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Book of Hours News

Closed beta live now!

Just a mini update to confirm that BOOK OF HOURS has launched in closed beta! If you haven't signed up for the beta, register your interest here. And if you weren't picked for this round, don't worry! You might well be chosen for next month's group. (We'll be adding new people each month, so there are lots of chances to get a key.)

Good luck! To those of you currently playing, I hope you enjoy Brancrug. :)

The Beginning of the House Proper

"The Curia used to issue gloves and slippers of soft leather to protect the books and premises. Patrons were often asked to remove their shoes. Pause a moment and listen to the Histories."


Don't worry everyone we finished the game



AK said he wanted a 'Generic Thing Image' ('Thing' being our development term for any movable object you can place on top of other things, like candlesticks or mounted skulls or alembics), I gave him a Generic Thing Image, and he's all, oh, that looks insane, why is our game full of gigantic ragdolls, and I'm like, babe, leave the art to me.

(After much energetic debate, beta players next week will notice that the Generic Thing Image has been replaced with a much less interesting triangle with a question mark in it. Le sigh.)

In more joyous news, I have loads of new art to share with you along with our beta milestone (scroll to the bottom if you just want to read about that). We received some more beautiful element art from habitual element-er Sophie H. Unlike the previous portraits we've shared (who have been assistants you'll meet in Brancrug Village), the following are all Hush House patrons - people who'll appear from time to time with a request for a book, help with lore, or simply checking up on you.



You've met a few of these characters in Cultist Simulator, and a few of them have even been physically represented in The Lady Afterwards. Any guesses on who's who above?

Meanwhile, Adrien and I have been hard at work drawing new rooms. Adrien's drawn over 70 now, which is officially nuts. Here are some of my favourite recent ones, starting with a room in which nothing bad has ever happened (the destroyed room at the top of the Crucible Tower) to the peaceful whimsy of the Lower Cliff Path:



(More over on the blog!)

Oh, and just to whet your appetites on something totally banonkers that Adrien's working up now - anyone have an idea of what THIS room is?



I've also been tweaking the background art, redrawing Hush House (it's now much sharper and those dotted lines line up really nice, a la Wes Anderson perfectionism) and the world's trees. We now have seasonal variants and animations, so you'll see the year change (and the resources you can nab from it) over time. Behold the four basic starter animations...



We've added some new books to the game, too! Here's a selection of covers and how they might look lined up on a shelf:



I leave you with the news that BOOK OF HOURS' beautiful soundtrack composed by Canadian soundstress Maribeth Solomon and co. is finalised! I can't share the final music with you yet, but I can say it's double the length of the CS soundtrack (15 tracks in CS, 31 in BoH) and pique your interest with our nearly final track list...



Finally, the beta


"Long long ago, this was a forest. Now it's the place where the sea ends and the world begins (or the other way around)."


We're equal parts excited and frightened to be admitting the first batch of beta testers into BOOK OF HOURS next week. Thanks to the three hundred or so of you who emailed in telling us you've spent 8,0000000000000 hours in Cultist Simulator and have named your first-borns 'Propsy'. Everyone who's been picked will get an email next week with their Steam keys - if you don't get an email, don't worry! We'll be adding new bunches of beta testers every month, so you have a new chance to be selected with every refresh of the moon.

AK wants you to know that CURIA is the first beta release, named for the Curia of the Isle, the scholars who restored the House in the eighteenth century after the line of Barons Brancrug died out. One of the themes of BOOK OF HOURS is that the same things keep on happening, but they keep on happening differently (de Camp: 'The notes are always different, but the tune stays much the same.') One way or another, the House and the Isle have been abandoned again and again over the years, but eventually, someone always turns up to chase the shadows out. This time, of course, it's you.



What's in CURIA? A number of rooms; a multitude of objects and books; and the skeleton of the crafting, studying and unlocking systems. CONSPICUOUSLY ABSENT are most of the rooms (you can go as far as the Grand Ascent, the staircase that serves as the spine of the House); a lot of the actual text (FNORD, as veterans will know, means "AK hasn't written this"); lots of UI work (it's still quite primitive) and most of the little surprises, contextual clues and unexpected combinations which will make the crafting system come alive.

