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The Last Werewolf News

DevLog #7: I'm still here. The game is still alive!

Hello everyone!

The project is still alive and being worked on behind the scenes. I was waiting to post a devlog with something visual I could show off, as I’ve been focusing on the programming and admin side of things since the last update. Though… I suppose I could share a screenshot of some interesting code in the future.



[h2]Launched one year ago[/h2]
I cannot believe it has been a year since I’d published this game on Steam. While I had hoped to have all three chapters out by this time, the journey has taken a few unexpected turns, which I feel have been for the better. With art and music being made specifically for the game, and some talented programmers to help incorporate more accessibility settings, all thanks to the support from Screenwest.

It’s amazing to see how this little side project has received such amazing support from the community who have taken their time to play the game and let me know their thoughts and experiences. I have loved reading both the good and the not so good feedback as it helps me to understand what it is you are all wanting to see more of within the game to make it stronger.

There were three reasons I took this game into Early Access.
  1. To give myself goals and deadlines. Which may seem a bit odd because I’ve missed the few deadlines I’ve had, so I’ve given this an entire subheading below.
  2. I wanted to show people who are not programmers that it’s still possible to make games without extensive programming skills - don’t get me wrong, you still need a little understanding but playing to your strengths allows you to create something you can share.
  3. I wanted to build this game alongside a great community. I wanted to hear people’s liked and disliked areas and improve on the game. And, can I say, I have been loving reading the feedback. I have loved reading every single one of them, so thank you to those who have reached out.



[h2]Impact of your feedback![/h2]
Here’s an example of how some simple feedback has impacted the overall game: Originally, the ghost in the game was going to be a different character in each case; just popping in to mess with Lachie. However, now, thanks to positive reviews of the ghost in chapter one, I’ve made this character a regular and a strong part of the story. I’m liking this new direction, and I hope you do too.
So please, keep that feedback coming, no matter how big or small.


[h2]Discord[/h2]
I am a profound and proud lurker of Discord channels myself, so please know, if you’re like me, and enjoy lurking, this is definitely a safe space for that. It is the best way to receive updates on the game, with me posting a few progress shots when I have something cool to show off, with potential spoilers blacked out. While the official Devlogs come out every 1-2 months, the discord channel receives the most love from me by posting when I get a new mechanic working or something visual to show, like art of environmental design. And those who love socialising are also most welcome.

I’m not a huge social media person, and while I aim to cater to other platforms, I’m noticing those platforms are becoming less and less friendly to small game dev studios, so Discord is my go-to.




[h2]Some Customisation and Accessibility options are coming[/h2]
There have been a lot of requests here. And I 100% agree with this and I’ll do my best to cater for as many as I possibly can. I do greatly apologise for the delay with this. While working solo, I was learning a bunch of new skills to help achieve this. Thanks to the funding support from Screenwest, I am now able to bring on a skilled programmer who'll be able to incorporate much-needed options. This will mean a slight delay while they get comfortable with the project in its current state.


[h2]Delays[/h2]
Once again, I need to greatly apologise for the production delays. I pushed myself a little too hard at the end of last year and I’ve needed more downtown than originally expected to bounce back. At the moment, outside of resting, I’ve been working to make sure I reach a deadline for the production fund I received as well as bringing contractors on board, and all the other (not so fun) admin that comes with running a studio. Making that jump from solo indie to starting a small studio with contractors was a little more involved than I originally thought.

Now that things have settled, I’ve jumped back into the game engine full-time for the next two weeks, and once I hit Screenwests first milestone, I’ll polish chapter two a little more and release it into public beta.



[h2]Sneak Peeks[/h2]

You have a chance to win a teddy in Chapter two.




The Lore notes will have additional content for Chapter Two.


Lachie goes camping in Chapter Three

DevLog #6: Amazing News and Roadmap Check-In

Hey all,

I’m still here, and I present to you, another devlog for where the project is at.


[h2]Support from Screenwest[/h2]

A few months ago, I applied for the Digital Games Production Fund with Screenwest and I am excited to say that The Last Werewolf was successful in receiving support for its development.

This support allows me to bring on talented people to help polish the game. This means you’ll be seeing improvements such as character portraits for the dialogue, original music, stronger 3D character models, and more accessibility options.

For those unaware, Screenwest is an organisation in Western Australia that looks to support the screen industry in WA. In the last few years, they have been aiding the growth of the local game industry by supporting many great projects! You can take a look at some of the other projects they've supported to get a sense of the exciting developments happening in the WA gaming scene.
https://www.screenwest.com.au/news/latest-news/11-projects-supported-through-screenwests-digital-games-production-fund/


[h2]Roadmap Progress[/h2]

Now that most of the admin has been completed, I'm now finding myself with more and more time to commit to developing the game. In fact, I’ll now be able to commit myself full time on the development of the game up until March 2024.

