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Update #11
What we're planning
Right now, I am planning on entering alpha phase sometime early summer. Alpha phase means the initial development is done. But the game is probably buggy in places, could use some more love and interaction in spots, and certainly could always use some balance fine tuning amongst the classes to ensure they're all viable. This phase will just be me and the producer(s) testing the game.
I want to enter beta phase by late summer. Our Patreon supporters will receive beta invites to the game. I am hoping at this stage the game is stable and only small bugs remain, although there could be many of them. I will be adding new features based on user feedback. I will be leaning on beta testers heavily for feedback, as this is the first time the game will be opened up to a larger audience.
I want to fully launch the game by winter of 2022.
So how are we tracking on those goals?
We entered alpha testing phase ahead of schedule, in May.
We entered beta testing phase ahead of schedule, in early August. We are in late beta testing. Since I just updated the game with a considerable amount of new content, I want to ensure it's stable and functional.
I am aiming for a release of game sometime November 2022.
Beta Testing!
If you want to try the game out, our Patreon supporters can visit here:
https://www.patreon.com/posts/cyriaan-beta-70195972
I just updated the game with its v0.86, and it is a huge update, the biggest update we've had so far since beta testing started.
I thought it would be helpful to walk through the six updates we've had since beta started.
The first version update had 1 bug fix. It just happened it was a doozy that prevented players from progressing in the game. And since it was near the end of the game, that's obviously not good. So it was a hot fix that went in within 24 hours of the beta testing start.
Second version had 4 bug fixes. A couple were game crashing bugs, the other two were annoyances that needed to be cleaned up.
Third version had 1 bug fix and 2 features added. Wa hoo! Our first features since beta testing started. We added the ability to more easily see quest givers with a little "!" over their heads, similar to how games have been designed over the last couple of decades.
Fourth version had 8 bug fixes and 4 features added. We were getting more feedback from a variety of beta testers and starting to see trends in what could be improved. For features, it was things like traps should sometimes be noticable and avoidable, and resting should actually rest your party, meaning the removal of all debuffs. Fair enough! Done! For bugs, lots of fixes for Ylie and her Memory Stone scene, and a nasty game stopper bug if a player parked their ship wrong in a town. I really have appreciated how different players have played this game and beat the hell out of it so far. We've had casual players, speed runners (and I can attest to their speed running prowess), programmers, and people who do game testing quite a bit. It's all been helpful.
The fifth version took longer as the need to patch the game because of game stopping bugs dropped dramatically in this time frame. We had 22 bug fixes and 11 features added. This was a pretty big update, and until today, was the biggest update we had seen so far. Due to beta tester feedback, we had changed some of the traps to tickle traps when it made sense to (when there was a RP/storytelling reason for it). It resulted in a fantastic change, and it's one of those things where it's hard to picture the game without it now. Love that kind of player feedback. We added in descriptions of what set bonuses do before you have to go and collect them, which is a nice quality of life feature. And added in a description of the aggro system in the game where it wasn't clear before.
The sixth update just took place today! I'm very excited about this one. It includes an entirely new, optional epilogue section, all the artwork is live, and it's very close to a launch version of the game for the first time. We also took in player feedback who said the random encounter was a bit too much. So we did an across the board reduction of frequently to relieve some frustration there. We also got general feedback that the balancing of the game overall is good, except that the start was a bit too difficult, and may turn away newer players. While we didn't adjust the difficulty of the starting zone (Fallung), we did increase experience given by those monsters, reduced equipment prices in the city, gave the player 50 skill points in order to go down a path for Lucia before venturing into the scary Eastern cave. These are examples of how the beta testers have shaped the future of this game with their feedback, and I'm happy with the results.
Scope of the game
After creating the epilogue and replaying some of the game, sometimes, I can't believe I made a video game with tickling as a central theme. It's kind of crazy to think about. The game clocks in over 70,000 words! That is the length of a novel. When I started doing the marketing for this game, I mentioned playing through it has about as much story and tickling content as 10 tickling comics. I may have sold that short, as 70,000 words is a big damn body of work.
But more important than word count, I really hope that players enjoy their time in the game. I hope you all love the characters, the world, the dialogue, the tickling, and all the goofiness in between that holds it all together. I just hope it's a positive experience.
Release date
While I don't have a release date yet, I would like to spend October allowing players to squash bugs in the new content. I will release the game sometime in November 2022 for the low price of $89.95!!!
OK, just kidding, I'm holding to my word of releasing the final version free to everyone, and that's still where we're going. So it will release for the low, low price of....free.
Will there be a follow up?
Early in this process, I said I may do more tickling video games if I found the process enjoyable. And well, it's been a lot of fun so far.
While nothing in set in stone right now, I can share where my head is at. I don't think I will do a sequel to The Cyriaan Chronicles #10 in a video game format. This has been a very special project for me, with a special place in my heart. I do, however, want to keep these stories going. So there are plans to continue the comic books, picking up where the video game left off. So for players who fell in love with some of these characters, their stories will continue to be told in another medium.
I would like to do more tickling video games, with our differing intellectual properties. I am in the early stages of planning a follow up game already. Similar in scope (that is to say, pretty big!), but different in fundamental ways. The Cyriaan Chronicles #10 is at its heart stylzed after fond JRPGs of the past, where fighting and battle is a primary function of the game, with storyline (and in our case, tickling), bolstering those battles and making them perhaps more intriguing in spots. I'd like to explore different kinds of gaming, so a follow up will not be a simple copy/paste of this game onto the next one. There will be differences. And we're taking feedback to heart from our beta testers and using that to shape the next game, as well.