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Book of Hours News

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.

The Change and the Longing

Holmes had Moriarty. Ripley had the Alien. Beowulf had Grendel (and Grendel's mum. And a rando dragon. Go away). Do you know what my nemesis is? CLIFFS. They are impossible to draw, no artist has ever been able to capture them properly, no I am not accepting any counterarguments or 'evidence' to the contrary at this time. I will return once I have located my smelling salts and have another go. (AK adds: writers' nemeses are counterintuitive plural agreement in English.)

That is to say, I've been working on the game's background this week and it's gone from the first to the second image, which suits the game and the way you'll use it much better. I want to parallel the unreal Wes Anderson-inspired symmetry of Hush House on the left, and to lean into the sense that this world is a place where things really do have real-world connections to one another, but aren't trying to represent any sort of visual reality. Plus, I like the spooky storybook vibe - I think it's a perfect page for Alexis' words to shine.



Still stuff to do, but we're getting there! AK and I both have also been working on various different weathers, as we'd like to show different environmental conditions, seasons (including the elusive Numa), and something AK alarmingly refers to as 'incidents'. We want you to feel like you're passing time in an actual, fully-functioning world, cultivating the places you've unlocked over time. Super WIP, but you get the idea below:



Similarly, we're iterating on ways to shroud various parts of the game before the player's progressed far enough to unlock them. Remember, the opening of BOOK OF HOURS is your sorry, amnesiac library washing up on the beach, soggily making their way for help to the village, and finally finding their way to their new gothic home... The answer is clearly groovy lil' clouds on cocktail sticks. Hah, you thought this studio could only do words!



AK, myself and freelance codemaster Chelnoque have all been working on card management, too. This is by far the most 'art heavy' game AK or I have ever worked on, and we need to balance those visuals, lots of gorgeous AK-writing, crafting windows and the numbers of cards you would expect either from late-game Cultist Simulator OR the storage basement of a mad shut-in Magic the Gathering collector. We're going with a drawer system for now, which we think is a good half-way house - but this may change.



AK's found the time to write a bit, too. January will probably be a writing-heavy month (bring on the coffee!) because we're hoping to get a solid, representative game build at the end of the month, but we already have early-game options like:

"I am the Librarian of Hush House. If I write Histories with an encaustum ink, it is no small thing. I'll need to use one of the languages of power, and muster enough of a Principle to support my assertions."


Or, conversely, if you're a reprobate -

"I am the Librarian of Hush House. I probably shouldn't write my Histories directly on the table."


AK adds: one of the temptations in game writing, especially when there's a lot of gaps to fill in, is to treat it like grout. This will do, let's put it in. And some writing is just filler. The introit is 'Move to the next day' and the follow-up is 'A new day dawns.' It could reflect the game state - 'the new day dawns fresh and cold' but that might be redundant if you're showing the weather graphically - which means you're teaching the player that the text is ignorable froth, and also landing yourself with a bit of extra complexity and opportunity for bugs. It could be a gag or image - 'Another day. I'll be useful once I have some coffee in me' or 'Another day. I'll shake the sleep from my limbs' but maybe that conflicts with something else, maybe it sounds repetitive... especially on day 20. It could be one of several random text strings, but that almost never works as well as you might expect - it tends to draw attention to the repetition rather than otherwise - and it then takes several times as long to write.

One approach is to treat it like negative space, and really just go with 'A new day dawns', which takes no time to write and which allows the more interesting text to pop. Sometimes the player just wants a tiny rest. Another approach is to do what you'd do in a song or a poem, which is to have a chorus - something that's intended to be read as repeated. This might mean a rhyme, or a striking image. As a result of Lottie's influence I rather like kennings, which crop up a lot in OE poetry. Kennings for dawn might be 'Day-beacon, sun-herald'. You get these things popping up in relatively trivial text and it might feel fresh and strike your brain at an angle. Or it might feel weirdly stagey, because people don't do that in games. But then BOOK OF HOURS does a lot of things that people don't do in games. We'll see.

Back in art world, Adrien has been beavering away at more Hush House rooms. There's loads more on the blog, or coming shortly in our newsletter, but feast your eyes for now on the abbey atrium, the Map Chamber and the infirmary's recreation suite...



Finally, I thought you'd appreciate a first glimpse at some of the faces who'll assist you in rebuilding your library. Again, there's a bunch more on the blog - but to whet your appetite, meet Rector Timothy and his friend, Mysterious Nun!



Onwards to January, our first playable build and LAUNCH in June. MERRY CHRIMBLETIDE FOR NOW, PEOPLE. AK and I wish you a wonderful holiday, a smashing 2023, and surprise and fluffy cats. 'Til next year! ♥

"Hath each Star, its Seven Names. Observe that these Names are Never Shared."

So sayeth 'Baron Silence', also known as Thomas Dewulf, also known as not the sort of person you'd probably invite round to play Pokemon Violet. He's writing about Ouranoscopy, a Winter-inflected skill of particular interest to Husherists, members of the Haustorium and, probably, magical goths.

This week we have a crunchy BOOK OF HOURS progress report: AK's been working on the start of the game, the end of the game, and the bit in between. Over to you, Alexis...



Most crafting systems are combinations of recipes. Rags + Thread = Bandages, Coal + Iron Ore in Furnace =  Iron Ingot. There's limited room for creativity. In Cultist Simulator I wanted to allow more inventiveness - hence the aspect system. What do you get if you mix a lot of Forge with a little Winter and Knock?

