Spryward cover
Spryward screenshot
Genre: Adventure

Spryward

Spryward Issue #4 launches on Steam!

Featured in Spryward Issue 4 "Something New" :


Rail grinding
New dodge
Reworked Heavy attacks
New character Marnie Maryweather
The death of "REDACTED"
The return and redesign of the Metroborg
3 new Antagonists, The Divination Trio (Mesmerist, Pillager, Sterling)
Play as Spryward's sidekick Slushy!
New Young Ravager Rescue Event
New Enemy Faction the Reptoids


Scenes :

Wanted : New Cutscene
The North : New Level
Guilty by Association : New Cutscene
VS. Divination Trio : Boss Fight
Credell Sewers : New Level + Play as Slushy!
Who is Marnie Maryweather? : New Cutscene
Lake Stevens : Biggest level yet! With over 500+ enemies!
Into The Media-Verse : New Cutscene Witness the death of "REDACTED"!

What's Coming Next :
Issue 0 :
New Suit : Untarnished Classic Suit
Definitive Spryward Origin Issue
Tie-in bits for Issue 5


Issue 5 :
New Suit : Medieval Spryward of the round table
Origin of Mr. Media
Fallout from the death of "REDACTED" from Issue 4


Note From Dev :
Thank you all for the patience with this issue! Had some family matters, and personal health issues that got in the way of completing this sooner. Haven't given up on Spryward, just had to adjust my work schedules for a lot of stuff. I'm prepping to move across the country this October, so there will be a slight delay in Spryward Issue 0 and Issue 5, but rest assured I hope to finish one of those issues before the years is up! Working on drawing 2 new playable suits for those issues.

As a little bonus here's my Issue 5 character sheet for Deshaun!



Spryward Devlog #33

What I've been working on :

Added new Reptoid Shotgunner enemy



Added new Basic Neo Government Soldier Enemy



Changed Lunge into a basic dodge attack.
Lunge can now be triggered while gliding with electromagnetism
Lunge last longer and has less attack phases
Slushy slinging height and speed is raised on release while holding jump button down

For the next update I'll be working on some in level cutscenes for I4L3 and a new young ravager rescue event.

Spryward Devlog #32

The geometery for Issue 4 Level 3 is now avialable to test and free roam through the chapter select.
I haven't added events yet because I want to gauge how well the map runs. It's the most open map I've made so far with the most amount of AI agents running around on the map. I want to test this maps optimization and performance before throwing events next week.


I remade the cover for Issue 2! Issue 0 has also been added to the issue select section and will be available to all owners of Spryward once the demo launches in august! Here are the new covers :


Spryward Devlog #31

+Updated pole swinging animations
+Made variable speeds so different super suits have different pole swing speeds
+Added slide as an alternate if you hit or hold dash while grounded
+Progress on Issue 4 Level 3

Spryward Devlog #30


+Made new ui for the pause menu
+Improved pause menu title logo
+Added new optional camera features to the pause menu

+Added camera option soft zone width :
Soft zone width gives Spryward some soft space on the X axis that won't move the camera. Upon leaving that soft bound will cause the camera to lerp towards the player on the X axis.

+Added camera option soft zone height:
Soft zone height gives Spryward some soft space on the Y axis that won't move the camera. Upon leaving that soft bound will cause the camera to lerp towards the player on the Y axis.

+Added camera option to look at Spryward's head instead of the middle of his body
+Updated credits page on main menu
+Added Issue 4 level 2 to the high score page on the main menu
+Added more grindable rails to older levels
+Updated some of the Steam store page art assets



