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Spryward News

Spryward Devlog #6

Steam Deck Footage :
[previewyoutube][/previewyoutube]
New Quick Sling Animation
Fixed some air animation bugs
Fixed some animation botches on the Anger Suit
Fixed some bugs in regards to releasing and starting a wall slide
Stopped a weird bug where you could wall slide left on nothing if you were positioned just right about against an adjacent wall
Added more frames to update Sling Animation over duration of swing
Added mantle feature while wall climbing if you press b
The training room is larger now
Added zombie soldier enemy to the training room
Partially Fixed bug where Metroborg could jump out of bounds and get stuck
Pole Flip Animation is now faster and releases quicker for more room for extra actions
Created auto adjusting panel resizer for cutscenes when using a Steam Deck
All combat SFX have been reworked on Spryward's side
Every enemy has new consistent hit impact fx w/ consistent defeat impact fx
Every enemy has similar and consistent defeated impact SFX
Light attacks are a bit longer now
Fixed bug where wall running sfx loop wouldn't stop once started

[h2]Note from Dev : [/h2]
Steam Deck is here! I already have a checklist of stuff to take care of to improve the experience. I'll be working on a new Steam input layout for Spryward to function better on the Steam Deck. There's also some odd flickering with decals like doors or foliage. I've got a lot to investigate, but I'm satisfied with my first impressions playing on the Steam Deck.

Spryward Devlog #5

[h2]What I've Been Working On : [/h2]

I've been working on the Adams Corp HQ Interior. I've been making tons of new civilian and interior wall/floor sprites.
[previewyoutube][/previewyoutube]

New Enemy Zombified Adams Soldier :


Finished the design for Neha's sister Rachel :


Designs for the 2nd Adams Corp blood processing team that works with Spryward :


Made some camera adjustments so that it adjusts / functions better in smaller interior spaces.
Added a dodge function to combat that is bound to pressing the left stick down.
Swing speed is slower, but gets faster while holding down left bumper.
Broxa Boss Animations WIP :


[h2]Note from Dev : [/h2]
My girlfriend finally got her order for a Steam Deck. We should be getting it in the next couple of weeks. I'll try to film some gameplay of Spryward on it, as well as work on some specific Steam deck optimizations once it's here. Next week's devlog will have some updates to the training room, so I can test some more issue 3 content with you all.

Spryward Devlog #4

[h2]What I've Been Working On : [/h2]
[previewyoutube][/previewyoutube]
+Updated Slushy Slinging Animation w/ 6 new Spryward sprites
+Prototyped a new civilian rescue via revival outpost
+Added zombie npcs

+Zombies are invincible
+Zombies can be revived through revival outpost
+Updated the training room to have an outpost in the new turf room
+Turf room is a wip and new rooms will be added to the training room as more content rolls out
+Added new turret enemies that have 360 degree scanning

+You can now spawn zombies and turrets in the training room
+Fixed bug where sharpshooters in training room would freeze and do nothing

Issue 3 Level 1 Progress :
[previewyoutube][/previewyoutube]

Spryward Devlog #3

[h2]What I've Been Working On : [/h2]
+Slushy now does an intro animation with you at the beginning of each level if he's enabled.
+Slushy now does an outro animation with you at the end of each level if he's enabled.

+Anger Suit is now available to test out through the modifier pause menu

+Added more unique aerial animations
+Aerials take less time to perform
+Slushy can grab, hold, pull, and throw enemies with left trigger while standing or gliding
+Slushy can perform drone takedowns to bring down a light drone

The Training Room :

The only refund data I have about Spryward right now is about how hard the game is. I've tried to tackle this problem in a couple of ways. My first step was improving the controls of Spryward and play around with deadzones and responsiveness to try and get it to feel better. The second was to add multiple difficulty modes. Now the third is to provide you a playground to spawn enemies and test the game's mechanics in a safe environment. Overseen by Prof. Cyprus, he provides you with holographic training NPCs to test your combat skills. To access the training room select it on the main menu.

[previewyoutube][/previewyoutube]

Note From Dev :
Apologies again for the delays. Life stuff happens and you can't really anticipate it breaking up your schedule. Spryward means a lot to me, so being taken out of action for a bit really sucks. I'm moving some dates around to be kinder and more reasonable on myself. Updated dates are below, and as a make good I'm throwing in some future stuff I'm really excited about. Throw in some samplers here to share with all of you for being patient. Thanks.



Cover for Issue #4 :


[h2]What's Coming Next : [/h2]
Issue 3 (09/30/2022)
Next update (08/19/2022)
Spryward Boss Fight

Spryward Devlog #2

[previewyoutube][/previewyoutube]
[h2]What I've Been Working On : [/h2]

Added 3 difficulty settings :
Easy :
-Health regen every 5 seconds
-Health regen from charging a super jump
Normal :
-Health regen from charging a super jump
Hard :
-Only health regen from item drops

Added difficulty to the modifiers pause menu
Made the dash attack push Spryward toward enemies that are 6 units away from otherwise it functions normally by which direction you're facing.
Added skip option for controller warning intro sequence
Added missing achievement in last cutscene for Issue #2
Improved navigation on I-5
Slight texture rework on I-5
Added a ramp for NPC and players in the grass section of I-5
Removed back staircase in wizard gauntlet to stop NPC pathing from being annoying
Changed pathing settings for wizard gauntlet to prevent hiding NPC
Added new SFX to the warehouse takedown scene
Updated Controls in menu
Updated Credits

Started working on the Spryward vs Spryward boss fight, so I've been recreating the 2d scene as a 3d environment.


Here's a preview for some of the new suits coming to the game :



Shooting for the anger suit to be functional by the next update with all the updated animations.

[h2]What's Coming Next : [/h2]
Issue 3 (09/30/2022)
Next update (08/03/2022)
Anger Suit
Updated Attacks
Slushy improvements
Spryward Boss Fight