A Demon's Game: Episode 1 cover
A Demon's Game: Episode 1 screenshot
Genre: Adventure, Indie

A Demon's Game: Episode 1

Weeklong deal - 60% off




If you haven't had the chance to play A Demon's Game - Episode 1 yet, this is your chance, for the first week of September the game will be 60% off.

Don't get lost now.

A Demon's Game - Episode 1 fully releases on steam!


We are now live with the first episode of ADG!

If the game is not downloading or installing, try to restart Steam. If you have any other issues, please visit the community hub forums to get help.

Thank you everyone who have been supporting me, helping out with testing the game, streaming it and thanks for helping me spread the word.

I'm looking at how things are going and are working on ensuring that you can play without any issues. If there is something that is not working properly, you can expect a patch in the coming days.

Fixes and more content will keep arriving throughout the next few months, so keep an eye out!

A Demon's Game - Episode 1 is 20% off until the 17th of February.

Hope you enjoy the game,
Ruben

Devblog #3 - Week before release. Interviews and Promotion.

As I'm writing this, only 6 days remain for the official launch of Episode 1.

So you're probably wondering how I'm spending the last few days. Well, it's simple, when I'm not freaking out and reminding people when it's coming I'm playtesting the levels a lot, I'm taking care of press and trying to promote the game as much as possible, speaking of which, here's a few cool things that happened this week.

Firstly, I was approached by GameTyrant for an interview, the interviewer was a great guy with a really big interest in horror games, needless to say, we both had a blast talking about the project, you can read the article here:

http://gametyrant.com/news/interview-the-depths-of-a-demons-game

Secondly, you might be aware that I'm just one person developing the game, and asking people to "play my game" is often considered begging and/or annoying. So I decided to launch a campaign on Thunderclap.

If you feel like helping out, here's how it works:
You first go to this link: https://www.thunderclap.it/projects/52763-a-demon-s-game-crowdfunding?locale=en

And then you can support the project with your facebook/twitter, what this will do is send a message for you once, on the day of release, aka the 10th of this month.

I'm trying to reach 100 supporters before the 10th, currently I sit at 36 and I already have a social reach of 132 thousand people, that's insane.
So if you do decide to help out in any way, thank you. Seriously.

And that's it for now, thank you for reading!

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Devblog #2 - Release date confirmed, last level finishes up.

After going radio silent for a week I return with some really, really good news.

First and foremost, the last level of the first episode is finished, I'm currently testing it out and seeing if I can break it before I upload a beta build to steam. After a couple days of it being there, if there aren't any issues, I will be launching the game on february 10th. Yes, you can quote me on that.



I have to tell you though, making this level was not easy at all, I had so many ideas that never saw the light of day, but I hope that the way I created things work out for the better and I hope to use those scrapped ideas in the future someway.

So here's a bit of information for the last level for those of you who've been wanting to play it:

  • There's a way to kill the demon.
  • There's a way to escape without killing him.
  • The last level has 5 different variations depending on what you do.


It goes without saying that there are multiple endings for what happens when you finish the last level as well, but I'll leave that for you to find out.




That's it for now! I've probably already said too much so I hope you'll like what's in store for you.


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Steam update #7 - 0.4.5 | New Lucifer cut-scene, more bug fixing.



General:
-Changed the first encounter with lucifer.
-Various fixes to the deliverance of voice acting and sfx.
-Various fixes to the lighting in all the levels.

Sewers 1:
-Fixed the flashlight being usable before picking it up, derp.
-Fixed the restart option not restarting the level sometimes.

Sewers 2:
-Misc collision bug fixes.

Sewers 2_3:
-Fixed the game not loading the next segment.
-Fixed crashing.

Sewers 3:
-Misc bug fixes.

Sewers 4_1:
-Optimized performance a bit.


Please let me know if you find more issues with the game!

Devblog #1 - Release date, coming changes and more.

Hey gents!

First and foremost, I would like to apologize for my lack of updates the last week, personal life took a big hit and I got extremely busy, but rest assured that updates for the game will follow as soon as possible since I now have time to focus on it.

So what have I got planned?

First piece of news is the upcoming 0.4.5 update, it will launch sometime after the next engine update. Most important features of that update are:

  • -Performance boosts. (Thanks to the way lights and objects affect each other being rewritten)
  • -Size of the game will drastically decrease. (Thanks to ogg support)
  • -More bug fixes.


