves.
However, if you’ve been following our socials, or visited our booth at Evo this year, you’ll have seen that plenty of work has been done on Marie for 2nd Encore! Skullgirls 2nd Encore and Skullgirls Mobile run on such similar engines and pipelines that we actually implement everything at a basic level in 2nd Encore first, then port that work to Skullgirls Mobile where it is further tuned and polished.
This means that even though some parts of Marie are much further along than Black Dahlia or Umbrella were in their early Alphas, other parts are not developed enough to be released as a publicly playable Alpha.
With that said, here is our current plan for Marie’s rollout:
SKULLGIRLS MOBILE
Marie is currently planned to release in September on Skullgirls Mobile!
In addition to Marie, we’ll be ramping up the Skullgirls Mobile reveals in the coming weeks with trailers and posts about all of the new stuff coming in the 6.0 update. Be sure to keep an eye on our socials for all the latest!
A time honored tradition in Skullgirls is the playable Alpha! During this phase of development, an unfinished build of Marie will be playable on the Beta branch of Skullgirls 2nd Encore of Steam. This build may feature unfinished ‘sketchy’ animation frames, and much of her combat data will be untuned.
This playable Alpha phase allows players to get their hands on Marie early and give feedback on how she’s shaping up. We’ll be releasing frequent updates to the Alpha with new art and gameplay tuning as time goes on.
The Marie Alpha will start sometime soon after Marie’s release in Skullgirls Mobile. Stay tuned for more info!
What will be included in the Alpha:
Marie will be partially complete, with some temporary art and not completely tuned gameplay.
A partial set of palettes.
A new stage (with music!) - Hilgard’s Castle.
Additional features will be added to the Alpha over time.
Once Marie is fully completed, she will be released on all systems roughly simultaneously.
We’re aiming to release Marie around mid December 2023. For full transparency, there is a chance this date will slip into 2024, but for now that is the date we are targeting.
Full Release will come with all the usual bells and whistles:
Marie will be fully complete!
The new Stage - Hilgard’s Castle - will be fully complete with final music.
A brand new story mode for Marie.
Marie will be available as stand-alone DLC separate from the Season 1 Pass.
Final Marie balance pass.
A full set of 30+ palettes.
Character tutorials.
A new alternate voice pack.
OTHER 2ND ENCORE UPDATES
BALANCE PATCH
We want to give the other characters in Skullgirls some attention too, and so we’re planning to do a general balance adjustment for the rest of the cast in the near future!
As we mentioned in a previous State of the Game post, juggling multiple console releases, character development with Marie, plus additional general balance adjustments has been a challenge. We’re excited to finally dig into this in the coming months.
We are currently planning to start general balance adjustments at the same time Marie’s Alpha starts, or shortly after. We’ll announce more details about these adjustments in the near future.
Thank you for your patience and feedback!
STORY MODE UPDATES
When Marie gets her full release she will come with her own Story Mode that delves deep into her relationship with the Skull Heart. After Marie’s story mode is released all of the Season 1 Pass character story modes will be updated with full voice acting in an independent update.
The full voice update will not be until after Marie’s release because we are still organizing recording sessions for the LARGE returning cast that we need to voice the myriad of characters that appear across Skullgirls 2nd Encore’s 18 Story Modes.
Also please note that due to ongoing actors strikes in the US there is a possibility that any story mode recordings may be very significantly delayed. Marie’s English combat voice over will not be affected as it has already been completed.
SKULLGIRLS GLOBAL DOMINATION
Aside from direct updates to the games themselves, we have lots of other Skullgirls projects in the works!
SKULLGIRLS CHAMPIONSHIP SERIES 2024
During our Evo 2023 Community Showcase, we were finally able to announce the return of the SKULLGIRLS CHAMPIONSHIP SERIES!
We’re partnering with a completely new production team, and the SGCS is going to be bigger than ever!
We’re excited to share more news in the future, but take it from us that 2024 is going to be BIG for competitive Skullgirls!
Are you looking for official Skullgirls merch and apparel? The fine folks at Eighty Sixed have you covered!
They already have an expansive Skullgirls collection available, but there’s even more new additions on the horizon!
SKULLGIRLS X WEBTOON
The Skullgirls series on Webtoon has released 20 episodes so far. Due to some scheduling challenges, production of each new chapter has taken longer than expected. We’re currently on an extended hiatus while we build up a backlog of episodes so that when the series returns we will have plenty of episodes ready to go without interruption.
When the series does return it will also come with a Webtoon Fast Pass, meaning everyone gets the latest episode for free every week, or you can spend Fast Pass Coins to read three episodes ahead.
We can’t give a firm date yet, but we’re aiming for a return in September!
We’re aiming to release these State of the Game posts more frequently going forward just to generally keep everyone apprised on the goings on in the world of Skullgirls.
Thanks as always for your support, and we’re excited to get Marie into everyone’s hands as soon as possible! Keep an eye out for those updates in the very near future!
- All of us at Hidden Variable Studios and Future Club <3
We're thrilled to roll out the latest update for RUSH: RUN UP SUPER HIGH. Your experience and joy are at the heart of what we do, and every change reflects our commitment to you.
Update Highlights: 🌟
🟠50% PRICE DROP - To celebrate this update and make RUSH more accessible to all, we're offering the game at half its price. This one's for you!
🟠Checkpoint System - No more losing all that hard-earned progress! Teleport back with checkpoints after slip-ups, with a brief time penalty.
Enhanced Co-op Gameplay - Team adventures are now more thrilling. Fall behind? Use checkpoints to swiftly reunite with your friends.