The crafting in BoH is already more complicated than the one in Cultist - depending on which way you reckon it, there are maybe sixty recipes, maybe two hundred - but the balance is all over the place, and it still feels quite bare-bones and unfriendly. The skeletal metaphor again. Let's say CURIA is the skeleton's head and torso. BARONIAL, the next beta, will add more bones, and we'll start grafting on the flesh and then the skin. Skin goes on last. After the eyes, not before. You don't make that mistake twice. NO THIS IS A NICE GAME.

We're still accepting beta tester sign-ups, if anyone missed the call. See a hundred or so of you next week, and fingers crossed you like what you see!

Teeny demo patch

DEMO PATCH NOTES 2023.2.a.19 - saves should be compatible, but restart to be on the safe side

- TWOPENCE AND THREEPENCE
- Restart button may work
- can't drop tokens haplessly on bed
- some minor content tweaks, blink and you'll miss
- bit more skill upgrade flexibility
- Pugs have gone to a good home (see https://weatherfactory.biz/pug-reports/)

(we'd have added click-slot to make match cards glow but it's surprisingly hard for silly gfx reasons. It'll be in the release build though)

Play alongside Alexis and Lottie!

We're delighted* to be releasing the BOOK OF HOURS: Early Draft demo on Monday! Look out for a big green download button on our Steam page at 6PM GMT / 10AM PDT.

We hope you enjoy it on your own, but we'll be playing through the demo ourselves in a Steam Broadcast on Thursday 9th Feb, at 6PM GMT / 10AM PDT. That's UK evening time so we will likely have appropriately hyggelig wine and candles.

Join us to lift the lid on game dev. Hear us curse when we discover a bug! See Alexis talk inspiration and probably drop a crumb or two of lore! Find out how the Cultist Simulator tabletop's hiding in plain sight, and what's *really* going on behind that fog!

The chat will be open, so we'd love to hear your comments, questions and blessings of the Madrugad.

Hope to see you there.

♥ Alexis & Lottie

*Actually, terrified.

BOOK OF HOURS: the Early Draft Edition

“There was a storm. It smashed the ship like an egg. But I seized this book as the sea seized me… then the sea brought me here to Brancrug.”


BOOK OF HOURS looks like it’ll end up five times the size of Cultist Sim. The whole game is set in a single location (see below), but there’s a hell of a lot to dig into with the story, nine different origins to choose from which direct your initial interests, and that’s before you get into the lore in all those books or the nine Wisdoms.

We wouldn’t normally attempt a game as large of this – it’s just the two of us + friendly freelancers – but we’ve a big leg-up from Cultist Simulator. It provides the basic code framework (things nobody thinks of but you have to do before launch, like saving and loading systems, or Steam achievement integration) and the core mechanic (card + card = new things + new story). This means we can focus on improving things from CS while building out a new world for BOOK OF HOURS. It’s not a roguelike, which makes us a bit nervous because we’d love people to replay the game as much as people replay Cultist Simulator. But it is big, deep and visually charming, like Chi at the bottom of a well.



We’ve been really hustling these last two weeks to get a first-look demo of in Steam Next Fest at the start of February. We’re on track for that – just! – so look out for more info in our newsletter, going out next week. It’ll be pretty rough around the edges, but it should give you a good understanding of where we’re going with the final game. You’ll crawl your way out of the freezing sea to the door of an old friend, charm some suspicious rustics who just want to be left alone with their pints of bitter, and eventually cross the Cucurbit Bridge all the way to Hush House, where you’ll unlock the first room of the library. Until I played an earlier build this week, I hadn’t realised how large this game world is.



In the meantime, this means I have a great many other things to update you on. Are you sitting comfortably? Then I’ll begin.

Firstly, we confirmed the final look and feel of the overall game world – goodbye old cliffs, hello turquoise sea. It’s still WIP (don’t look too hard at the beach) but the vibe is there. We’ve also revamped the misty effect that the game opens with, which form the fog of war you spend the first part of the game unlocking. I’ve a lot of work ahead of me representing the different seasons (including Numa), and animating various parts of it to bring it alive. But I like where it’s going, finally.



More importantly, Alexis has finally been writing content! He’s focused on the first half hour of the game, with our upcoming demo in mind – which is why he has been reading up on Cornish hospitality in the ’30s, and why he left a card on my desk which just says ‘YARG’.