I will keep you updated on when I'm thinking of releasing this patch, and yes it will arrive before the first episode's official launch, speaking of which...

Release date for any game is a critical thing to nail down, and looks like I got extremely unlucky this year, as RE7, Outlast 2, Agony, Scorn and a few others are all big horror titles coming out this year, so I have to pick my fights where there aren't any, I was planning to release the game this january, BUT, RE7 comes out at the end of this month, and the month of february doesn't have any big horror releases, so that's going to be my month to shine. I don't have a specific day to release the game yet, but it will arrive in february.

What have been working on lately is a weird mix of learning and developing, I recently got my hands on Substance Designer 2 and it's an incredible piece of software, as soon as I get more experience with it, I will use it for upcoming episodes.
The development on the last level of the episode has been slow and methodical, since I need every branching path to fit flawlessly, the past 2-3 days have been me exploring the ways the map can branch out while keeping things conclusive and fun.

Here's a few WIP pictures, SPOILERS OF COURSE.

NOTE THAT THESE ARE VERY EARLY REPRESENTATIONS OF THE FINAL PRODUCT.







That's it for now, more updates coming soon!

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Steam update #6 - 0.4.4 | Chase changes.



General:
-Added a 15 second timer to all chase sequences.

Sewers 3:
-Fixed an issue causing the "Code already inserted" interaction to show up first.
-Fixed several models being inside the walls.
-Fixed some decals glitching through the floor.

Sewers 4_2
-Added a check asking the player if he's sure he wants to save Thomas.

Steam update #5 - 0.4.3 | All about tweaking.



General:
-Reduced the amount of polygons in most props physics, should help reduce loading times.
-Lowered The Eater's vision range from 8.5 -> 7.0
-Fixed mouse wheel still crashing the game. (Lucifer segments)

Sewers_1
-Fixed an issue causing the game to not save properly.

Sewers 2
-Changed the alarm encounter to be time based.

Sewers 2_1
-Fixed the ambiance track played at the same time at the roam theme.

Sewers 2_2
-Fixed the ambiance track played at the same time at the roam theme.

Sewers 2_3
-Fixed the ambiance track played at the same time at the roam theme.
-Fixed water still hurting players after it's drained.

Sewers 3:
-Fixed a note not enabling again when the cassette ends.
-Fixed radio being usable multiple times in quick succession.
-Fixed AI getting stuck in beds.
-Fixed one of the maps restarting the game on accident.

Sewers 4_1
-Made the AI take longer to reach the vault door.
-Screwdriver now has the sparkle on it right as the player spawns.
-Removed water.

Steam update #4 - 0.4.2 | New flashlight, health indicators, more bug fixes.



General:
-Increased the overall lighting levels of the maps from 7,7,7 -> 10,10,10
-Batteries now tell you if you picked them up or not.
-Fixed a few sounds not playing when you pick certain items up.
-Fixed mouse wheel crashing the Lucifer cut-scenes.
-Player's screen now gets filled with noise and with a red tint when hurt. (Grabbing med-kits fixes this)
-Made the med-kit remove the shader from the camera when the player is hurt.

Main menu-
-Severely decreased the loading time.

Flashlight-
-Changed the flashlights view angle.
-Changed the flashlights view cone.
-Changed the range of it.
-Made it closer to the screen.
-Reduced battery drain from 0.008 -> 0.006

Lucifer sections-
-Fixed the optional lighting cut-scene having wrong text.

Sewers_1
-Fixed an issue with a few boxes not having physics enabled.
-Improved performance.
-Fixed crouching clipping and hitting the water.

Sewers 2_1
-Various fixes to the AI pathfinding.

Sewers 2_3
-Fixed the ambiance track being played the same time as the roaming track.
-Added more varied sounds to the pipes.
-Made it so the AI can jump jump after the player in some areas.
-Fixed an issue that caused the game to not load the next level (water drained).

Sewers 3:
-Was on the right track with the last keypad change, a few more users were getting past it so I made a few more changes to the code, waiting to hear more feedback.
-Fixed the water damaging you even when it's drained.

Sewers 4_2
-Fixed a few items not having sounds.
-Replaced the barrel for a crate to ease the water jump.

Hotfix for 0.4.1

Fixed a crash happening when the first lucifer section is done.