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Northwind News

Devlog #8 - Implementation.

Hey everyone,

It's been a while since the last update.
After balancing and adding some essential features, we are happy with how our game turned out.
Now we are working on our 2nd Character, more monsters, and polishing some UX/UI.
Basically, it is time to beautify all of those placeholders and implement a lot of content for the game!ːsteamhappyː

#Producer speaking: Finally! ːcrying_yetiː after beautifying it, we will soon be able to show you the good stuff that we are proud of.
BUT! honestly, we are not so sure when it will be "beautiful enough" to show you.ːhappy_yetiː (Smiling in pain)


[h2]Monster Update[/h2]
The monster gameplay design is pretty solid, so we are adding some visuals to do them justice (Pretty much the aesthetic of monster hunting) and exploring related species.

[h3]The Hound Master[/h3]


[h3]Exploring related species[/h3]


[h2]Town update[/h2]

[h3]We appreciate anyone who is still reading our devlog.[/h3]
We wish to update you more, but we really don't want to disappoint any of you.
We only want to share our best, so we are taking our time, and you guys are kind enough to stick with us. Thank you. We hope you look forward to our game! Have a nice day.

Devlog #7 - The bigger loop.

Hey everyone,

A little update, we've been testing our core gameplay and we really enjoyed it (probably our best build so far, so we are really happy about it! ːheart_eyes_yetiː) Now we are working on the town system, which includes a new card upgrade system and probably a new type of card!? Basically we are expecting to see our "bigger game loop" this May.

[h3]Here's a glimpse of our hamlet mood, tone, and style.[/h3]


[h3]The Merchant Headquarter Assistant[/h3]


[h3]And of course more monsters![/h3]
More undead! cuz why not?! ːheart_eyes_yetiː Fighting them gonna be thrilling! ːsteamhappyː


[h3]Where is the Trailer?[/h3]
Our core game loop is looking great! However, we decided to add our Hamlet system into our game trailer. So it will be a while for the trailer. ːcrying_yetiː

Thank you for reading.
We appreciate you sticking with us all this time, have a wonderful going rogue day. ːsteamthumbsupː

Devlog #6 - Starting Deck

Hey everyone,

Finally, after fixing tons of bugs and testing, we are now working on balancing! ːsteamhappyː
Our team loves challenges, so we will be leaning towards designing a hardcore/difficult game. ːsteammockingː
But don't worry! We'll make sure people who are new to deckbuilding can still enjoy the experience. :heart_eyes_yeti:

[h2]Introducing Sword Mastery and your Starting Deck[/h2]
Let's just call him "Swordman" for the time being.
He will be your first mercenary, and this is his starting deck.
  • 5 Sword Mastery - Mainly provides you sufficient AP to play cards.
  • 5 Slash - Main source of attack power.
  • 1 Leather Glove - Provide you buff for the rest of the battle.
  • 1 Suckerpunch - Hmm.. let's say your first powerful card, a small taste of synergy. :laughing_yeti:
Every time you win a battle of course you'll get to...
Pick 1/3 cards AND You can choose whether you want to add 1 Sword Mastery into your deck.

Why? Sword Mastery card has the keyword, Source. Source: When put in your hand, give you AP.

With this system, you'll get to personalize the amount of AP you'll get from your deck.
There's more to it. You could even merge, transform it, and so on!? :surprised_yeti:

[h2]Monster Update[/h2]
[h3]That annoying monster in the game...[/h3]
Seem like we need some annoying monster that irritates you, yet without it, you'll find the game losing its charm. :happy_yeti: We also started looking into each monster attack effect, and we asked our Twitter followers to see what they thought, and it turns out that A2 and A4 are the most loved!


[h3]How Gore?[/h3]
We have undead so... how gore will our game be? :laughing_yeti:
Not much but enough to creep you out when you meet these elites!



[h2]Thank you for your support![/h2]
We'll do everything we can to make our game as fun and unique as possible.
We believe it will take a long time to develop, we only have three people working on this game full-time. Despite that, we are determined to pull it off!
Thank you for reading, and as always have a wonderful weekend! ːsteamthumbsupː

Devlog #5 - Reschedule and Update

Hey everyone,

We think our game trailer, playtest build, and Early access launch date will be later than expected. ːcrying_yetiː

[h2]Reschedule[/h2]
We will be honest with you! We planned to have our Trailer and playtest build this February.
However, it seems like it would be around April - June instead.
As for our Early Access launch date, we think it might be around Q4 2022 - Q1 2023 ːsteamfacepalmː

[h2]UX/UI[/h2]
Sharing one of our struggles the UX/UI...
Well, there's a lot of work we need to put in here.
(This is definitely not the final version.)


Our card game doesn't play like Slay the Spire.
Cards generate attack points, attack points are accumulated and will be resolved when you press End Turn.

[h3]For example[/h3]
You play 5 cards, the total attack points you get is 39.
Monster defend at 22. You'll deal 17 damage points to the monster.
Don't worry about calculating the outcome, the game prediction system will do the work for you.

We also have a lot of keywords to play with this system. ːsteamboredː
We can't release the playtest build and the game trailer until we polish this up, we need to make sure you can quickly grasp the gameplay and enjoy the game.

[h2]Town Design[/h2]
We want/plan to add our town feature to this playtest build, but we'll update you again if it's ready. ːlaughing_yetiː
For the time being, here's the concept art for our town.



[h2]Original sound track![/h2]
Yep, we start working on our OST as well as our game sound effect in February. ːsteamhappyː
We won't share it here, but we want to let you know we have it done and you'll hear it in our trailer!

[h3]We'll be returning on Twitter and Facebook this month![/h3]
We've been working on one of the most difficult aspects of game production for the past few months, so we are ready to come back with some updates on our social media! We appreciate all of the support and patience you've shown us so far. We will give the best shot in our playtest build and the gameplay trailer. ːhappy_yetiː ːheart_eyes_yetiː

Devlog #4 - Bugs and Testing

Hey everyone,

Happy Chinese New Year!
This month we developed a new monster type and worked on a new build, and it comes with many bugs!

[h2]New Monster Type[/h2]
Say hello to our Insect types monster. We figured it deserved its faction and, of course, its own boss, because we've been working on so many of them! ːlaughing_yetiː

Here are some designs we've been working on...

Finalizing some designs and animate these cuties ːsteamhappyː

[h2]About Playtest Build[/h2]
In January we put a lot of resources into developing a new system and debugging tools. We won't go into much technical, to put it simply, things that help us with bug reporting, capturing game footage (for our trailer), and so on.

We expect to be busy with bug fixing and game balancing this February. ːsteamfacepalmː
So... we can probably show you something around March. (Hopefully) ːsteamsadː

[h3]Thank you for your looking forward to our game ːheart_eyes_yetiː [/h3]
We'll make sure to have another devlog this February.
We hope we can provide more updates in the future.
Thank you for reading have a wonderful day. ːsteamthumbsupː