Within Skerry cover
Within Skerry screenshot
Genre: Adventure, Indie

Within Skerry

Within Skerry - A month later

Hello friends, I hope you are all doing well on your end!

I wanted to provide you all with an update regarding my learnings for Within Skerry (after gathering all sorts of feedback from you all) and what is coming next!

First of all, let me begin by saying that Within Skerry is doing fairly well. We are maintaining a fair amount of positive reviews, there is an endless array of YouTube play throughs out there for reference, and overall, there appears to be very little problems with the game (performance wise). This is good, that makes me very happy. However, there are a few takeaways that I have gathered from you all:

Some issues noted that many of you all have highlighted for me:

- A dislike in backtracking.
I understand that many of you did not enjoy some of the backtracking and wandering throughout the mansion. It was my intention to include a bit of backtracking in order to access areas that were previously inaccessible earlier in the game. However, the map is fairly large relative to my previous games, so I understand that there may be many instances of "unintentional backtracking" - assuming you need to go back to progress when in fact that is not the correct path. Nonetheless, I have taken note of this and I will be mindful of highlighting a clearer path in the future to eliminate "unintentional backtracking".

- No save and controller support:
If you have played any of my previous 15 or so games, you know that I am notorious for not including save game functionality. This is, of course, intentional. I believe that to create a proper horror experience, you need to commit to the experience from start to finish. Taking a break cuts you out of the immersion and kills some of the immersion that the game relies on, quite heavily. However, I understand that some of you may not have the hour, or something unexpected may arise within the hour (Life events, game crashing, etc) or even wanting to achieve multiple endings without having to start from the very beginning. I hear you all 100% and I have decided to include a checkpoint mechanic in my upcoming game. This will be a very simple mechanic which will only checkpoint ONCE (in the mid-point of the game). I still stand by my statement that a single play through is the way to create immersion, so I will do my best to complement both sides of the equation :)

As for controller support, the way my systems are setup (the dynamics of the game) are setup does not easily allow my to implement controller support without gutting the whole system and starting from scratch. This is not an approach I will be taking now, but this is definitely something I will attempt in 2023 going forward. Sorry about that! I know its frustrating :(

- Not enough immersion and reliance on jump scares:
This is something I tried to master heavily in this game. I tried to balance immersion, jump scares, and puzzles, all while managing a large environment. Unfortunately, what I found is that creating a REALLY scary game is actually VERY difficult the larger the environment is. I am not sure why that is, but based on what I've read, and based on a good chunk of research I've done, smaller environments are much more terrifying than very large ones... strange. All that I can say right now is that I will focus dearly on immersion and creating a VERY tense environment in my next game. I will leave it at that for now.

SO WHAT'S NEXT!??

I have been working on a new game these past few weeks (before Elden Ring took my life away...) and figured I would share a very very early screenshot of the environment.

For this game, I am going back to my original roots - A small map, few puzzles, a heavy focus on environment and creating a terrifying atmosphere. The story is very neat, and the two endings will be VASTLY different from one another (in comparison to previous games). And of course, this game will have a mid-point checkpoint for you all trying to achieve multiple endings or restarting from an unexpected crash :)

I am also focusing heavily on quality and graphics. You will notice the game looks quite nicer than my previous games - this is because I have been using 2k textures instead of 1k (some 4k's scaled down) and I finally took the time to properly texture some of my assets instead of slapping a texture on an asset and calling it a day. Because the map is a lot smaller in this game, it affords me more time to be focusing on quality over quantity!

This is still quite early, but here is a screenshot of the game's current environmental progress - please let me know what you think; but once again, keep in mind that lots of the environment may change prior to release.

Thank you all very much! and apologies on this very long note. Please give me your thoughts and let me know what you would love to see in my new game. Everyone's welcome :)

cheers,

Stan. T

Within Skerry - Now Available!

Hello friends,

I am very pleased to finally announce that Within Skerry is now officially available and playable on Steam.

I may be biased when I say this, but I believe that this may be my scariest project, to date. But who knows! I will let you all be the judge of that :)

As always, if you play the game, please leave a review highlighting your thoughts. Whether you enjoyed the game or disliked the game, all feedback is extremely valuable and heavily appreciated.

Thank you, everybody. and Happy Gaming!

Stan. T

Weekly Update #2

Hello, friends. Happy Monday!

Within Skerry is finally releasing tomorrow (Tuesday, February 8th) at 10am PST / 11am Mountain.

With that being said, I am very happy to announce that Within Skerry is officially 100% complete. All 4 endings have been complete and finalised, all final assets have been created and added, and the game went through rigorous testing.

There were lots and lots of bugs during testing... And I mean lots. It was so bad that triggering certain events in certain orders would cause the game to be unbeatable. Lots of places you could get stuck, and some triggers just not activating properly. However, I am happy to say that all of these bugs have been dealt with and fixed. I was expecting to go in and play test the game 3-4 times with little-to-no issues -oh how I was wrong!

Anyways, like I said, Within Skerry is now complete and is ready to be released on February 8th!. I really look forward to reading your reviews and watching as many YouTube game plays as I can handle!

With that being said, if you play Within Skerry, please write a review. Whether you enjoyed the game or disliked the game, any form of feedback is greatly appreciated, as all your feedback is always put into consideration when updating the game or even building new projects.

Thank you, everybody! and see you on release :)

cheers,

Stan. T

Within Skerry - Weekly Update #1

Hello all you wonderful people - I hope you are all doing well on your end.

It's been an interesting week in terms of progression for Within Skerry. I always have the most fun building games in the final stages of development; unfortunately the final stages are also the most stressful :(

Here are some accomplishments (completion points) for Within Skerry I wanted to share with you all:

- Store page (Steam) is now 90% complete. All achievements have been added and connected to the game, all Store Page art work has been added, and a Beta version of the game has been uploaded to the Steam Pipeline for testing purposes.

- All assets in game have been finalized - all structures and places to explore have been completed, tested, and finalized.

- Ending 1 and 2 of the game have been completed and finalized.

- Localization has been completed for every component of the game (excluding Ending 3 and Easter Egg).

- Settings system has been completed and almost all game optimizations have been finalized!

Overall, a good chunk of work has been completed this past week and I think progress is moving along very smoothly. Here are some final works that need to be completed:

- Figure out what Ending 3 will be, execute it, test it, and localize it. Having a very hard time figuring out how to end the game smoothly, and tie it all together with the storyline. Only 9 days left to figure this out - no pressure :)

- I also need to figure out what kind of Easter Egg to add to the game. I am very triggered that my Easter Eggs in Suite 776 and Inside Depth 6 were located with such ease ( located within 1 week) - so I will do my damn best to prevent that from happening in Within Skerry. Of course, the Easter Egg will be difficult to obtain; however, it will be intuitive and fair, so long as you pay attention to some details :)

- And lastly, I need to add some final notes and pieces of story to the game (Symbolism, recordings, etc).

Phase 1 of testing is complete and tons and tons of bugs were discovered. There bugs have been promptly squashed, so I am hoping Phase 2 of testing will be full of ease :)

I suppose that is all I have to say for this week. Please, if you have and questions or concerns, don't hesitate to reach out or comment below - I will make it a priority of mine to answer any and all questions to the best of my ability when they come.

Stay safe and well everybody,

Cheers,

Stan. T