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Demo Update 3: Quack to the Ducklands!

The Ducklands region has been greatly expanded, with a bevy of content, features, and gameplay optimizations to boot!

Journey further into the woods, plains, marshes, and gardens of the Ducklands, finding new weaponry and allies to help you venture across the Scrabdackle landscape.



New content this update:
  • The Ducklands region has been heavily expanded
  • A new spell to learn
  • Many new lore entries and collectibles to uncover
  • Several new enemies, NPCs, and soundtracks
  • A scrying-based sidequest rewarding players familiar with their lore!
  • A huge amount of new dialogue
  • A golf minigame!


The Ducklands are accessible from every other demo region, in the northwest of the current map. The region is by far the largest planned - while many new screens have been added, only about half of the region is accessible within the demo.

There are also a few new major features to talk about on their own:



The Challenge Menu:
  • This menu serves as a customizable difficulty manager that serves any player’s preference. Choose between 4 presets to determine how intense you want your experience to be, or open the advanced settings to customize every slider and toggle yourself!
  • Challenge Mode presets do not restrict any content, and can be changed any time without judgement. No achievements will ever be restricted to certain challenge settings. Play the way that feels best for you!
  • Your existing save file will be set to the way of the Poet, and new game files will prompt you to select a preset on first play.
  • Somehow, you begin to suspect even this menu has its secrets…




The Sticker Binder:
  • This menu, accessible once you’ve found at least one sticker, can be opened up to browse your stickers and pop them on to your academy notebook for fun, bonus decoration.
  • You can also see which stickers you’re missing here, as their silhouette will be visible. All visible stickers are collectible in the current demo.
  • Share your best covers using F12 to take an in-game screenshot!




Other notable changes:
  • Significant optimization improvements
  • Hundreds (not exaggerating) of bugs patches and and quality-of-life improvements have been implemented
  • The magic casting system has been adjusted to be clearer and more satisfying
  • Falling into water or a pit now deals light damage, and correspondingly, a ledge detection feature has been added to prevent accidental pitfalls. (Hazard damage can be disabled in the Challenge Menu).


This work was largely completed by early November last year, but I ended up needing to focus on something new for a while and get away from the mentality of always updating the demo. It’s lighter on content than the Blustergust Ridge update, but that’s partially because the content I’ve been working on mostly will not appear in demo updates, and partially because some of the focus of this update was on depth of systems and polishing the experience, not breadth of new things to do.

From here, I am not going to be focusing on further demo work - I’d like to eventually add a new spell in once I’ve completed it for an upcoming region, but it won’t be a major update, just a patch. The demo may receive some tuning and optimizations here and there as I implement them out for the full game, but at the moment the demo is functionally both content-complete and systems-complete.

If you’re excited about the game, please pop by our Discord server to hang out! There’s a large, active community to talk lore with, talk speedrun strategies, and generally hang around and play games with!

Cheers!
Jake

The new bigger demo for Scrabdackle deserves your attention

Love your quirky little action-adventures? Scrabdackle should be something for you to take a look at and there's a big update to the demo for you to try.

Read the full article here: https://www.gamingonlinux.com/2022/10/the-new-bigger-demo-for-scrabdackle-deserves-your-attention

Demo Update 2: Blustergust Ridge!

The Blustergust Ridge region has been added to the demo!

Travel to the windy canyons at the base of Mt. Blustergust to find a new part of Scrabdackle, filled with new challenges to beat and characters to meet.


New content this update:
  • A new region, with its own soundtrack and unique environment
  • 4 new enemies
  • 1 new miniboss
  • Several new unique NPCs and landmarks
  • 14 new lore entries
  • Many new challenges, quests, and collectibles
  • A new spell to learn
  • 4,000 words of dialogue
  • A new type of challenge/obstacle I'll let you discover for yourself...


To find Mt. Blustergust, make your way northeast from either the Ducklands or the Rubble Ruins.

(Note - a major piece of new content may seem like it's not new if you don't have the Dashing Boots yet. If so, I'd recommend going to grab them afterwards for an extra surprise!)


Other key changes and improvements:
  • A new lighting system has been added to make caves dark and dim areas more atmospheric
  • A few older music tracks have been updated with a fresh coat of aural paint
  • A huge variety of bugfixes are in place!


This will be one of the last content updates for the demo - I'd like to add in a little more Ducklands content and another player spell ability or two to tie things off in a state I'm happy with for the remainder of update-less development, to better show off the spell swap system, but TB on when that will be.

See you on the ridge!
Jake

Demo Patch 1a



[h2]New content:[/h2]
  • 6th star added, found in the Rubble Ruins. If you found the skull island and felt underwhelmed before - head on back and have a fresh look!


[h2]Changes and fixes:[/h2]
  • Arena softlocking resolved (arena system entirely rewritten)
  • New arena wall visual style
  • Adjustments to a few enemies' knockback and hit recoil, like Trash Bandits, so that their charge attack can't be denied.


[h2]What's coming up next?[/h2]
I'm well underway on the Blustergust Ridge region and am preparing to put it into the demo as a next content update, once I'm sure there's no more critical patching necessary for the current build. That should include another miniboss, some challenges and secrets, and a new spell!

There's a good amount of small things to tweak in terms of bugfixes and cleanup, but that isn't going to be my priority, for now, until the demo content is resolved. Thanks to all who have been reporting them!

Demo Update 1: Quests and Hints

The "To-Do List" quest system and the S.E.E. hint system are now fully implemented!

Open your minimap with Enter and swap from Free Roam Mode to the To-Do List (or TDL) with Tab to see a variety of quests and pieces of information you've learned about them. Quests will auto-complete when their resolution circumstances are met, but will continue to appear under the 'Resolved' view of the TDL.

I'd recommend starting a new game to get the best experience of the system. Note that some hints won't always be hearable! You won't get hints for completed quests, of course, but you also might not be able to get some until you progress a quest far enough (try visiting a S.E.E. kiosk after defeating Waking Fossil!) or until you've already encountered the quest elsewhere.

21 quests, 75 entries, and 15 hints have been added to the game, or about 2,500 words all together! Enjoy!