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Arctic Awakening News

Day of the Devs, The MIX & AdventureX

We've got a busy week ahead of us! Arctic Awakening has been selected by 3 fantastic festivals:

The MIX Next
October 27 @ 10AM PT | 1PM ET | 7PM CET
Twitch | YouTube

Day of the Devs
November 3 @ 10AM PT (online), November 5 @ 3PM PT (in-person)
Online & In-Person (in-person is free)

AdventureX
November 5-6
London, UK (tickets still available)

We're showing new gameplay at each as well as making the demo available in-person for the first time at Day of the Devs and AdventureX. If you happen to be in London for AdventureX, come say hello and give the demo a whirl -- James and Joff will be manning the booth!

The demo will also be available again on Steam with the latest updates/fixes through November 13. Keep the feedback coming, it's been incredibly helpful for our process to improve the game!

The best way to stay informed on future beta/demo availability is by following/wishlisting our Steam page as they'll all be run through here. You can also join our Discord, Twitter or newsletter for future updates.

Tokyo Game Show Demo



We've been hard at work making improvements to the game based on all of your feedback from the first demo release, and we're excited to show that work off with an updated demo as part of this year's Tokyo Game Show!

Hundreds of bug fixes, polish and other improvements have gone into this new demo. We've also overhauled various systems for navigation, pacing, traversal and more. The demo will only be available for a limited time -- through September 23. So be sure to try it out if you missed it last time and let us know what you think! We appreciate any and all feedback as we continue to iterate and push the gameplay towards a release-ready state!

The best way to stay informed on future beta/demo availability is by following/wishlisting our Steam page as they'll all be run through here. You can also join our Discord, Twitter or newsletter for future updates.

Devlog #8: Early Concepts

Just as with the character concepts, we've gone through significant iterations at every step of the process. However, pre-production, which in our case started way back in 2019, can take on a life of its own.

While we had an idea for the type of story we wanted to tell, we had all sorts of ideas for how we might tell it. It didn't always revolve around the Arctic – or even on this planet! We had to visually explore different environments and moods before landing on what you see in Arctic Awakening today.

These are usually the concepts that never see the light of day, but we came across these cleaning up some old backup drives and just had to share them! This is just a taste of some of the off-the-wall concepts that came out of very early pre-production stages. Who knows, maybe one of them could turn into something one day...

















These early concepts were created in collaboration with Lane Brown, who did much of the artwork for our previous games.

For more behind-the-scenes looks at the development of the game, be sure to wishlist/follow here on Steam. You can also join our Discord, Twitter or newsletter for future updates.

Devlog #7: Demo Post-Mortem

We ran our first public beta of Arctic Awakening during the LudoNarraCon festival in early May. It was both terrifying and exhilarating to finally have people outside of the studio playing the game after over two years of development.

The majority of the feedback was overwhelmingly positive, which has been a real validator as we continue to move forward with development. There were lots of little bugs, glitches and areas needing more polish (many of which we've already fixed), but what I'd like to focus on here are a few key issues that kept coming up. Let's discuss what we found and what we're doing about it:

[h2]Getting Lost[/h2]

By far the most common issue that players encountered during the demo was getting lost in the forest. On the one hand, this isn't surprising since that is the premise of the game. However, we of course want to maintain the right balance so that you can continue progressing in the story.

Much of this issue came down to Alfie's (the therapy bot) AI and navigation. In the blizzard scene after the crash, he failed to maintain his proximity rule, allowing you to wander off unchecked into infinity. He'll never block you from going where you want, but the idea is that he'll always be able to help get you back on track.



In the final scene of the demo during the daylight, many assumed they were supposed to be following Alfie, when in fact he was following you. Since Alfie tried to stay to the edge of your vision, it caused many to constantly turn off the trail and get hopelessly lost.

So, what are we doing about this? Well, we're making Alfie's navigation AI much smarter! We've been overhauling how these systems work so that he's always adhering to his proximity rule for starters. We're also making changes so that it's more clear when you should and shouldn't be following him.

I won't get too into the weeds right now to avoid ruining the magic of it, but the end result of the new system should be that Alfie feels much more like a companion coming along for the ride. He'll guide you in some instances, but for the most part it will be up to you to find your own path through this world.

[h2]Pacing[/h2]

A big part of Arctic Awakening is obviously the conversations between the characters and how those relationships evolve. However, it became apparent that there were some areas within the demo where this either went on a bit too long or wasn't well-balanced when paired with things to do.



We've heard this feedback loud and clear and have moved things around, cut entire sections and added new things to do to make the conversations better flow and fit together. We've also gone back and revised other areas beyond the demo scenes that we now felt would run into the same issues. We're confident the pacing of the game in general will benefit greatly from this initial testing!

[h2]Traversal[/h2]

Many games in this genre have very simplified traversal systems where you can only traverse exactly where the level designer specified. However, one of our design pillars for this game (both in the story and level design) has been player agency. So, we decided to build a more complex traversal system that allows you to define your own path through the world.



However, with the increased complexity comes an increased surface area for bugs. The core systems seemed to work well enough, but there were many false-positives with prompts for different traversal mechanics. There were also many instances where it felt like you should be able to simply step up onto a rock, plane wing, etc – only to be met with a "climb up" prompt.

Our intention is for these traversal mechanics to be smooth, consistent and intuitive. In order to achieve that, we've also ripped this system apart and re-built it from the ground up. It now scans the environment around you and detects the type of obstacles in your way to more intelligently identify the best mechanic to prompt at any given point. We're also moving forward with a rock climbing mechanic that wasn't shown in the demo, but which will add even more freedom of exploration in the final release!

[h2]What's Next?[/h2]

We've already addressed many of the above issues and we're getting close on the rest. We'll be periodically making the demo available for beta testing at future festivals or other events into the fall. The feedback is incredibly helpful and will benefit the full game, so we hope you'll join us for future tests.

The best way to stay informed on future beta/demo availability is by following/wishlisting our Steam page as they'll all be run through here. You can also join our Discord, Twitter or newsletter for future updates.

Arctic Awakening is an upcoming cold narrative-adventure mystery

With an initial setting that seems a little like The Long Dark, the upcoming Arctic Awakening seems like a thoroughly interesting story-focused exploration adventure.

Read the full article here: https://www.gamingonlinux.com/2022/06/arctic-awakening-is-an-upcoming-cold-narrative-adventure-mystery