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The Fellow Traveller Publisher Sale Starts Today!


[h3]The Annual Fellow Traveller Publisher Sale starts today with up to 90% off story rich games![/h3]

➡️ Take me to the Publisher Sale ⬅️

There are plenty of indie narrative titles on sale from Fellow Traveller - so whether you're looking for something new, a bargain, some cool soundtracks and bundles, or even something to play on Steam Deck, we're sure to have something just for you.

If you haven't already, make sure to check out the Scrabdackle demo and wishlist below to stay up-to-date with the latest news and announcements!

https://store.steampowered.com/app/1578720/Scrabdackle/

Sale ends 24th September, so get in quick!

Get to know jakefriend!



[h2]Fellow Traveller sat down with the solo developer jakefriend to talk about the game’s development, the influence of Zelda, secret areas, and more.[/h2]

[h3]Fellow Traveller (FT): Who is Jakefriend? Tell us about yourself![/h3]

Hello! I’m jakefriend, or Jake, a solo developer living near Toronto, Canada. I was a hobbyist game developer (as well as hobbyist musician and artist) back in the 2010s, and never had an intention to make a career out of any of my more creative pursuits. COVID happened, and I decided to make a small demo for my pandemic hobby project for fun, which got strangely popular, and well… one thing sort of led to another! I’ve been doing this full-time since a successful Kickstarter in early 2021, with a really tight-knit and friendly community that’s been with me the whole way.

[h3]FT: Tell us about Scrabdackle. How’s development going? What’s it about?[/h3]

Scrabdackle is a game set in a fantasy world where you play as a novice student wizard, Blue, who’s been abruptly thrust out of their sheltered life for the first time, and who comes to learn and appreciate the world and the people living in it. It’s all about the joy of exploration, the value and strength of communities, and that it’s worth standing and fighting for a better world for everyone. Though, it wasn’t always about these things! I set out just to make something fun and playful, and it feels in a weird way like a lot of the themes sort of emerged on their own as I spent more time in the setting.

[h3]FT: Scrabdackle is described as a “zeldalike adventure”. To what extent did the top-down Zelda games influence your design?[/h3]

I’m a huge fan of the older top-down Zeldas! There’s a ton of charm to me in a game with a large, open world, discrete screens to get familiar with, and simple controls for combat and navigation. While Scrabdackle isn’t evoking the classic Zelda aesthetic, the spirit is definitely there, in its nonlinearity and interest in a large, sprawling, continuous world that slowly opens up to you, filled with challenges and curiosities.



[h3]FT: Even the Scrabdackle demo is full of secret areas. How many total secrets are there to discover in the game?[/h3]

The whole game is pretty jam-packed! A favorite from the demo is a hidden cave full of trash bandits. A few nearby characters hint that there’s a bandit lair somewhere on the south side of the river, and there’s one spot along the river that’s got a bandit guarding seemingly nothing. If you poke around and find the hidden entrance, not only do you have a small challenge event that nets you a secret collectible, but you also meet a major character earlier than you might otherwise, which opens up new dialogue paths with them in the future! There’s tons of optional content hidden for observant players to find throughout every area (and there’s a LOT of areas!).

[h3]FT: We’ve heard that when you’re developing a game, people tend to get attached to certain items, NPCs, enemies, and so on. What has been your favorite to design for the game?[/h3]



Ooh, tough question! It’s probably Flamajesty, the duck emperor, who is a giant, prideful flamingo. You dramatically duel them on a rooftop at sunset, and their moveset is really all over the place and a lot of fun – sometimes they use their long neck and beak as a blade, sometimes as a jackhammer, and sometimes they spin like a top to close the distance between you! It’s a really charming character design to me, although it was quite a lot of work to animate!

[h3]FT: Thank you for talking about Scrabdackle with us![/h3]

To stay up to date with Scrabdackle and jakefriend, make sure to hit that wishlist button, visit the website, follow Jakefriend and us on Twitter or join in the discussion on the Fellow Traveller Discord server.

The annual Fellow Traveller Publisher Sale starts today!

[h3]The Annual Fellow Traveller Publisher Sale starts today, with up to 90% off narrative games[/h3]

➡️ Take me to the Publisher Sale ⬅️

There are plenty of indie narrative titles on sale from Fellow Traveller - so whether you're looking for something new, a bargain, some cool soundtracks and bundles, or even something to play on Steam Deck, we're sure to have something just for you.

Sale ends 1st October.

[h3]Along with Scrabdackle, there are two new games joining the Fellow Traveller family; Wander Stars and Kulebra and the Souls of Limbo - read up on each of them below![/h3]

  • Wander Stars: Follow the story of Ringo and Wolfe as they join forces to collect the pieces of the Wanderstar Map in this turn-based RPG with roguelite elements! Use words to create your own fighting techniques, befriend your rivals, and explore the universe in an adventure inspired by 90s anime.
  • Kulebra and the Souls of Limbo: A 3D adventure where you play as Kulebra, a dead snake with a heart of gold that wakes up in Limbo. Use your wits and keen eye to gather clues from the residents and find items that will help uncover the mystery of Limbo and its curse that traps souls into repeating the same day on loop.
So get exploring and grab some great narrative games!

Scrabdackle is Joining the Fellow Traveller Family!

[h3]Today we can finally reveal that we have signed a publishing agreement with the indie publisher, Fellow Traveller. [/h3]



Fellow Traveller are an indie publisher focusing on narrative video games and who also run LuddoNarraCon. We're delighted to be working with them to bring Scrabdackle to the gaming community.

Stay tuned for more details later this year.

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