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Everhood News

Testing, fixing, testing and testing

Artwork by: Gagato


We are looking at all sorts of edge cases and fixes which of course generates new bugs we have to deal with.

At this moment of development it isn’t really about making the greatest game but to make sure it works great in different setups and such.

It has been stressful weeks but we hope to be able to cross the finish line soon.

We have also dabbled with working on an announcement trailer, SPOILER!!
We have gone through many iterations of the announcement trailer, we had the first draft ready in august but stopped working on it as the game was delayed and picked it up again during november.

I think it is like the 40th iteration and like the 6th version, we want to have one trailer that really captures the game. We have received a lot of different feedback
One interesting thing was that a few (but not many) that have played the game and watched the trailer communicated the liked the trailer but it wasn’t truly representing the game, we still have time left to work on this but it is going to be a hard nut to crack!

But in the end, the game is the game and the trailer is the trailer, sometimes it is good to set up different expectations… hehehe...

Artwork by All-Seeing-Skeleton

Hectic weeks and some thoughts


Artwork by: Phelch Godrod (godrod.org)

It has been a fierce couple of weeks. Lots of progress and really wrapping up everything, but we are still not done. It’s now very clear we cannot add more content as the latest stuff we added is a bit unstable or made other things unstable, which was expected of course!

But we are confident we can glue up everything in a solid and shippable way.

This project has been a pure passion and it really shows through the entire experience, you’ll see.

We really can’t wait for people to play it and I sincerely hope we get a lot of youtube playthroughs, I can’t wait to see people’s reactions!

Right now what takes most of our time is to playtest the entire thing over and over, from now on there will be no more extra content and we focus on the game being as bug free as possible (we’ll try but it is hard to get them all!).

On a more a personal speculation I’d like to share:

I like talking about Everhood and doing marketing theatrics and twitter and whatnot, but I also have a biting anxious feeling that I don’t want to become famous. Even though there is a very unlikely chance that might happen.

I’m worried about youtube videos talking about me without my acknowledgement, even if it sold the game more because of it. It is troubling as I know how vicious the internet can be and they can angle the story and distort it.

Sometimes I get ideas that might involve putting me in the spotlight. I usually hesitate about such ideas because of the thoughts above.

I tend to insist on myself that I don’t really care what other people think but it is also a lie to a certain degree. There is still a part of me that feel anxious when it comes to these types of interactions.

If Everhood would sell really badly this anxious feeling would probably disappear altogether and it would fuel me to get me into a state known as “blodtand”, which is a part of me that essentially motivates me tremendously and try to gain back money and time I have lost. Most likely I won’t feel like that just after release but maybe a year after!

I don’t think Everhood will be received badly as I am really happy with the product, but it is hard to know how well it will sell!

But I think we’ll be fine.

Aim for the best, plan for the worst!


Artwork by: OHLORDY

Time to start wrapping up the game again!


Artwork by Sawn
We are already at november.

How Everhood looked back in August when we decided to postpone and now how it looks today has been a very positive experience.

The game overall feels very tight, it can always be better but then the work would be endless. But the time we have got I think we have done above expectations.

I have always an itch to add more content and battles, but as november has come it is really about just bugtesting and replaying and making sure all the content is stable and all edge cases covered, this is mainly due that our testing efforts are limited.

We ask playtesters to play while we monitor them, some of these testers have been willing to replay the experience several times which has been very useful for us.

Without going into too much detail we are working on high risk-high reward type of features and it is too early to promise anything. But it is hard to not reveal anything, just know that we are hard at work and trying our best!

The game will come out 2021 Q1 regardless and the mere thought that the game will be out hypes me up.

Now I need to continue feature creeping!

Artwork by pointlessfield

Game engine version change and just polish, polish, polish



At the moment we are currently adjusting to change the unity version for some technical stuff which has led to some more bugs. It is a dirty job but we got to do it!

Some headaches but at least it is not too cumbersome stuff. The main issue has mainly been playtesting the entire game to make sure everything is alright and with those big playtests me as a dev plays I get to feel if some parts are missing proper guiding which is good, I’ve written down a bunch of notes.

We have set up a new content freeze date that will be active around when this devlog has been posted, afterward, we are trying to stay away from content creation and focus on other aspects and making sure the game is as bugfree as it can be.

We have been adding tons of content lately and in a way are starting to feel it is packed, there is always more stuff to put in but I don’t want to ruin the overall pacing.

So as the game is coming to a more finished state I will be looking broader at other aspects of the game, spend even more time with playtesters, maybe start polishing the announcement trailer. I thrive in having time over rather than bogged down with features.

Jordi is still chugging along with more important features, mostly related to “would-be-nice-to-release.” but also fairly important technical stuff that will help make Everhood have a proper chance in the ever-expanding video game market.

We still haven’t started proper work on the custom battle editor, it makes sense to work on it as one of the last things to do as then we shouldn’t return to the “base game”.

Lots of work!

We are currently in another steam festival showcasing the same demo!
I suspect most of you already played the demo, if you haven’t ..uhm.. Do it!

Lately I have been the one doing these devlogs alone mainly because Jordi is busy with other more important aspects but we still wanted to keep in touch on what we are sort of working on.

But for now I want to mention that we are going to continue with these devlogs every 3rd week for now and we might stay silent for a while just so we can really focus on making a great game.

We still have a lot/few months until 2021 Q1 but those months go fast if I don’t count the days!

Mimi made an artwork that I think captured quite an essence from the discord channel!



A lot of people have a lot of questions about the game and I have repeatedly just answered a lot of these questions with “spoilers”.