Note from the Dev : Thank you all for 1 year of support on Steam early access. Spryward has changed a lot since I launched a year ago. It's a bizarre idea for a game I’ve wanted to make for a long time. I love new comic day every Wednesday. I love the idea in comics that the story is never over. When I got the opportunity to join Scott Snyder’s comic writing class, I knew I had to make something different. I know I can’t release a new issue every wednesday, but getting to create this ongoing story here on Steam has been an absolute privilege. I’ve been challenged as a developer in new ways with this project and it’s special when you get to work on something this personal. Issue 4 has been very exciting for me. There’s been so much that I’ve learned through adding the new cutscene system and continuing to practice drawing. I’m feeling comfortable and ready to look back and improve the art of the first 2 issues. I’m going to be going back and possibly redoing the original cutscenes in this new style I’ve been using for issue 4, which could improve the opening. I just wanted to let you all know I’m committed to developing this game through at least 6 issues. At most I’ll end up doing 8, but I have 5 and 6 written. It's a matter of drawing all the art assets I need and doing the 3d modeling of key locations to get everything done. As I put it above, I updated the credits page. There are tons of people who helped make Spryward possible. If you’re reading this you’re probably one of them. Thank you sincerely, and I hope you enjoy the update! The new camera options aren’t attached to the dynamic camera system, so you can still choose to use them in tandem or mix & match. Let me know what camera options you leave enabled. Have a good rest of your week everyone.

Spryward Devlog #29


+Added 3rd scene to issue 4
+Created Marnie's textile workshop environment
+Created Marnie's workshop crew character sprites
+Connected new cutscene to sewer level in issue 4
+Connected new cutscene to the main menu issue select screen

Spryward Devlog #28

Prior to the apocalypse Marnie Maryweather was one of the survivors from the 2 Lakefield slashings. One of the only survivors still alive today in Spryward. You can see her sporting cosplay of her original character, Xizzi. The Lakefield slashings take place in a short horror game I've been working on. In Spryward Marnie has forsaken the city life in Credell for a more grass roots way to give back to her community. With growing fear of the outreach, oversight, and malicous practices of the neo government she can pursue her textile dreams in peace outside city limits. Not all is sunshine and roses outside city limits. With no revival efforts or innoculation stations, civilians outside city limits fend for themselves. It's the heart of ravager territory. Marnie has been gathering ally's to help her efforts to provide warm clothing to survivors. She doesn't choose who to help she just helps them all. In the next cutscene Spryward visits Marnie after 2 years to get a new suit. He's got a lot of explaining to do! Like what happened to colors on the original suit and where did he get the Anger suit he's currently wearing. Why did it take Spryward 2 years to reach out. Find out next week on Spryward! For more progress on my game that covers the Lakefield slashings, check out my twitter. Have a good weekend everyone!

Spryward Devlog #27


+Coded a new player controller for Slushy
+Added combat to the Slushy player controller
+Added and enemy for Slushy, Magic Jellyfish
+Added new sewer level to Issue 4
+Added new sewer level to the main menu
+Connected Trio boss fight and sewer level
+Added in level cutscenes for Spryward and Slushy switch animations


Just 3 more scenes left to create till issue 4 is completed! Thank you all again for your patience with this issue. I'll be adding some new enemies next week and give you a sneak preview of some new characters as well. Have a great weekend everyone!

Spryward Devlog #26


+Added an issue 4 boss fight vs the Divination Trio
+Created Pillager Boss AI
+Created Mesmerist Boss AI
+Created Sterling Boss AI
+Created boss fight cutscene system for mid battle transitions
+Added new achievements
+Added link to boss fight from main menu
+Added connection to boss fight in the confrontation scene

Thanks for being patient with me. This boss fight was really difficult to make. There are still some bugs I need to work out with it, but for now it's playable. I'll continue working on improving the boss fights through early access. I'll have some updates for this fight and progress on the sewer level next week. Have a good weekend everyone, and if you can go out to your local comic shop tomorrow, you get some free books!

Spryward Devlog #25

Hello everyone! Apologies for the silence the last 2 weeks. I've been super sick and it has been hard to work. Hoping to rest this weekend and feel better for programming the new bosses. Just about finished animating all of the divination trio sprites! Leaving some progress on Pillager down below for you to check out. I've basically been drawing for months straight, and I've really needed to do this, so that work on Issues 4, 5, and 6 can go a lot smoother than previous issues. I've found most of the work I've been doing for Spryward each issue is art assets. Which is pretty straight forward work its just a lot to do. I'll be adjusting my early access exit window to give me more time to keep drawing. I promise all this drawing will make more sense when you finally get some previews for Issue 5 Into the Media-verse. It's a parody of big comic events that ties together a lot of the themes from Issues 1 - 4. I'm excited to share it with you. No promises on getting a playable of the new bosses next week, but I'll try my best to work through this cold and get it to you soon!