Wishlist my new multiplayer prison escape game, CUFFBUST!
Hey everyone!
Just wanted to quickly tell you all about CUFFBUST, my upcoming multiplayer prison escape game that I've been working on for the past year.
In CUFFBUST you try to escape prison with your friends by equipping tools, evading guards, and executing your breakout plan. It has destructible environments, proximity chat, a multitude of escape routes, and 20 player lobbies!
Take a look at the Steam page and trailer and see if your kinda thing, and if you're interested in playing the game later next year when it comes out, you can wishlist it on Steam to be notified when it releases.
You can search it up the the Playstation and Xbox stores, or get links to the store pages from my website, twostargames.com/choochoocharles.
Happy spider train hunting! -Gavin
Releasing on Consoles December 21st!
Good day, spider train enthusiasts,
After a year of work, I'm very happy to announce that Choo-Choo Charles is releasing on Xbox One, Xbox Series, PS4, and PS5 on December 21st (in a week!), and Switch on January 18th.
It's taken a lot of time to get it right, but I'm super happy to finally get more players access to the game. If you know someone who's been wanting to check it out, but doesn't have a PC, let them know! Right now, you can wishlist the game on your favorite platform by selecting it on my site.
Have fun! -Gavin
New Hardcore Gamemode Update!
Hey everyone,
Super happy to release a new spooky season themed update for the game!
I've just added a new game mode called Nightmare Mode. In this mode, I’ve revamped the atmosphere to make it darker and more ominous, added a new scarier soundtrack, and turned up the difficulty to the max (be warned, it’s kinda designed to make you rage quit). It’s still the same game, but with a completely fresh tone and challenge for spooky season.
Check out the full devlog to learn more about all the specific changes and additions:
To up the difficulty, you only have one life and if you die the game resets, Charles is much stronger and more aggressive, and the atmosphere is way darker and more ominous (to reduce vision distance and up the spookiness).
I've also teamed up with Makeship to make some limited time anniversary collectables for the game, as Choo-Choo Charles is nearing its first 'birthday'! We've got a Eugene plushie, and a Charles vinyl figure that you can check them out by clicking on the images here!
1.0.3 Patch Notes
1.0.3 Patch Notes:
Maybe hopefully possibly fixed all the trees the players could get stuck to? Players who were previously stuck to a tree should be freed again I think? (seemed to work when I tested it, so fingers crossed)
Made pop-in less noticeable near Santiago's Port.
Made pop-in less noticeable for Gale’s house.
Adjusted to placement of the Red Paint Chest to prevent softlock when going up the lift and opening the chest at the same time.
Fixed players getting softlocked on the death screen when dying while the map is open.
Maybe hopefully actually prevented the upgrades menu from blocking the final cutscene?
1.0.2 Patch Notes
1.0.2 Patch Notes:
Fixed a bug where some doors would load closed, after already being opened
Fixed a bug where save files would stop being written
Added collision to a couple stacks of pog rocks near John Smith's bunker
Fixed a bug where dying indoors, in caves, and in mines while it’s raining caused rain particles not to appear after players respawned
Fixed a bug where players could interact with items while dead
Fixed softlock on a tree near the North Mine
Fixed softlock on tree near Sgt. Flint’s base
Fixed a bug where the player camera isn’t animated at all during Charles jumpscare
1.0.1 Patch Notes
Hey everyone,
Huge thanks for all the support during Choo-Choo Charles' opening week! First patch is now live, here are the issues that have been addressed.
1.0.1 Patch Notes:
Added translations for “Skip Cutscene” tooltips Fixed a hole in the landscape near Johns Smith’s bunker that players could clip through Fixed input mappings resetting when you restart the game Removed the pause menu getting stuck on screen when the game is unpaused Fixed notes being able to be read at the same time as opening the pause menu Fixed main menu widget opening instead of the pause menu while in-game Fixed upgrades menu getting stuck on screen during final cutscene Prevented strong camera shake from occurring during credits and final cutscene Fixed a bug where mob members respawn if the player dies before their body despawns Adjusted collision settings on invisible walls in the northern mine, so that they don’t block shotgun bullets Fixed mob members being unable to shoot through metal gates Fixed spacing between a tree and rock near Greg's house Fixed softlock where players get stuck behind the temple doors as they open Fixed a softlock between rocks in the Pickle Cave Fixed a softlock on a multi-mesh prefab (broken mine cart with shovel leaning against it) Prevented upgrades menu from getting stuck on top of the death screen when killed by the mob
Choo-Choo Charles is OUT NOW!
The day has finally arrived, and I couldn’t be more excited to finally share Choo-Choo Charles with you all!
As of now, the game is available for purchase and play on Steam, and you can finally fulfill your deep rooted, lifelong desire to kill a spider train.
Best of luck fellow train hunters!
Choo-Choo Charles is releasing December 9th 2022!
Hey everyone,
I’ve been working relentlessly on Choo-Choo Charles over the past year, and it’s finally in a position where I can safely say that the game will be released on December 9th this year!
There have been many dates I’ve aimed for internally throughout the year that didn’t work out for various reasons, but at this point the game is well into its beta phase, and is nearly completed.
Tons of improvements and additions have been made to the game, and I’m thrilled with how it’s turning out. Make sure to wishlist and follow the game to get notified as soon as it's availible!
Can’t wait for you all to finally play it!
Choo-Choo Charles FAQ
Good day, spider train lovers,
I’ve been getting thousands of questions about Choo-Choo Charles over the past week, and since most of the questions are the same and have the same answer, I’m posting this FAQ!
Will there be multiplayer co-op? No. I know this is probably disappointing to a lot of people, but the initial release of the game will not have multiplayer. As a solo developer, even making a single player open world game is an ambitious task, but to add multiplayer support (which I don’t have experience with) would make development far more difficult and time consuming. It would be a really cool feature, but it isn’t feasible right now.
Is it coming to consoles? There is a pretty good chance that Choo-Choo Charles will come to consoles. It’s something I would love to do, and there’s a lot of player interest around it. I’m not confirming it will happen, but it’s certainly on my radar. If it does happen, It’ll most likely be after the PC launch here on Steam.
Where can I follow the development? If you want to find the socials I’ll be using to keep everyone updated on the game, you can check out this other post I did right here, where I talk about exactly that.
Will there be VR support? This is a feature that definitely won’t be available in the initial release, and one that I’m very much on the fence about adding at some point. For now I’ll just say I don’t have any plans to add VR support.
How many languages will the game be available in? I’m currently planning to have 10 total languages available in-game. You can see the full list on the main store page on the right side bar.
Should I add it to my wishlist? Obviously, yes. Spooder trains are the most litty fresh epic thing to ever exist.