“At last, the light of a hurricane lamp bobbing in the dark. As it approaches, a face looms out of the night.”


A face! Quite a rugged face, but not a rock, or a vengeful sea-bird, or a poisonous snail. This face helps you to the nearby village (banishing Brancrug’s misty fog of war), where you end up dripping interesting patterns into the well-worn wooden floor of The Sweet-Bones. But it’s not exactly an overwhelming welcome:

“After the Restoration of 1930, the New King’s agents came looking for his enemies in these parts… and they weren’t gentle about it. Since those days, the locals are suspicious of foreigners. No-one in the Sweet Bones will talk to me.”


Using your character’s chosen skills, an old friend and your own actual brain, you must convince the villagers to aid you. Once you have, it’s on to Hush House, to unlock the first of very many unusual rooms…

Now, books. You’d expect a game christened ‘That Damn Library Game’ to have quite a lot of them. But how to represent them is a surprisingly thorny issue, because they have to fulfil lots of sometimes contradictory requirements. They must be small enough to fit reasonably in rooms designed for humans; they have to be large enough that players can click on them realiably; they have to be complex enough to tell you something meaningful about their contents just by looking at them; they must be simple enough that Lottie doesn’t lose her mind. Most importantly, they’re also the meeting point of our two different art styles – the vibrant, vector-style element art we’ve kept from the cards of Cultist Simulator, and the textured, illustrative style of the world of Hush House. Because books are now objects, not cards. They exist as real-world items you’ve carefully organised on a shelf in the library, but they can also be used within the UI as part of recipes with cards and other objects. So they need to straddle two quite different and demanding worlds. And you thought books were just opportunities for Hokobald of Pocsind to complain about the various iniquities perpetrated against him! #BIGHUFF

Anyway, we’ve come up with the following, which I think does all of the above very nicely. There are lots of different designs (in various sizes, so they look interesting together when you arrange them on a bookshelf), but you get the idea from the two examples below:



We can also use this style to differentiate the nine different starting roles you can choose for your Librarian. You start every playthrough freezing and storm-wrecked on a beach, your only possession a carefully-wrapped journal. These journals accompany you through the game, ‘evolving’ into different versions of themselves as your Librarian progresses.



(In order, these journals belong to: the Archaeologist, the Artist, the Cartographer, the Executioner, the Magnate, the Prodigal, the Revolutionary, the Symurgist and the Twiceborn.)

“My journal – I’m sure of it. The storm scattered my thoughts, but each page I turn is familiar. I begin to recall now why I came here… and the knowledge I yearn for.”


While I’m futzing about with books and AK’s writing about cheese, Adrien continues his great work populating Hush House. The Curia-period rooms are now totally complete, so here's two of them: puzzle over what, exactly, needs so large a cage in an upper room of Gullscry Tower, and settle select guests in the moony Severn Chamber.





More images over on the blog!

We’re also working with Clockwork Cuckoo for our card art, so perhaps you’d like to try and guess what skills are represented by their latest batch of sketches. We only pick one from each group to become the Final Icon, so look out for a number of polished versions of these in the final game.



If you’ve seen our latest screenies, we’ve also been revamping the UI. UI is the part of game dev that’s interesting to artists and lethally boring to anyone else, so I won’t go into too much detail. But there’s one new change you might find interesting:



Alexis still has nightmares about the tooltips from Fallen London. If you’ve ever played a Paradox game you’ll probably know what I’m talking about: hovering over something brings up some extra information about that thing, which is a really useful way of explicating deep and complex games without overcrowding the user’s basic experience. The downside is that you can often end up in a terrifying SCP-like tangle of tooltip after tooltip after tooltip, ending up more confused and distracted than you were before. So we’ve come up with the above approach for the deeper lore in BOOK OF HOURS: it’s optional (only displaying if you click on it), linked to other relevant parts of the game through aspects, and visualised separately from the main text. This is something Alexis wanted to do in Cultist Simulator, actually – we just never had the time.

Anyway, you’ll see all of the above and more if you choose to give the demo a go next month. More info on the blog about the Lucid Tarot, in case you're interested in that too - otherwise, stay tuned for Next Fest! Get hype, Librarians.