New Release available for download!


Welcome, dear readers, as I resume out bimonthly dev logs with a major update. After a grueling couple of months, we're excited to announce that a new release is finally live! (In fact you can go download it right now: https://yozhikisblue.itch.io/the-inverted-spire)

But while you wait for that file to materialize on your harddrive, here's a little about what you can expect from our new release~ 


What's changed between now 

and the Prototype?


The prototype created in a single month for Spooktober Jam 2020 was effectively a proof-of-concept to see how the  The Inverted Spire (which was just a bare bones collection of ideas back then) would translate into an interactive fiction/visual novel experience.


A greatly expanded world and full elaborated character backstories have since been the cause of many rewrites of existing material. Several character development arcs have since evolved dramatically, and every mystery has an established answer, now scattered throughout tiny hints in codex entries and character dialogue. 


But setting aside the narrative itself, here are some of the major changes you can expect:

  • Perhaps most obviously, a complete visual overhaul. The Inverted Spire now features high-detail, realistic paintings of characters and backgrounds, all subtly animated to make the world feel a little more alive.
  • Mentalist sequences now have different mindscape animations for each character.
  • The clunky prototype codex has been replaced with a smooth, organized journal  that collects world lore, character secrets and even features an updating map with new locations you discover on your journey! (thank you, feardeer!)
  • Group conversations remain a significant feature, but the UI has since been overhauled to accommodate it. Instead of relying on  a hard-to-follow group of character sprites all moving simultaneously, The Inverted Spire now has a dynamic HUD (heads-up display), where blinking, high-detail character portraits are highlighted when they interact with one another.
  • We're working with a new composer, which means a whole different direction for the music! While no longer Darkwave, our tracks are still as moody and foreboding as ever, and in places—even dynamically shifting mood with the content of the scene! (thank you Mickey!)
  • The character relationship system has grown significantly more complex, with fluctuating trust scores, grudge/favour "status effects" and variables set by the player's choices during important events (to the development of the character in question) all playing a role in how your companions feel about you, what they'll do, and how your relationship can develop. (also thank you feardeer!)



What further changes are coming?

Developing a larger project like the Inverted Spire is an ongoing learning process for our small team. Since our first major release, we now know there's a lot to be perfected around scheduling and time management when it comes to pacing ourselves with new features.


Here are some things we were hoping to have for you this release, but will now have to wait until our next update:

  • Our secrets and gallery main menu screens are due for a major overhaul (visually and otherwise), and are not fully implemented at the moment. This is an extra feature not necessary for gameplay, so we ended up deprioritizing it for the present release.
  • More glossary entries! (you may notice some entries that appear in the present version are placeholders)
  • More CGs (yes really). While the Prologue art is probably in its final stages, there are still several instances in Chapter 1 where CGs will either be updated, or new ones will be added to depict significant events.
  • Updated music, including more polished versions of available tracks (in our composer's words) and eventually, individual character themes! 
  • Updates to character interactions, possibly including new dialogue or decision points. This one is a little up in the air, but because we have committed to building a vast branching narrative with the help of community feedback, there may still be instances where the narrative design for Chapter 1 will be adjusted, either to be more consistent with writing in later chapters, or to include a much-requested choice (provided it is feasible to do so). Most of the changes we make in this department will probably be related to balancing, in order to make gated scenes either easier or more difficult to access.
  • Chapter 2. While we were hoping to have everything from the extended prologue, all the way to the end of Chapter 2 out for you in the present release, experience has taught us that it wasn't enough time to complete all that work at a healthy pace. Certainly not with a reasonable degree of polish! We don't have a date on this one yet, but because of our monumental ambitions, the second chapter is already well on its way.
  • Ongoing bug fixes. Probably. I mean, let's be honest. I'm sure there's some undiscovered bugs still lurking in there >_>


What about more longterm features coming in later chapters?


Believe it or not, narrative paths for the The Inverted Spire as a whole (all 7 chapters of it) are pretty well mapped out at this point! 


