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Slay the Princess News

5/8 Smol Update

Increased the size of the scrollbar so it's more easily used on touch screens.

A couple of small bug/logic fixes.

Switched the (Expand) tag in the late game to (Explore) so players aren't hit by unexplained terminology and are less hesitant to look at additional dialogue options in the relevant scene.

Livestream: The Art of Slay the Princess

As part of LudoNarraCon, we'll be doing a special art stream where we'll be answering your questions about the game and giving you a peek behind the scenes to see how the Abby makes art for the game.

We'll be simulcasting on Twitch (twitch.tv/black_tabby_games) and Steam on Sunday, May 12th, starting at 1pm Eastern.

We'll ALSO be doing a stream on Thursday May 9th at 7pm Eastern where we'll be playing the original cut of the first Slay the Princess demo and sharing our thoughts on the design process, AS WELL AS playing through the first episode of Scarlet Hollow. Because switching between two games on a Steam broadcast is a complicated mess, twitch.tv/black_tabby_games]we'll only be broadcasting *that one* to Twitch!

Hope to see you on one or both streams!

Tony and Abby

5/1 Small UX Patch Notes

Added a hot-key to toggle auto-advancing text ("T" on keyboards, left face button on controllers).

Added a toggle for auto-advancing text in the preferences menu.

Clicking to the next line no longer automatically disables auto-advancing text.

At this point, you should now be able to do anything you can do with the quick menu via controller/hotkey inputs, so don't forget you can turn the quick menu off in the preferences.

All the best,
Tony and Abby

4/27 Improved Controller Support Patch Notes

Hey folks!

Happy to bring a new small update that fixes some frustrating issues with controller support (but there's still some work to do!)

1. Biggest fix is that controller focus should no longer be lost in scenarios where the quick menu is hidden, the top button in a menu is greyed out, or save file is loaded at a dialogue menu. It seems like the culprit here was allowing draggable mouse scroll on the dialogue menu, which stole focus from the individual choice buttons. This does mean that click-and-drag scrolling was sacrificed, but I don't think many players used that functionality. And you can still use your mouse wheel, arrow keys, or gamepad!

2. When in the preferences and save/load menus, buttons that hard both selected *and* hovered will now properly change color, which should reduce the feeling of the controller getting "stuck."

Right now, we're working on a solution to tie how much the scroll bar increments to the size of the previously hovered dialogue option, so things snap better and so that there are fewer options that require multiple interactions to scroll past. But we wanted to make sure you all got these improvements as soon as they were ready!

Thank you as always for your support, and happy slaying (or not slaying, but really, you should be slaying.)

Best,
Tony and Abby

April 23 Small Fixes

Catching up on reported bugs. Mostly minor, but including:

Moment of Clarity sprites not appearing when both flickering and boil effect were turned off.
Fixing a corrupted voice file that slipped through the cracks last winter.

Assorted typo fixes.