Kedemara - The Orphan's Ballad (Ch. 1-5) - Kragh
Hello again, Everyone!!


Well, at least this update came sooner than previous intervals! I'm always more motivated when I have GOOD news to share, instead of something that will bum everyone out. This is a pretty important news update, so I would ask you read the Chapter 5 news in its entirety at the very least.

In short, Chapter 5 will be coming out sooner than expected! However...that might not mean what you think it means. There is a release window of a couple months from now (narrower date range below), but let me explain what's happening and why...



***State of the Game***
I did another "coarse draft" test with one of my Playtesters, and while most of this was to work out bugs, I was again surprised at how much content was there overall. There were some issues with main story progress and no combat was present, but having only gone through about 2/5ths of the fine-draft content thus far, we're looking at ~6-8 hours thus far, once all the content is in order. Now, being in the "Fine Draft" state has several things unaccounted for that take substantial amounts of time. Combat balancing, enemy creation, items/gear, encounter rate adjustment, map scaling/tweaking, finalizing dialogue, and adjusting "pacing" for the chapter so as not to have combat or dialogue fatigue. While this may sound superfluous and quick, time required for getting things "just right" is hard to nail down and VERY vital to the final result. In the same way an FPS or fighting genre game needs to "feel right", the story and flow needs to be the same in an RPG.

Concerning WHAT they played thus far, they REALLY enjoyed the new "living history" segments I discussed in the last post, where you assume the POV of a historical figure, taking control of them and exploring/having conversations as them during this glimpse into their history. As a storytelling tool, it felt like a good bit of variety when peppered in between "cinematics", making it more interactive to get the history of that person. This is also a chance to put a name and personality to a face. It's one thing to see and hear about Prince Edgar, it's another to experience his thoughts and motivations. I feel this has definitely been a change that was quite worthwhile. I look forward to seeing everyone's experiences with it, and creating the rest of them slated for the rest of Kedemara!

Aside from that new feature, they also enjoyed the main story and new areas as well. I feel very confident in the variety and aesthetics the new locales and cities will offer in Chapter 5, as the tilesets are some I've never used before. There are still many laughs to be had, but there are some very compelling and emotional scenes you'll see in Chapter 5 as well. "The Feels" was a phrase that came up often in the rough and fine drafts thus far...definitely in line with what has been expected of Kedemara thus far. With all of that in mind, Chapter 5 will be releasing soon, but that is because the originally planned layout will be split in two...


--Why the change in plans?--
As stated prior, after filling things out and polishing, we're going to be looking at about 7-8 hours of content for the now-planned Chapter 5. It may end up being MORE, as shifting the goalpost to a different part gives me more flexibility to pace the story and make additions where needed with more grace. The new ending point for Chapter 5 will be a very good spot and sets up Chapter 6 quite well.

While Chapter 4 had a fantastic, well-paced climax in my opinion...it didn't really leave much suspense or clarity as to what Chapter 5 had coming up. That won't be so with the transition from Chapter 5 to 6. The quality of the content thus far is much more "full" and without compromise, even compared to the pacing for Chapter 4 was. I felt the strength of the story in Chapter 4 had a sort of an inverse bell curve to it, where Blanchielle and Port Habhid felt incredibly strong, but Port Regatta and Wakeru City were a little softer, though still enjoyable according to my friends and Playtesters.

I always strive for consistency, while looking at the big picture of someone playing the game from start to finish...I feel like the trajectory for Chapter 5 that will follow into Chapter 6 is definitely where I want the pacing to be.


From a timing perspective, it's hard to explain the different phases of development and how they intersect with my personal life. I am a team of one, and while I can buy asset packs for art or music (or commission assets), the production of the game is totally up to me. This is all done in what time I can spare between my career job, home management, family/friend commitments, and unexpected life events like switching jobs or moving to a new residence. I've had previous release windows for Kedemara pushed back for months, in the last two years I've changed jobs 3 times. As the adage goes, "Third time's the charm", and I do not regret the decision I made with my current job at all.

However, that and the ending of my lease agreements being in that timeframe added up to things like insanely delayed progress and Chapter 4 not getting released until 4 months after I'd planned it to be. Chapter 5 development was subsequently pushed out 4-months later because of when Chapter 4 released. With my job change and this past January (and other issues with housing around the same time), I'd prefer to push the release date schedule (where I aim for about 1 year between releases) to late summer instead of start of the calendar year. I don't really like to bring personal life into the discussion, but this just to say it will assist me in making content more consistent and quality for future releases.


