First, we greatly want to talk to all of those who have been patient with us, watching us in the shadows and ready to pounce as soon as a sliver of information gets revealed.
Trust us we get it.
We want Silk Song too.
However, we run like any regular game studio. We work on the material until we feel confident about whatever we want to show. We want to leave things to you guys to discover yourselves and surprise you. Simply revealing our hands entirely at every turn goes against our intentions.
We understand, though, that many people simply want to know whether a game's development is having a heartbeat. That's why we are making this update here and giving you more information on the state of the project. However, we ask that you wait for the demo. It's much easier to describe the ambitious madness we are doing internally with this post becoming a college thesis.
So what is the point? It's just a porn game... why all the effort?
Every company worth its salt has some degree of mission statement, and we are no exception. We aim to match the same quality and standards that SFW Indie has. "It's good for a porn game" is a statement that we cringe at internally. When we see that shit, it only tells us that we need to do better.
Adult gaming and consumers deserve just as much as any environment to be produced with high production value, stunning art, fantastic music, stimulating UI, chunky content for the price, and everything people expect from great titles.
That's just what we do. However, we could be better. We are still learning, growing, acquiring new talent, etc. Sometimes, things happen entirely out of our control, and we need to adjust and move on, but we always aim to do the best we can within our means and expand when we have the resources.
Alright, we get it.. but what's going on with the game?
Cypress is still responsible for making sure the game is true to his vision, he has given us complete control so that we can do our thing and make Redaze the best experience it can be without interruption. This is due to his significant back injury, which was made worse, leaving him in a constant state of pain daily.
We may not have developed the original Snow Daze, but we owe that title and its fans for starting our publishing journey. Cypress, back in 2018, took a massive gamble with us on Steam during a turbulent time in the adult gaming industry. In a way, this is us returning the favor!
We are treating Snow Daze: Redaze as a first-party Critical Bliss title, and to be honest, it practically is at this point.
Everything from programming, scenario and narrative, art, music, and ECT is all handled in-house by Critical Bliss. And we are fully funding the development of the game ourselves. Cypress' primary task is to fund the VOICE ACTING because it is one of his favorite processes and he still greatly wants to be involved.
Sure, sure. But what about the art and stuff? You've been rather silent, so we just feel like something wrong is going on, that all.
For some perspective on what's happening content-wise, there is more art in Day 0/Day 1 than the entire original game. Redaze has significantly more content in all regards . We have fully expanded the day system, implementing dialogue-based permutations to add more situations for character development and give players the opportunity to get to know these characters more deeply.
Achieving these feats requires a well-trained artists who can work together as a cohesive, collaborative unit. All our artists are trained to work as a team and focus on the aspects they excel at to bring out the best in their work.
The art team consists of over 15+ artists on Snow Daze alone—a well-oiled machine capable of producing stunning results in record time. (It also helps that we keep them well-paid!)
Planning
Drafting
First Pass
Stylization Pass / Final Adjustments
Line Art
Colors
Redaze visually will operate more like a motion graphic novel in its final form and will have the production value that people are starting to be aware of what we make and publish.
Of course, it has taken us a while to figure things out art-wise since the beginning of Critical Bliss as a company, but we confidently say we have the best art team in the industry. (And it's still growing!)
Who needs AI art when our guys can be faster ;D
Hmmm... okay well. What about the story?!!
Regarding the overall narrative execution, we looked at bigger-budget games to give us insight on how we handle character interactions. We aim to "Gamify" the dialogue by taking some ideas from titles such as Deus EX: Human Revolution, Fallout/Oblivion, and Vampire of the Masquerade. Taking inspiration from the right sources will make our conversation systems more engaging and allow more opportunities to expand on characters.
We have also devised ways to ensure that EVERY dialogue option matters in the game in some shape, way, or form. This includes everything leading to "under trance" conversations you will be having with characters. The girls' moods may affect specific outcomes and lead to alternate conclusions. (You'll have to play yourself to see what we are talking about!)
We are currently using Articy:Draft to organize and plan all the writing in the game. Our programmers can simply export the script from this program directly into GODOT (our company engine of choice), allowing us to streamline the creative process more effectively.
CB's narrative team is also taking on the task of expanding on the characters, giving them more "meat" to chew on in terms of their characterization. We aren't shocked at all that Jane is the favorite since she was really the only character to have any kind of "arc" in the original. The goal for Redaze is to give every woman in the game more depth and make sure they all get their time to shine!
Every inch of this game are visually story-boarded to maximize communication between artists and writers! We take extra care in the planning stages before bringing things to a final, giving us a clear road map of the entire game.
In closing
So, with all that being said, thank you, everyone, for all your support. We want to deliver the best possible product that we can do in reason and really make something truly special for such a dedicated fanbase. It's because of the passion we see for these characters that motivates us to deliver something amazing for all of you.
We are simply... built differently.
There are no release dates right now, but you can most definitely expect a demo soon!
See you guys around! And... if you guys behave! We might throw in some hand-drawn 2d animations in the REDAZE mix!
Minor tweaks have been made to a number of animations and effects, such as the impact animations for the Beam weapon, certain explosions, and player ship exhaust colors. The large asteroids in the “Planetary Approach” stage are now more varied.
Gameplay Updates
Weapon mounts now show their current positions and trajectories with new indicators on your ship. This is especially helpful with moving mounts such as Crossover and Circular, and when multipliers are temporarily in effect, as it is easier to see where shots will be fired from.
Also, several enemies are now tougher to destroy in “Hard Difficulty” mode.
Steam BETA v1.38 - Completed for this feature release: - [ADDED] Changed Username achievement for Steam - [UPDATED] Minor UI changes to Entry screen, including game version - [FIXED] Updating Username was not refreshing main/player panels showing updated UN - [ADDED] Records - Show our progress (next to record title) - [ADDED] More topics to the Library (Help) - [FIXED] When clicking on Top Menu btns (Player, Fight, Collection, etc), should close Goals, Quests, and Record screens as well. - [UPDATED] Credits have been moved to Settings - [UPDATED] LevelUp script should now be using proper Username, instead of Steam player ID