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The Last Werewolf News

Minor Update: Version 0.1.5.0

Hey Everyone!

While I was going to wait for the next major update to release the following, I’ve opted to push them through now, alongside the Steam Summer Sale.

As always, please give me a shout if there are any issues/bugs and I’ll squash them as fast as I can.


[h2]Minor Update[/h2]

[h3]Features Added[/h3]

- Dialogue Portraits are now in the game 🎉🎉🎉🎉

- Additional Volume Settings. You can now adjust Main, SFX and Music. While tech SFX is still incoming, it’s ready to go when it’s in.

- Brightness Settings. You can now adjust the brightness settings for the game. This will not impact the UI, but the game world. Please let us know if there are any issues with the visuals of the brightness settings.


[h3]Features Updated[/h3]

- The character portraits in the journal. We have replaced the screenshot placeholders with some great illustrations.

- Information about controller inputs has moved to the pause menu and is no longer on the Tablet.

- When you first meet Daniel, he now has the option to leave the convo at an earlier point. I agree. My, my, that man can talk.

- Cursor image improved. This one is a long time coming.

- Removed links to external sites due to grey area with Australian Classification guidelines. Related to online interactivity.

- Updated game credits.

- Updated splash screen to include a shout-out to Screenwest.

- Updated Main Menu image.



[h3]Also Fixed Some Things[/h3]

- Fixed error with WASD interfering with buttons and dialogue choices. You now have proper control of your choices.

- Fixed some UI alerts not showing when they are meant to.

- Fixed the two rats in the park. They were camera shy and kept hidden. Now they’ve been given a little push.

- Adjusted lighting in the final scene when you failed the case. Yeah, even though it was meant to be nighttime, that scene was a bit too dark.

- Inventory buttons are now working properly and not overlapping in some areas. I thought I had fixed this, but Unity was saying that I hadn’t. This has now been fixed. Please let me know if there are any issues.

Join Us Live on Twitch!

I’m excited to announce that as we gear up for our first major update, I'll be streaming some of the game’s development work live on Twitch. This is a fantastic opportunity for you to see behind the scenes, learn about new features, and ask me questions.



[h3]🗓️ Stream Schedule for The Last Werewolf[/h3]

Sundays:
  • 11 AM - 2 PM (UTC+8)
  • 3 AM - 6 AM (UTC)
  • 8 PM - 11 PM (PDT) (Saturday)

I might experiment with different times in the future to find the best schedule for everyone. Please check our Twitch schedule for the latest info, and follow us to get alerts for any adhoc sessions.


[h3]🔥 What to Expect:[/h3]
  • Sneak peeks of new features and content.
  • Live coding and design sessions.
  • Interactive Q&A where you can ask anything about the game and its development, or just hang out and chat.


You can follow Unnatural Freaks Studio on Twitch to get notified when we go live. VODs will be available on Twitch for up to 7 days, and selected VODs will also be uploaded to YouTube.

I'm looking forward to having you join me on this development journey!

DevLog #8: What's that? Dialogue portraits are coming?



Hello everyone!

A lot of little things have been happening, as well as some big things. Unfortunately, I’m unable to talk about some of them just yet, and others are rather too boring to dare to write here (admin, I’m looking at you).

I’ve heard some music, I’ve seen some art, and the narrative is getting some polish. I’ll share what I can in this devlog, while I hold my tongue with exciting news I’m eager to share.


[h2]Major Update Two is coming very soon.[/h2]
“But you keep saying that.” I hear you. I do. I feel a lot of anxiety that the delivery date has been extended and extended, and I haven’t hit the deadlines I promised. All I can say is that I’m really sorry, I love the support I’ve received and I am more than appreciative of people’s patience and understanding. Thank you
I have hit the first milestone for Screenwest, which means I can focus solely on Chapter Two. Woo!

Now, technically, I could release a version of Chapter Two in about 2 weeks, however, this would be barebones and similar to what Chapter One was when I first released it on Feb 23. But since Chapter One has received a few updates, I feel this has also upped the standards a little more. Even though we’re technically still in Early Access, I want to make sure that the level of quality aims to be at a point that isn’t vastly less than Chapter One’s current state.

In saying that, I will admit that the wolf-shifting investigation scenes will still be in a simpler form as this is a mechanic that I want to test out with you all. I want to see what you think about the concept before fully committing to it.

[h3]Here are some things to expect from Major Update 2 [/h3]
  • Chapter Two (obviously)
  • Dialogue Portraits and an updated dialogue box
  • Additional Volume Settings - Main, Music, SFX
  • Updated Cursor
  • and more...








[h2]Upcoming Marketing Material[/h2]
Currently, we’re working on some new official marketing material. I had been trialling a few different types since I started, but a lot of this was me learning, tweaking and trying something new. However, I’ve now brought someone onto the project who is making something super special! Check out the progress of the concepts. I cannot wait to see the final result! Big thanks to Izzy Huizen Art!




[h2]Events Coming Up[/h2]
This year, I’ll be attending Pixel Expo again. I’m excited to show the locals the progress of the game since last year. This is happening in late September when chapter two and (hopefully) chapter three will be out in Early Access!

I will also be attending another event later this year, which I will officially announce soon. This one I’m super excited for! Now, I’ve just gotta work out the logistics.


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.