Refined Character Controls - Experience smoother, more intuitive gameplay with our revamped controls.
Level Design Improvements - Say goodbye to those frustrating stuck points, and hello to a more streamlined adventure.
Your continuous feedback and support inspire us to keep enhancing RUSH. Together, let's keep the momentum going and reach even greater heights! 🚀🌟
In this update, we're thrilled to introduce a truly game-changing feature that enhances the accessibility and overall enjoyment of Mystery in the Office for our global community of players.
We've gone the extra mile by localizing the game into multiple languages, ensuring that even more players can fully immerse themselves in our captivating narrative. Whether you're an English speaker or prefer to delve into the mysteries of the abandoned office in Spanish, French, Portuguese, Russian, German, or Italian, you can now experience the game in a language that feels most natural to you. Simply head to the Settings menu and select your preferred language!
But that's not all! Here is a rundown of all the improvements in version 1.2.1.
What's New:
Expanded language support with game localization in multiple languages
Improvements:
Tapes are now marked as 'used' only after users listen to the entire dialogue.
Enhanced visual clarity with improved contrast and brightness
Upgraded to the latest Long-Term Support version of Unity
Bug Fixes:
Tapes were removed from the inventory as soon as the user started listening to them. This issue has been resolved to wait for the end of the dialogue.
The clickable area of the Exit button was overlapping with the 'Back' text in the Settings menu. The area has been reduced to avoid issues.
We want to take a moment to express our gratitude for your support and enthusiasm for Mystery in the Office. We hope you thoroughly enjoy this latest update!
Be sure to stay tuned for more thrilling announcements and updates on the horizon. Happy gaming! Please consider leaving a review. This would mean a lot to us 💗
Some quick patch notes for you! Last week we did a sneaky engine update on the game. The engine update fixed a game-launching crash that some people had, but unfortunately it also broke a few things inside the game. So then we quickly made a patch for the first few issues that were reported, and just now we uploaded a second patch that fixes some other issues that remained.
Sorry about all this, the good news is that now the game should be even more stable than it was on v1.37! Here's the complete changelog for the two patches!
v1.38 changelog:
[ENGINE] Engine update
[FIX] Fixed wrong arrow sprites shown around the Black King.
[FIX] Fixed a random softlock with unjust decree + sawed-off justice.
[SAVE] Added basic backup system for saves, so that the game can recover on its own if your save is corrupt for whatever reason.
v1.39 changelog:
[FIX] Fixed a crash that happened when getting pushed back onto a pentagram or an undercover mission tile with Sawed-off Justice.
[FIX] It's no longer possible to get back onto the last of three pentagrams before they're done resetting.
[FIX] Fixed pawn souls not increasing damage with Cannon Fodder.
[FIX] Folly shields will now properly activate in case of an unsafe point-blank kill or blade kill. (still won't save you from discovered checks though)
[FIX] Cannonballs can no longer spawn on the same tile.
That's it for now! We hear you about bringing controller support and the console version's tutorial to PC, we're working on it!
Have a great weekend, long live the shotgun king! -PUNKCAKE Délicieux 🥞
Level of the Month February and March 2023 edition is here - two tales of fast deliveries, completed objectives and closely watched timers, both getting our highest commendations. Take your pick:
Our resident Spider Chocolatier presents us another peak into the intricacies of human-arachnid relations, specifically the Arachnoenergetic industry. An ancient 50000 Spiderwatts-class ritual stopped working and now energy-less valley seeks to restore an old Powerplant. A selection of differently themed Editor assets blending into a complete story also turns out to be a puzzle with unique flow to its gameplay, possessing both multitasking exercises, tactical financial decisions to make and good bit of junction (re)building too. 19:00, no train crashes, 20000 TV2$ demolition budget.
Excellent design, high replayability and fun gameplay. Congratulations @eijolend - your €30 Steam gift card should've found its way to you not too long ago!
https://steamcommunity.com/sharedfiles/filedetails/?id=2949657520 The story and the valley's name feel oddly familiar, yet the inner workings of the local supply chain do not. Powerful multitasking capabilities, an interesting Engineer distribution minigame, a piece of terrain floating in the black wastness of space design - Attack Of The Clones is an excellent example of "fun landscaping meets a fresh strategy" kind of valley. Adding no loco upgrades and limited funds into the mix, we get a refreshing experience of exploring new tricks of our favorite train driving game. Hope you like sand :) 15:00, build at least 2 bridges and 1 tunnel.
Congratulations @hika - we've made sure your €30 award is already with you :)
Train Valley 2 community and developers want you, reader, to bring out your level editor and show us train driving complexity levels we never knew even existed. Build, create, compete. Having fun is a requirement :)
Hello friends! Every Friday 17:30 UTC/GMT we hold a “Let’s play together” competition. During next 24 hours everyone is welcome to try and score the best time in a preselected level. Join our Discord server and keep Discord running while playing — your results will be automatically published in the #lets-play-together channel. You need to get 5 stars to qualify.
Glittering prizes include: 1) Top 3 winners receive one random card each. Collect 18 locomotive cards and advance to next set of 8 all new cards! Complete that second set and enter a final tier of 12 rare cards! Assemble all cards from all tiers and receive a special prize. Easy! 2) Every player registered by our Discord bot has a chance to get a card. The number of cards depends on the number of participants: one additional card for every 10 train connoisseurs on the list. More players means more prizes! 2.5) One non-Champion from the top 10 gets a Challenger Card - introduced along with 12 new loco cards from Myths And Rails and Editor's Bulletin!
Visit our Discord server (#lets-play-together channel) to learn more.