One problem with this is it suggests everything works like a stewpot. You put a lot of Forge and a little Winter and Knock in a pot, you cry out ARISE MY BEAUTY and a Caligine comes out. It doesn't matter if the Forge needs two followers or half a follower and eight lumps of coal. Except it does, because you need a Rite, which limits you to one follower and one lump of coal, or whatever. Rites are the unsung heroes of CS design. They make room for more elaborate and flavourful decisions about how to combine. Except except people quickly converge to the 'best' rites, the ones that don't use up hard-to-obtain resources (like Tools) and do use up easy-to-obtain resources (like Influences). This is why we make experimental games, to figure out this stuff.



In BOOK OF HOURS, I wanted more ways through the narrative crafting maze. Originally I said Workstations (Kitchen Range, Garden Plot, Mirrors, Piano) were like Verbs in Cultist. They are, but they're like verbs with pre-fitted Rites. Guest Beds accept a Visitor and a Beverage. Rest Beds accept an Ability that you want to recover more quickly, and a Beverage. A Piano accepts a Skill card, a Memory card, and up to three Ability cards, one of which has to be Chor. Mirrors accept a Skill, a Memory, an Ability, and a couple of Light Sources. If your Purifications & Exaltations Skill is really high, maybe you can make Inks of Power on the Kitchen Range or even at your Desk, but it's easier to do with Alchemist's Glassware given the limitations on what you can put in it. It's easier to study Hushery at the Pale Desk than it is at Abbess Nonna's Desk. And so on. I'm aiming for a system where resources keep being unexpectedly interesting in unexpected contexts as you unlock more of the game. As ever, we'll see how it goes.

***

You can see a bit of AK's design already in the room art Adrien and I are drawing. Lots of rooms have variations on basic furniture like shelves because, by last count, there's some bananas number like 1,000 books we expect to have in-game. But some rooms also have a specific workstation that will open up new crafting options when you unlock that specific room, making it a strategic and rewarding (we hope!) choice which rooms you unlock in which order. Take the rather alarming gurney-looking thing in the first image - this is the Scrimshawry workstation in the rooms of Natan of Regensburg - which allows you to do all sorts of artisanal things with whalebone and netsuke and (if no authorities are around) bodyparts.

You couldn't craft the same items - or use the same ingredients - with the giant secretary desk in the second image, because if you tried stuffing bodyparts into Thomas Dewulf's desk you'd find yourself in an oubliette faster than you could say 'I regret my previous life choices'.





(To avoid totally spamming this update, I've only included these two pictures - but there's lots more room art available on our blog.)

I can also share a first pass at Hush House itself, perched like a owl above sepulchral hills. Our whole art style is about leaning into the unreality of things, and into theatre- and dolls-house-like flatness and intrigue. So we’re testing out effects like this night-time scene – have a look at a WIP version:



The dark rectangles are, of course, where all the rooms go, and you'll unlock them sequentially by unlocking a room before them. Hush House has been gutted by a fire, so each room will need a specific set of resources to fix them up before you can use, furnish and capitalise on any resources contained within them. AK came up with the truly horrifying idea that in the later game, when you've worked your way through the building to Brancrug Gaol on the left, you could even unlock rooms with people (could they possibly be people?) still walled up inside...

But sunshine flowers kittens springtime this is a NICE GAME remember! Not like mean ol' Cultist Simulator though come on that bit about putting people in the cupboard is still very funny.

Anyhoo, I leave you with a reminder that Cultist is 40% off in the Autumn Sale, and everything in the merch shop (including The Lady Afterwards boxes!) are 20% off for Black Friday. Tune in next week for the Sixth History licence reveal, our subreddit AMA on Thursday, and more BoH work. This game is my favourite game I've ever worked on - I hope we do you proud next year. :)

"She brought them to Brancrug Isle..."

Recently AK's been working on BOOK OF HOURS' visitor loop - which includes characters you might recognise, like a certain Detective-Illuminate Douglas Moore, but also new faces like Señor Corso Reverte and the notorious Princess Coquille.



Visitors aren't ready to share yet, but I can talk about Brancrug village, your conduit to the outside world beyond Hush House. It's the place you'll visit to find the assistance you need to restore the library to 'not a blackened ruin'.

First up, here are its five major stops: the post office, rectory, carpenter-slash-handywoman, smithy and village pub, The Sweet Bones. (A 'handywoman' is not what it sounds like - look it up!) Sometimes these buildings will be shut - at night, most likely, and perhaps in a particularly cold and impassable winter - but when they're open you'll be able to petition their owners for particular assistance. In The Sweet Bones, you'll also find a rotating roster of specialists who may come in useful: a maverick geologist, a surrealist painter, an occasional convict, or perhaps an unexpected nun.



Here's what it looks like when you put it all together. Remember this is ALL TERRIBLY WORK IN PROGRESS - lots more to do before it looks like the final thing. :)



Annnnd just as a petit digestif at the end of the meal, here's a look at a few new rooms - not all drawn by me this time! We have a modded Librarian's Quarters from our usual element artists Clockwork Cuckoo, the ground floor of the grand staircase by me, and the very first room you unlock in the game - the Lodge of Hush House - by Adrien Deggan, whom you may remember from that lovely concept art of Hush House and Brancrug Isle many yonks ago. He'll be working on a lot more rooms in the future, which makes me both exceedingly excited and relieved...



Hope you're hype about the shape of BOOK OF HOURS' world coming together! If you haven't already, please wishlist the game and tell your friends / familiars / enemies as a cunning double-bluff to wishlist, too. It helps us tackle the mighty beast that is Steam's 'How Successful Do You Want Your Game To Be' algorithm, so you would gain the blessings of the Mother of Ants if you do. 🙏🙏🙏🐜

https://store.steampowered.com/app/1028310/BOOK_OF_HOURS/