--Going forward, what can we expect?--
My goal will be getting Chapter 6 out roughly a year from when Chapter 5 releases. While I don't have AS much completed for those later parts, the bulk mapping and many other things are already laid-out for Chapter 6 as I write this post. I'll be starting with better footing for it than I did for what is currently Chapter 5. This will help ensure the development process will go smoother and there will be less guesswork when it comes to story and layout.

Ideally, we're looking at August of 2024 for the release of Chapter 5. Sometime in July I will be able to give a more solid release date, but for now that's the plan!! This should slate the release of Chapter 6 (the final one, for sure this time) as Summer 2025, or possibly sooner! If all works out, it will come out in the Spring of 2025 to coincide with my desired release schedule for Kedemara II.

SPEAKING of Kedemara II...


***Kedemara II News***
It may seem premature to talk about Kedemara II given the news I just delivered about Kedemara I, but this information gives some context to why Kedemara I's development has been the way it is, how Kedemara II will be structured differently, as well as what that means for content and player experience moving forward...


--Story Structure--

While Kedemara II will still have the same spirit, fun, and excitement of Kedemara I, it's important to understand the perspective of Koda as compared to Deirdre. In Kedemara, Deirdre is re-telling the story to someone, so understandably the game is told and experienced in a very linear (story) format. The scale of the game from a mapping perspective is VERY large...we're talking 300+ maps for Kedemara thus far. There were many structure and scripting decisions I made in the past that would be rather difficult to try and "clean up" at this point in development. If I had a better idea of what I was doing back then (this IS my first game), I may have structured things in a way that is easier to manage, but I've taken advantage of it's linearity to try and make content farther in better arranged.

Kedemara II is experienced as it happens (well, the first time around), and is much more focused on the "here and now" than the past. Koda is just starting her adventure, so the game is experienced in a different format entirely, from a story perspective. This gives me FAR more flexibility, I will also be starting this off in the RPG Maker MZ engine (instead of MV) or perhaps whatever comes out soon that may or may not be superior...I've got another year to make up my mind =)

Besides just having a far better approach to organizing the back-end of things at the start, Kedemara II will be a far more flexible and laid-back approach to how the game is experienced by the Player...which is in alignment with the attitude and tone of the story as well. Kedemara II will have a more "Hub-and-Spoke" layout to the story, where the end goal will be doing the story in (nearly) any order.

There will be a prologue at the start of the game, which will be roughly 6-8 hours, in line with a typical Kedemara I chapter release. This is to get you acquainted with the main cast of characters, the setting, and explain the core mechanics of the game in a well-paced chunk of story. Once that part has been completed, you'll be in your "Story Hub", which will serve as the launching point for your choice and departure into various "Episodes" that will be released.


--"What's an 'Episode' going to entail?--
The main difference with the "episodes", is they will be around 1-2 hour long chunks of story that are self-contained. These should be doable in any order, but there may be some "Tiers" or "Sets" of episodes that may be used to manage difficulty or things along those lines. Experience will be gained at completion of the episode, not on a fight-by-fight basis. This will open the possibility of not doing random encounters for character progress, but there will certainly be some mechanics that help you if boss fights or story encounters become too difficult. Since there will be more focus on combat and progress in Kedemara II, this may not be a problem once I get farther along in my planning.

Given the format of these (and hopefully with better planning), these Episode releases will happen twice a year, at least. There may be some auxiliary content releases such as secret dungeons, caves, or "raids" if you will that are accessible from your "hub". These may be for challenge purposes, making episode combat easier, or getting special achievements/items as well. There's a lot of possibility for fun mechanics with this new format and I'm very excited to see where this takes us in Kedemara II.

You will also be able to REPLAY all of these episodes as well!! Now, the only things you would need to go back and play through an episode again for would be episode Achievements, missed story content, or perhaps combat technique manuals you didn't locate the first time around. There has been some disappointment from Kedemara I not allowing you to backtrack for all Achievements, so I feel like this will address that concern for players of Kedemara II. The explanation in-game for how this replaying is possible is pretty cute, I'll leave it for an announcement when we're closer to Kedemara II's release.


--What about combat items and such?--
While your "story hub" is a distinct location, there will be another "hub" accessible from there that will have new items, weapons, and other content available for purchase after completing Episodes. This will, again, allow me to make the episodes far more flexible on what order you experience them in. The changes may be good or bad depending on your tastes, but I think it'll be a positive change in practice.