I want to thank you all so much for your patience with the game's development. While my original plan was to have this game out of Early Access early 2024, I feel this delay has actually put the game in a stronger position thanks to Screenwest’s support.

I’ve taken the time to update the roadmap to better reflect the new schedule, accommodating the changes that come with bringing on a small team. The updated roadmap primarily focuses on major updates and key feature rollouts, but rest assured, regular patches and minor adjustments will continue as needed.




[h2]Chapter Two Progress[/h2]

Despite the recent delays, progress on Chapter Two hasn’t stopped – in fact, it's almost ready for release. I'm incredibly excited about this upcoming chapter; it introduces new elements for players to explore the unfolding narrative. While I’ve already let slip a few spoilers, I'm going to hold back from revealing too much more – don't want to spoil all the surprises!

As a little teaser, though, here's a sneak peek at the opening of Chapter Two:




[h2]How to Keep Updated[/h2]

There are a few ways that you can keep updated on recent news, patches, events, and more.

Steam Announcements
All updates are tracked in Steam - patches, minor and major. Check out the News section in the Community Hub or in your Library on Steam to get all the latest details.

Discord
The Unnatural Freaks Studio Discord channel is not just a hub for announcements; it's a community space where you can chat with fellow players or just quietly catch up on the latest – lurking is totally okay (I do it too in some channels). It’s the perfect spot for the most current news, sneak peeks of progress, and ongoing development discussions.

Update Tracker
As a reminder, I have created a Google Site that acts as an Update Tracker for the development of the game throughout Early Access. It’s a comprehensive record of all past updates, known issues, FAQs, and future plans. If there's anything else you'd like to see on this site, just let me know – I'm open to suggestions and exploring new ideas.


[h2]Minor Update Version 0.1.4.0[/h2]

November 21, I released Minor Update Version 0.1.4.0 which had a couple new features: UI Update, Narrative added, and shuffling of clues.


[h3]Lachie’s Diary[/h3]
The first 10 entries of Lachie’s diary are now available. The current plan is for there to be 10 entries per chapter. I’d love to hear your thoughts on whether you’d like more entries or you feel this is a good amount.



[h3]Collectable Clues[/h3]
I’ve now added 4 collectable clues per case. Lachie will put photos and notes in her journal when she finds them. Keep in mind, this is a choices matter game, you won’t be able to unlock all the clues at once. Some are decision-oriented only.


Patch Update: Version 0.1.4.2

[h3]Minor Bug Fixes[/h3]

  • Patch Version 0.1.4.1 didn’t actually update, which ended up being a good thing as there was a game-breaking bug that is now fixed. The fates smiled down on me that day.

  • Swapped Title Screen with a new image. This is temporary until new art is delivered.

  • Fixed issue with layering of UI when purchasing books.

  • Fixed issue with Alana’s clue not showing.

  • Updated initial message at the start regarding lack of tutorial. Added an image of the rules from the tablet. As a reminder, this tutorial section is just a placeholder. A proper tutorial is on its way.

  • Halloween Special

    - Fixed Canvas Scaling Issues for both 16:9 & 21:9. Please note that 21:9 will have some aesthetic issues, but is still playable.

    - Settings button was also added to the kitchen.

    - Fixed issue with multiple clicks per item found.

    - Fixed issue with the settings button resetting the score on the first click.



[h3]Known Issues
[/h3]
For a list of known issues, please see the Update Tracking website: https://sites.google.com/view/thelastwerewolf-updatetracker/home

Patch Update: Version 0.1.4.1

[h3]Minor Bug Fixes[/h3]

  • Added Anya to Day Two in the Cultural Centre.

  • Fixed lighting issue during Wolf shifting in the final scene.

  • Fixed movement and interaction issues during open UI. You should not be able to move or interact when a UI window is opened.

  • Fixed collider issues in some scenes.

  • Fixed layer issues in Halloween Special.

  • Fixed Music not playing in a couple of scenes and during final shift animation.

  • Fixed some typos and inconsistencies in the narrative.


[h3]Known Issues
[/h3]These are known and are currently being worked on. I needed to push this patch ASAP.
  • Rat animations and clues. Sometimes they don’t trigger. As a temporary fix, I have turned off some features. This may impact getting the rat clue. I need to remake the rat feature, so it should be available in the next patch.

  • Collecting Lavender still has some issues. This is not game-breaking and is currently being worked on.

Minor Update: Version 0.1.4.0

Hey everyone,

Here's what's in the new minor update:

- New pause menu.
- Clues moved to the journal, and removed from the tablet.
- 4 image clues will now be added to the journal (these will not appear in old saves. You'd need to start a new game)
- The first 10 diary entries have been added.
- Additional icons added top-left of the screen: Settings, Tablet, Inventory, Journal.

Known bug:
- Wolf Sense still works when UI menus are open. While this is an issue, the wolf metre will not be impacted by wolf sense.

If you come across any bugs, please let me know and I'll fix them asap.