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Dialtown: Phone Dating Sim News

Randy's route is now public!

Alright, gonna just, uhhh, drop this here, since it's late, right now-

Randy's route is now fully included in the demo.. Repeat, Randy's route is now fully included in the demo.
Go have fun! A few new hours of content, 6 new endings, yadda yadda. Full release is the next big milestone, but of course, that's still a good bit away. If this devlog felt lacklustre, that's 'cause it was. Man, I really PHONED THIS ONE IN, huh guys? Do you get it? Phone it in? Because the game itself is ABOUT phones, and 'phone it in' means... God, I'm sleep deprived. Have fun!

Update, Extended Demo announcement + a comic contest!

Hi, y'all! Sorry for not writing one of these for a little while, but BOY have I been busy! I'll get right down to brass tacks!
New update!!!:

Yeah, I finally got around to fixing a few issues on the steam version that I wanted to fix up. Fixed a crash users were getting at one particular bit in-game AND I redid the hobo's poses (+ added 5 new ones!) to update his assets to my current standards! (note the changing monitor colours + added perspective.) Nice!
Extended demo!:

Alright, so, I'll be transparent. I had an extended version of Dialtown's demo prepared for youtubers/reviewers to play, but tbh, nobody with over 100k followers would give DT the time (and any who said they would ended up just... not bothering, even the ones who set their own dates/times), so... Yeah, that's just a teensy bit soulcrushing.

But, hey, the way I see it: there's no point punishing those who HAVE given Dialtown a chance just to hoard content for those who won't. So, I'm going to be releasing a new demo at the start of August which'll feature hours of new content and of course: Randy's FULL route (all 6 endings!)
CONTEST:

Now, onto the REALLY exciting thing! Before the extended demo, I'm holding a three week art contest, that allows users on twitter/tumblr to write scenes that can make it into the game!!! All relevant info is on this flyer:

Can't wait to see what people come up with! As always, thanks for reading, hope y'all are excited for what's comin' up as I am! Ciao!

New Update + News! (19/05/20)

Alright, so, quick devlog:
There's a new location in the demo!

So, I added a new explorable location to the town, it's a bar! If you go there before finding a partner, you can even do a round of speed-dating and meet four new characters! Here's a sneakpeak showing off a few of the new characters:
Pretty nifty, eh?
Android port in the works!

Yep! It's super experimental rn, but it seems as if Dialtown might end up coming to android with the windows version on launch! Might even port the demo itself to android for people to try out, if it's something people would like ;)

Here's a few pics of it in action, courtesy of my bf!

It needs polish, but overall, seems to be (mostly) fully functional, which is nifty! That's it for this devlog, stay groovy, y'all!

Demo hit 1k players & Oliver's route now done!

Howdy, folks, Dogman, 'ere. Thought I'd update you all since it's been about a month since my last devlog!
Oliver's route is now implemented!
Yes, folks, it's true. Oliver's route is now implemented, all 5 endings working/in-game!


Here's the ole reliable roadmap. As you can see, 3/5 routes ARE now finished. In terms of endings, that's 19 out of 25 endings. I have a good few months of work ahead of me, getting the final two routes scripted, shot, assets produced, (art, music and voice acting is still to be done), and finally, working and in-game. But, progress has been good!

1k demo players! (and a comment on Dialtown's overall public process.)

Well, I'll keep this short, but over 1,000 people have played (and I hope enjoyed) Dialtown's demo! This is a really weird number for me, because you can look at it in two ways. In a cynical light: DT's demo only made in two months what Dayshift at Freddy's (my last series) makes in 2.5 days!

That's... not so encouraging. In a way, just a teensy bit heartbreaking, actually, as is the fact that only ONE youtuber that's covered DSaF has actually bothered to play Dialtown's demo, with most not even acknowledging my messages at all. (Which I believe to be a major reason for these poorer figures.)

What IS encouraging, though, is the outpouring of fanart, the active discord community appearing for the game, as well as the dedication of the fans that Dialtown DOES have. Phonecord, for instance, Dialtown's discord server (CLICK THIS TEXT IF YOU'D LIKE TO JOIN.) has over 400 members and is incredibly active.

Usually, when a big release happens, there's a jolt... followed by a decline, until something big carries the release to a larger base of people. Dialtown's player numbers have remained CONSISTENT, despite only minor updates occurring to the demo, which is an incredibly optimistic showing of just how much its fans are trying to force the game down people's throats like a regurgitating momma bird help convert potential players to the Dialtown family, which is fantastic to see.

That truly gives me the motivation to finish the game, knowing that not everyone is going to walk away just because I don't do FNaF stuff anymore. Really. I know Dialtown can blow my previous work out of the water in many ways, and I will do everything in my power to make it the best game it can be.

Do YOU wanna make history?

One small final thing, btw: If anyone wants, I have a Patreon now, since I realized that I lacked a real tip-jar. I've got a few ranked pledging tiers, if anyone's interested in any of these things:
  • Unique role in my discord server!
  • Have your name in the DT credits!
  • Have your VERY OWN name easter egg in-game!
  • Access to a special channel in my discord server where you see bimonthly video teasers!

Any amount is appreciated, ofc, but I figure those tiers might be desirable to some :) If you're interested, you can find that, here. Thanks, and see y'all in the next devlog!

Update!

Hey, y'all, gonna keep this short and informal. So, out of the 550 or so people who've played so far (woot, broke half a thousand before youtuber coverage, thanks, guys!) a few people reported an error I couldn't replicate. So, I did some spring cleaning and realized some of the js files bundled with rpg maker were kiiinda out of date. Anyway, I updated those.

Also, stripped the exe of DRM. It's a free demo, and the game's on Itch.io too now, so it matters not! Performance SHOULD be better across the board for everyone, my own tests showed surprising increases in memory efficiency.

We've got memes.

discord.gg/SMEDN7M