--Will the content be the same level of "maturity" as Kedemara I?--
Anybody who feels the tone of Kedemara I is too juvenile, has in nearly all cases never completed Chapter 2 or played much of Chapter 3. The tone of Kedemara I is incredibly "progressive", in the same way that aging brings you more awareness of how the world truly is...a concept similar to innocence lost with age. Since the story of Kedemara I covers about 3-4 years of Deirdre's life, this fits very well into the concept of the game.

The episodic nature of Kedemara II means that Koda is largely the same age through most of what you'll experience in the game. Koda and friends start off older than the crew of Kedemara I, so you may see more mature themes incorporated (TASTEFULLY) into the story. The humor will definitely be intact, but there may not be as many "hard feels" in the story that you come across, compared with Deirdre's story. Koda's goals and priorities are different than Deirdre's, so it would make sense that their experiences would be dissimilar.

There will be some dark drama that sneaks its way in, but this will reveal itself more in character development and perhaps consequences for the actions you choose. Events happened on a world-scale with Kedemara, so things in Kedemara II may feel a bit more localized. While this may generate a sense of less significance to your actions or the story, I feel it will make the world of Kedemara II feel "bigger" and as if you are traversing more ground than you did in Kedemara I. I'm fairly confident people will enjoy the change in pace for Kedemara II.


--What else can you tell us about Kedemara II?--

I have much more planned ahead of time for Kedemara II than I did for Kedemara I, so while that is advantageous, it also gives me time to tweak and refine things to where I'd like them to be. I do want to leave some surprises until closer to release, but there is a lot that can change in a years' time. Considering the release of Kedemara II's Prologue may not be until 2026, I don't want to speak too much into the public that could very well change by then.

I can say that it's a new cast of characters, they are fun as all get-out, and the setting will be excellent for the strong themes of "Adventure and Exploration" that Kedemara II will be focused around.




So given the information about Kedemara Chapter 5, I hope everyone is feeling better about what's on the horizon. I will be drilling down VERY hard to get things where they need to be for the new proposed release window. I hope the updates continue to be positive ones, and that the wait will be worth it.



Thank you all!! =)
- Andrew (Creator)
Onward - Downpour Interactive
Hello everyone!

We’ve just released a minor patch, version 1.14.3, for Onward, that brings compatibility with a small but important upcoming change to the backend systems.

While you may not notice any changes in-game, this patch will ensure a smooth experience as we continue to develop the game.

Stay sharp!
Hardlight - sonderian_eric
Experience Hardlight's intense gameplay live and get insights from our developers on what makes this game stand out in the tower defense genre.

Watch as we play through the Hardlight demo, demonstrating the strategic depth and action-packed battles that define our game. We'll discuss our design choices, development process, and future plans..

Don't miss the chance to see our unique tower and enemy designs in action!
Hardlight - sonderian_eric
Experience Hardlight's intense gameplay live and get insights from our developers on what makes this game stand out in the tower defense genre.

Watch as we play through the Hardlight demo, demonstrating the strategic depth and action-packed battles that define our game. We'll discuss our design choices, development process, and future plans..

Don't miss the chance to see our unique tower and enemy designs in action!
BROKEN LIFE - Stealer
LIVE STREAM! June 14, 2024

Hello, everyone! My name is Kostiantyn and I am a solo game developer from Ukraine. I work hard to create a rich and immersive story based on my own experiences of living through war. Be prepared for the journey through dark and atmospheric 2D environments, solving puzzles that are integrated into the emotional story.

Jun 11, 2024
Moon Mystery - Ashe
Hi everyone!

The first broadcast is currently being featured!

You can watch the stream on the Steam Next Fest page to see it featured or catch it throughout the duration of the event as it is pre-recorded and will be looped on our store page.

If you haven’t had a chance yet, make sure to play our free demo! It will be up for a limited time so check it out before it comes down on July 8th.



Don’t forget to wishlist the game and share your feedback and thoughts with us either through Steam Discussions or our Discord!

Thank you so much for your support.

https://store.steampowered.com/app/1933840/Moon_Mystery/
Love & Country: The First Mission - pr1nsass
Hallo meine Leiben!

We have some really exciting things coming up in the next week, but before all of that goes down, we want to take brief moment to let you get to know us a little better. For Part 1, we're doing a one-on-one with Katie. Next time we do this, we'll do a one-on-one with Juliana.