This doesn't mean we aren't flexible to player requests or other evolving needs of the story, but it does mean we can say with confidence that we've laid the groundwork for the following:

  • Puzzles (predominantly dialogue based, with some exceptions) that require the player to make conclusions based on collected information from character dialogue, codex entries, and even alternate playthroughs. You can already see examples of this in Chapter 1, but it comes into play to a much greater degree from Chapter 2 onwards. There are typically multiple solutions to any problem you encounter in the Spire, and making "the right decision" often has more to do with making the best decision based on the choices you've made so far, rather than a single right answer. In fact, what appears to be a failure often results in interesting dialogue and new information too! As the writer, I strongly encourage the player to fail at least sometimes x' )
  • Multiple endings related to the unravelling mystery of the Spire itself. Not counting gameover endings (yes, the later chapters have those) these will be intimately related to how your protagonist comes to feel about New Order and the future of goblinkind. Without giving anything away, I'm just going to say that you may end up with more conflicting feelings than you expect!
  • The Inverted Spire is not structured around character routes in the traditional sense. It is instead written to have gated scenes and dialogue fragments overlaid on the main story which translate to roughly the following six relationship dimensions with each of your six companions, where relevant:
    • A growing bond over the course of your journey. (This is the neutral state for all character dialogue, and does not have any significant added dialogue or one-to-one scenes attached)
    • True friendship. (While the exact manifestation of this varies from one character to another, it essentially opens the gate to earnest heart-to-heart conversations and mutual support when wrestling with one another's inner demons.)
    • Romance. (The one everyone asks about! In practice, it colours intimate conversations in different ways from a more platonic relationship. Fond gestures abound,  and your mutual attraction is apparent. This dimension is compatible with the sexual dimension, but can also do without, opening the door to asexual romance.)
    • Sex. (This dimension is compatible with romance, but also separate. With some characters, you can choose to have a physical relationship that serves as a release from your dire circumstances, with no strings attached. If overlaid by romance, dialogue is altered to reflect that.)
    • Rivalry. (Not compatible with friendship or romance, this effectively means you and another character don't get along at all, and are only tolerating each other because of the circumstances. Depending on the character, your rival may try to actively sabotage your decisions, turn other characters against you, or simply refuse to help you when things get dire.)

On that note, it's probably worth mentioning that the Inverted Spire is built around the intent that you are  never caught off guard by a sudden escalation in your relationship with another character. Decisions around romance and sex in particular have to be entered into willingly by the player, and there is an option to refuse the development, which the other characters will always respect. The player will never be punished with any in-game penalties for refusing an escalation of a relationship (regardless of whether or not this is "realistic," as the writer, I have felt strongly about these features from the start). 

It probably also bears repeating that as we have discussed in our prior dev logs, The Inverted Spire takes place in a genderless world where polyamory is the default. This means the other characters will not see any conflict in cultivating multiple sexual and romantic partnerships at once. This is an aspect of worldbuilding that is deeply entrenched in how goblin society functions, and the protagonist will also recognize it as such. Some characters will want you to get involved in sexual or romantic encounters with their other partners of choice. Doing so is entirely optional, and the player will not experience any in-game penalties for refusing.

It also means character relationships in the game as a whole do not revolve around the protagonist. Other characters will pursue a variety of relationships with each other, ranging from rivalry to romance. Navigating this web of evolving relationships and having an impact on it over time is a significant aspect of gameplay (in fact, it is arguably the primary gameplay mechanic!)


How can I get involved?

We're always looking for new enthusiastic beta readers to help us keep narrative decisions coherent, relevant and interesting!

Our present philosophy, developed over the course of the past few months, is to provide beta readers with first-glimpse early builds of new scenes as it becomes feasible to do so on our end. 

If you like Chapter 1, and can't wait to see what Chapter 2 has in store (or maybe even want to have a say in some of our narrative choices) you can contact yours truly at yozhikisblue@gmail.com and express your interest to join the team! (original call for beta readers here)

Please note that prospective beta readers must be over the age of 18, due to some of the game's mature content.

We've actually already made narrative changes based on beta reader feedback (for the better, we believe)! New decision points were added, and dialogue was altered to clarify lore, or make the player feel more like their choices were recognized and resulted in a significant impact. Our patient beta readers have also generously provided us with a lot of help ironing out bugs and inconsistencies!

Although we may not always be able to take every suggestion into account, we definitely take the time to seriously consider highly requested features and how characters come across to our players.



That's all for now!

Yours truly is in for a much-needed break before our team comes back to the drawing board with new schedules and ideas for the releases yet to come. 

But hey, that file has probably finished downloading by now, so why not give it try, and come back to tell us what you think? ; )

Files

TISPart01-1.05-mac.zip 665 MB
Dec 01, 2021
TISPart01-1.05-pc.zip 699 MB
Dec 01, 2021

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