1. Little Witch in the Woods
  2. News

Little Witch in the Woods News

Little Witch in the Woods Demo Stream!

Little Witch in the Woods Demo Stream!

Little Witch in the Woods Demo Stream!

Little Witch in the Woods Demo Stream!

'Little Witch in the Woods' on STEAM NEXT FEST!



'Little Witch in the Woods' participates in Steam Next Fest, starting on June 16th at 10am PST.
You can play the demo build of 'Little Witch in the Woods'.
Download the demo build from the Steam page and try it out!

You can play the demo from June 16th, 10am to June 22nd, 10am PST.

  • Languages: English, Korean, Chinese(Simplified)*
    *Chinese(Simplified) is currently being translated. Chinese(Simplified) will be released later during Steam Next Fest
    and will be announced separately when updated.
  • Resolution: 1920 X 1080
    Multi-resolution is not supported.
    If the UI Position is weird or the font is too small, change it to 1920X1080 in the window display setting and run the game to operate normally.
    Multi-resolution support is planned for the official version later.
  • Save is not supported by the demo version.
  • Average play time is 1 hour to 1 hour 30 minutes.


In addition, the official play stream of 'Kat' on YouTube channel 'A Casual Gamer' will be held from June 16 at 12 pm (PST).
You can watch the stream on the 'Little Witch in the Woods' page.


Thank you.


https://store.steampowered.com/app/1594940/

Dev Log #2

Hello, this is Sunny Side Up.

The weather has been very hot lately.
Our office is sweltering due to the air conditioner construction...
Then let's start today’s patch note.







We would like to happily introduce a new creature!
The name of the new creature is 'Dubby,' and it lives in Rainbow Forest
Detailed information will be found in the developer's comment.



  • Dubby Designer's Commentary
Originally posted by author
When I firstly planned Dubby, I thought that behavior patterns of 'this creature' needs to reflect the concept of Rainbow Forest

Therefore, the core theme I thought about when designing Dubby was 'prank.'

There are many kinds of pranks and various categories of experiences that the target of the prank can feel through.
From that aspect, I hoped that Dubby's prank doesn't feel threatened to players while it conveys activeness.
I also wanted the players to be able to learn how to interact with Dubby without further explanation after a few failures.
Therefore, Dubby was created as it can be seen in the current images. (Dubby's graphic resource is currently the draft version)
Dubby will pull pranks with the players while sticking a part of its body out of the ground. The players need to acquire materials that will be used for making potions after finding solutions to stop Dubby from pulling pranks to them.
We are kind of worried about what the players will think about the balance issue when they actually encounter Dubby since we only conducted the internal test with it at this moment. We are looking forward to checking out the players' actual reactions toward Dubby.







Here is another villager, the painter Vinch!



  • Vinch Articst's Commentray
Originally posted by author
Vinch is a character that started with a plan to create new villager that is contrary to Roy, the one who was previously unveiled on Tumblebuck.
Unlike Roy, who looks quite blunt, Vinch is sweet like an older brother while having a mysterious atmosphere.
We planned this villager to look very tired but have a gorgeous appearance spontaneously. Thus, I started to work based on that plan from the design stage.

It is a character who has had a hard time choosing clothes because he needs to be neat and luxurious and look like the painter from the Middle Ages and, most importantly, should not overlap Roy's costume. Therefore, I chose the newsboy cap because I wanted the players to notice that he is the painter when they saw his portrait while playing the game. Moreover, I choose a pale tone as his skin color because he needs to have a tired-looking appearance. He prefers a secluded life because he does not like being exposed to the sun, but maybe there's some story behind it.







This is the house of Vinch, who was introduced above.
It is located on a hill, and as it is an artist's house, there are a lot of art supplies and paints.



  • Vinch's House Artist's Commentary
Originally posted by author
Vinch prefers to avoid people and secluded life. Therefore, I designed it as a house embedded in the hill. Since he usually avoids people but likes pretty things because of his job, the painter, I used wood rather than artificial fences.

He is planned to make his own paints. So, there are tools to make paints and paints that he is currently making are placed throughout his house. Also, some of the plants that he uses as ingredients are growing on the roof or nearby.

You will be able to see his world of art through statues and paintings in his house. For your information, the mural in his place pays homage to 'The tree of life' from Gustav Klimt.




This is the end of today’s patch note.
Please look forward to the next patch note!


Dev Log #1



We are improving the UI as a whole.
The UI that was revealed in the previous demo version had several problems since those had been developed without any other features. Therefore, when new features came out, there was a lack of spaces or connections between each UI. Among various updated UIs, we are going to introduce UI for Dialogue in this patch note.

The 'Dialogue' is one of the most appeared UI in the Little Witch in the Woods. However, it also had several problems, even though it is very crucial to the game. The issues that we have recognized so far are

  1. The space that UI is taking up during the Dialogue is too big, so there is no spare space that other UI can fit in,
  2. The interlocutor's portrait is located on the top of UI, while Ellie's portrait is located on the bottom of UI,
  3. and many of users did not notice that Virgil is talking.



The image below is an updated UI based on the issues that are mentioned above.



  • First of all, we reduced the size of the Dialogue UI.
    We reduced marginal spaces that are not used while keeping the font sizes to maintain legibility.
  • We also rearranged portraits at the bottom side of the screen to make their eye levels in the same line. This will help you get into the game and Dialogue while actually feeling each character's size.
  • We put some animation effect on speech bubbles of Virgil so it can be thought that some special being, not a human being, is talking.

Our team is quite satisfied with those updates since it seems like most of the recognized issues have been improved so far.






We added a new feature, 'keyword.'
'Keyword' is specific words that you can earn while playing the game.

Ellie can start a Dialogue with earned keywords, then NPC will talk about that specific keyword. It is similar to a 'topic' of our daily Dialogue.

The keyword will be a core feature to process quests that will be given to Ellie. Other than the Dialogue, Ellie also can buy some items by using the 'shop' keyword to NPCs who are selling items.



  • Like the above image, if you try to talk to NPC, a list of keywords will appear, and you can choose an appropriate keyword by scrolling the list.
  • We newly added this feature because since the story is very important in the Little Witch in the Wood, we would like to help users be more active in the story.

We hope you can also experience the same thing we initially aimed for while using the keyword feature.






We added a new feature, 'sound.'

It is not sound effects or background music from the game. It is a feature that makes creatures in the game recognize Ellie's sound while walking or running in the forest.

You can only catch Fairy Butterfly or One Eyed Frog by swinging a butterfly net after getting closer quietly to them. This feature was temporarily systemized in the demo version, but now we completely systemized it so Ellie and creatures can interact with each other more smoothly in various places.




This is the end of today's Dev Log, and we will be back with the following Dev Log soon.