June 2024 Update


Kafkaryan, The Wrath Of Cod

TLDR: Unfortunately we had to push back our planned release date again. We don't have a new date yet, but we're trying our best to bring you Octopus City Blues as soon as humanly possible. We're very sorry about that. The rest of the update will go over some of the things we've been working on and provide additional context for the delay.

Progress

Starting in April, Marina (benevolent tentacle artist) and I (Firas, malevolent snail) significantly changed the way we work. Previously, art and development were mostly done independently and we communicated on a weekly or biweekly basis. We switched to a virtual office kind of setup where we dedicate fixed hours to working together every day. It's been going great so far and we feel much more motivated and productive.

Our current target is the Robot Graveyard, the lawless wasteland at the base of Gold Tower. We're mainly working on the remaining interior locations such as the Conman's shop or the cyborg club.

By the way, we recently released yet another demo update, based on all the quality-of-life and interaction improvements made since the previous one. These include:

  • ๐Ÿฆ” Kaf the Hedgehog is now 33% faster and has 100% more walking frames! 
  • ๐Ÿ–ผ๏ธ Intuitive top-of-the-line settings menu to crank up your sim's colors to 11. 
  • ๐ŸŽจ New text background colors to make your eyes bleed. From the grimy "Jungle" to the ominous "Caput Mortuum". 
  • ๐Ÿ’ฌ Switch between the gossip and item menu modes like a pro using Q/E keys or the gamepad's shoulder buttons. 
  • ๐ŸŽฎ Say goodbye to gamepad confusion! The simulation will reliably remember the most recently used controller. 
  • ๐Ÿ„ Beetles crave mushrooms. Drop the right item in the plaza and watch the little critters go! 
  • ๐Ÿ˜ท You no longer have to "touch" dirty objects or people to interact with them. Standing close by is sufficient. 
  • ๐Ÿค– Sacrificing Mom to science will pay off sooner.
  • ๐Ÿชฒ And numerous other fixes, copy editing changes, and a host of new potential bugs for you to discover!

I'm also happy to present one of several music tracks that the newest addition to our team, Shannon (omnibenevolent troubadour), has been working on:

There's a lot more happening behind the scenes. For example, Julia (unambivalent wordsmith) went over and helped improve large portions of the script, while Karl (ambivalent doodler) is practicing card tricks.

The Delay

Octopus City Blues has had a long and rocky journey over the years, so I apologize if the following is too long and boring. Nevertheless, you all deserve an honest explanation for the delays. Back in late 2021 when I was pitching the project to the Midgame Fund, the plan looked something like this:

  • Early 2022: Demo play testing
  • Late 2022: Release of Act 1 in Early Access.
  • Mid 2023: Steam Next Fest demo
  • Late 2023 / Early 2024: Release of Act 2
  • Later in 2024: KS reward fulfillment, possible localization and console ports

After getting funded, the helpful investors at Midgame Fund advised against Early Access and recommended releasing both acts together. Much of 2022 was spent on discussions, planning, and extensive play testing that took place in two main rounds. The testing feedback showed us that we still had much to do, particularly when it came to guiding the players.

By early 2023 we were struggling to follow the original plan as we addressed all the testing feedback. That's why I decided to cut a lot of planned content and rewrite the story so that it no longer had two acts. The original acts were separated by a 10-year gap, which would've required a lot of art editing and writing completely new responses for every character.

The next play testing round coincided with the Indigo event. Even after all the changes made, some players were still struggling with certain parts or running into bugs. That's why we decided to participate in the October Steam Next Fest edition instead of the June one. The release date was pushed back to Q1 2024.

The Next Fest event itself was a great success. After years of neglecting marketing, we used 2023 to promote the project and make it more viable financially. On the other hand, the event left us with even more feedback, some of which we were still addressing in January (2024). The release date was pushed back to Q2.

In early 2024 the Q2 release plan was still feasible. However, things temporarily took a turn for the worse after our last update. The first roadblock was due to real life developments and personal circumstances that impacted the availability of key team members. Thankfully, everything is back to normal now.

A more general problem is that the more we get done, the more work we end up creating for ourselves. The complex branching quest design means that the amount of testing needed can grow exponentially. Automated testing and play testing rounds can only take us so far.


The next obstacle had to do with the 2023 rewrite. Taking a story with many characters and intertwined elements and completely rewriting major parts of it turned out to be much trickier than expected. Some major plot elements simply didn't work in the new framework, and I had to make additional changes to improve the story's overall pacing and consistency.

At first I thought we could still release the main parts, and then slowly restore some content after release.  That would've meant early adopters and our biggest supporters wouldn't get the complete intended experience. There are also many more things we'd like to tackle after release (Kickstarter rewards, localization, porting) instead of adding more content.

To be clear, there are some things that we still plan to add after release (as free DLC). In particular, there are the arcade games and the quests related to them. While not part of the main story, they were in our original pitch (and much of the art is already done).

All of this brings us to our current plan. The story is still in one act, but some previously cut areas and quests will be restored. As mentioned in the previous section, we've adopted a new way of working since April and have been slowly adding the remaining areas and characters to the simulation. While things look promising, it's hard to tell what will happen tomorrow or if additional play testing will require even more changes.

OCB is something that particularly benefits from these play testing rounds, because the more we can anticipate the player's actions (e.g. trying to combine the knife and baby items), the more fun and immersive the experience feels. Obviously, we can never get rid of every bug or address all feedback before release.  That's why we'll just have to find the right balance.

We still have to finish the following parts: Graveyard (in-progress), Big Beef, Turkeys, and the ending. Of those, Big Beef is the most involved one. I changed the planned release date on Steam to simply 2024 because that's our goal, but please keep in mind that it's not a release date either. We'll only announce a concrete release date once all of these areas are done and work primarily shifts to testing and polishing.

If you've made it this far, thank you for taking the time to read all of that! We remain as committed to this project as we were on day one, and we're genuinely trying our best as flawed and naively optimistic humanoids. We owe it all to your continued support and understanding.

Files

Windows Demo 57 MB
May 14, 2024
macOS Demo 58 MB
May 14, 2024
Linux Demo (AppImage) 57 MB
May 14, 2024

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