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Scrabdackle News

Scrabdackle: Act 1 announcement!

Hi everyone! I’ve been a bit quiet lately while working on some pretty big changes behind the scenes, but I’m finally ready to share them with you.

The main news is:
Scrabdackle: Act 1 will be releasing soon, targeting this fall/winter!




[h2]What’s ‘Act 1’?[/h2]

Scrabdackle is divided into 3 narrative acts, which each give the player a main goal to work towards, a bunch of new regions to explore in any order you like, and a ‘capstone’ final region that you can access once you’ve made enough overall progress. Each one is pretty huge - I'm expecting a first playthrough of all three acts to land in the 40-50 total hour range at this point. My publisher and I have decided to release Scrabdackle with the Act 1 content first, then update it with Act 2 content when that's ready, and then Act 3 content to conclude the full game (all as one game on Steam - it's not DLC or anything). More on what that means in the next section, I'll stay with explaining the 'acts' for now!

Completing a given act brings you to a new narrative plateau going in to the next one, as each act builds on previous ones in both story and gameplay: Act 2 adds to Act 1’s map, and Act 3 does again, with later shortcuts connecting back to earlier areas you may have once thought were dead-ends in earlier Acts, and with later spells allowing for new traversal and combat options in earlier parts of the game. Characters from Act 1 might have more to say later in the game about the events of Act 2, or you may find new quests or content in older regions related to new discoveries you’ve made. You can also leave some Act 1 content for later, and come back to approach it with more spells and resources from later Acts.

Act 1: The Way Back Home takes Blue back to their academy to find out why a dark wizard attacked it, and covers about 10 regions and 9 bosses. It takes somewhere between 12-15 hours to complete all the main content on a blind first playthrough, and up to 17-18 if you’re looking to find every secret and finish every sidequest. And some other neat stats like: Act 1 has about an hour and a half of music, and about 65k words of dialogue + in-character journal entries. It’s a big game - here’s a little breakdown!



This act division is how the game has always been structured - we’re just choosing to release it episodically to match those divisions rather than all at once, because after some discussion, everyone involved thinks it’s going to make for the best overall player experience. Basically, we’re trying to treat it less like a whole season of television being dropped at once, and more like releasing an episode at a time with some room to breathe and mull on new understandings and story developments in between.

(It also means getting to play through large parts of the game years earlier than you would otherwise! Which is something I’m really excited to share.)


[h2]How does an episodic release work?[/h2]

We’ll be launching Scrabdackle in early access on Steam, with the first third of the game’s content. Roughly a year afterwards (this is a loose target, mind you!) we’ll add Act 2 to the game, and eventually after that, Act 3 and the finale in a final content patch that will take the game out of Early Access. No future content is going to be restricted to DLC or anything like that.

Basically, you still only buy the game once - you just get Acts 1 and 2 early, in this model.

In terms of how this affects the full game’s release date - mooostly it doesn’t. There’s extra work I need to be doing for marketing, but a lot of the release-readiness tasks are getting moved from before launching Act 3 to before Act 1, so dev-tasks-wise it’s more just shuffling existing timings around rather than adding time.


[h2]Some other anticipated questions:[/h2]

When’s the release date? Or when will you be able to say?
We’re looking at late-ish this calendar year, but not announcing until we’re fully sure. There’s always room for unexpected delays in gamedev, and that’s an order of magnitude riskier with a single point of failure / bottleneck (that’s me). If any kind of personal emergency happens, for instance, things have to totally go on hold as no one can really run with the ball without me. So we’ll let you know closer-to!

Will the game be releasing anywhere other than Steam?
Not during Early Access. For the Act 3 “1.0 update,” that could in theory change, but that decision is a ways down the line.

What languages will Scrabdackle be localized to?
For now, just English - the large amount of writing in the game means the cost to localize a single language is pretty high, so that’s going to be something we let sales justify or not. I’m not opening the door to community localization efforts at this time, but potentially I could revisit that if we still can’t finance a professional one after we hit 1.0 (although it’s presently not my preference).

Will the demo be updating for the Act 1 release?
Dunno yet! The release build has a ton of optimizations, bugfixes, and quality of life changes that the current demo build doesn’t, and I’d really like to update the demo before then so that it also gets these improvements, but it’s not a sure thing. At the end of the day, the launch is my primary focus, and that just might not leave enough time for a demo update. At whatever future point I do update the demo, though, I should (I hope!) be able to keep it up-to-date with various subsequent improvements from that point on.

What’s the price going to be?
We’ve got a working ballpark, but I’d rather not set any expectations until that gets locked in. I’ll let you know later down the line!

Will there be a way to purchase the soundtrack?
Yes! But TBD on the specifics, for now.

I’m a Kickstarter backer - how does this affect my rewards?
Nothing should be impacted other than some delivery timelines moving forward, but there’s more info here in the most recent campaign update! (Also, thanks again for backing!)

How’s development been going? It’s been a bit!
I haven’t updated here recently, yeah! Largely I’ve just been trucking away at making a (shockingly) large game on my own, but I write a big development update for the Kickstarter campaign every season, and I write about what I’m working on pretty continuously on the Scrabdackle discord server! Here’s where the KS updates are - the most recent one starts by echoing most of this Steam post, but the back half talks more about ongoing and upcoming development.

I really want this to succeed - how can I get more involved?
The main thing that helps is spreading the word, but! In the past, we’ve set up a sort of ‘rally group’ of voluntary supporters on the Discord to mobilize the community for help with things like the 2021 Kickstarter, and if you’re interested in that, then joining the Discord server would be amazing!


[h2]Aaaand a LudoNarraCon stream![/h2]



Okay, so yes, the Act 1 release plan was the focus of this announcement - but since LudoNarraCon is starting today, and as Scrabdackle is an official selection, I wanted to do something else for that, too! During LNC, there will be a looping pre-recorded video on the store page of me playing through the Duck Castle content, which is outside the bounds of the demo. If you’re trying to stay spoiler-blind, you can scroll down and not pay it any mind, but if you want to see some more of how the game’s looking right now, it’s about 75 minutes from the start of the recording to the end, after I’ve beaten the boss and poked around for some post-boss secrets in the dungeon.

This is my first time doing this sort of thing, so it’s a bit experimental and I erred on the side of simple, but if it’s interesting I had some other ideas for different types of videos and/or commentary that I could try putting on the store page in the future!

(Also, check out the LudoNarraCon page if you haven’t, it’s really cool and loaded with neat narrative games!)



All right, that’s it for now! Interested to hear any thoughts, questions, and feedback you might have about all this, but overall it’s a change I’m really excited about, and I hope you are too!





RAWR! 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.