First off, who are you?

I’m Katie Beiter. By day I work an office job. By night, I am the co-creator of Guhuhu Games. I wear a lot of hats for Guhuhu–from writing, to programming, marketing, and project management. It's a lot to juggle, but I enjoy the challenge.

What do you like about visual novels?


Like a lot of people, I like anime and the aesthetic of Japanese pop art. I also like romantic stories, so naturally I was intrigued by otome games. I started playing them during the pandemic, and soon discovered that my friend Juliana also liked otome games. We bonded over that. There is something really appealing about experiencing a story where you as the reader have some control and input. Seeing all the different ways a story can go is so satisfying! And I love the way flirty dialogue can get your heart racing.

Why do you want to tell Lillian’s story?
Making Love & Country was really about creating the game that I wanted to play. I love historical drama and romance, and I wanted to see emotional conflicts that I could sink my teeth into. I searched for something to scratch that itch, but didn't quite find what I was looking for. When Juliana suggested we make our own visual novel, it felt like this tremendous opportunity. It was really important to me that Lillian have agency. I also wanted to tell a sex-positive story. It was fun thinking about what social conventions Lillian would follow and which ones she might break. World War 1 was also a fascinating period in history: so much was changing. The idea of governments leveraging espionage to fight wars was relatively new. People were still in the process of defining what spies did.

What is your writing process like?

Writing Love & Country has been a team effort. Usually it starts off with a discussion of where we want the story to go, then I try to figure out how to get from point A to point B. Juliana will follow behind me adding description and imagery and spicing up the dialogue. Sometimes if I get stuck, I’ll tag in Juliana, and she’ll do the same with me. The collaboration usually happens in real-time. We’ll work in the same document simultaneously, watching each other make edits and changes as we discuss them. Most people don’t think of writing as a group activity, but for us, it is.

How do you stay motivated?

Having a partner is a big help! There are many times where I’ve hit an obstacle that might have derailed the project or at least made me lose momentum had I been working alone. Having someone relying on you can force you to find solutions when you might otherwise get frustrated or stuck.

What has been the greatest challenge in creating 'Love and Country'?

Limiting the scope! When we came up with the idea for Love and Country, we had elaborate plans to have the player start by selecting a country and having multiple stories intertwined with each other. We quickly realized that was WAY too big, deciding to focus on a single character’s narrative. We also outlined multiple missions for Lillian, but again refined the story to focus on her first mission. Even with all of the revisions we made along the way, it still took us almost two years to put out the demo. I was spending a lot of time early on trying out things that didn’t work and teaching myself new skills. I had limited coding experience, so I was learning as I went. Now I have a slightly better idea of what I’m doing, so things move a little faster. We still want to tell the stories of the other missions and the other spies we dreamed up. Hopefully that’s something we get to do down the road.

Which love interest would you choose?

I do love them both! But if I had to choose…I think I’d pick Anton. He has lived a few lives and comes with a lot of baggage–who doesn’t by the time they hit 30? But he’s very devoted and loyal. I’m excited for people to see his different sides as the story continues.
TOUHOU GENSOU MAHJONG - D.N.A.
Thank you for playing "Touhou Gensou Mahjong" DEMO.
We have confirmed the following problems.

  • * The player who is supposed to be in the matching room cannot be found (especially when matching across countries).
  • * App Randomly freezes when drawing after the activation of Hisami Yomotsu's ability.
  • The images in the in-game operation manuals are the same as in the Switch version.
  • Some menu items would not sound a selection SFX, or the same SFX would sound twice.
  • Some text is not translated.(In English)

The first two marked with an asterisk(*) are particularly critical, and we are preparing patches for them as soon as possible.
We have just released the 1.2.1 patch once, but we had to withdraw it due to a problem in the production environment.

The 1.2.1 patch will be released as soon as the fixes are completed.
We apologize for any inconvenience.
Desktop Garage Kit - 1UP Games

























Version 2.1.9 Update:
  • Introducing our latest addition: A brand-new 3D digital girl has joined the library.
  • UI Interaction Enhancement makes navigation smoother and more intuitive.
  • Other bug fixes
✨Share Your Brilliant Ideas with Us and Let's Bring Them to Life! Please Follow Our Official Twitter for Updates and New Features!

Desktop Garage Kit Offical Twitter: https://twitter.com/Nzzzz
Slender Myth - Steel Rain Studios
- Added special reskins for the occasion
...