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The Last Werewolf News

Chapter 2 Lite: Version 0.2.0.0

Hello all,

We're excited to announce the release of a lite version of Chapter 2! This early release focuses on the narrative aspects of the chapter. While some sections are still locked off, they will be rolled out in future minor updates; such as Lachie's Diary in Chapter 2 and Magazines available at the shop.

As always, we welcome your feedback! Feel free to share your thoughts via the Steam Community Hub or our Discord channel.

A detailed community announcement will follow shortly, outlining more information.

Additionally, we've made a series of updates and fixes. We hope you enjoy this update!




[h3]Mini-Major Update[/h3]
  • Lite version of Chapter Two


[h3]Art Overhaul[/h3]
  • The Lore section of the journal has received a much-needed revamp.
  • The case pics on Lachie's Spooky Tales' website now look pretty cool—and I love them!
  • Wolf Shifting cutscenes have been remade with a new art style.
  • The book covers at the library now look like books you actually want to buy. Yes, those previous books were being judged by their covers.
  • The town maps now look like cute mementos.
  • Daniel received a brand-new portrait.


[h3]New Sounds[/h3]
  • A new song has been added to the main menu! It's the instrumental version of 'Snarled Breath' by Jessica Della Vecchia. (You will notice this one in the upcoming trailer.


[h3]Gameplay Enhancements[/h3]
  • Added a reload button that allows you to reload the scene. This will reset all variables for the scene but retain all previous progress.


[h3]Bug Fixes and Tweaks[/h3]
  • Damn it, Daniel! He’s received a second warning. Now, as long as you ask him about himself first, you can leave the conversation on Day One without going through everything.
  • The Wolf button in the Lore section of the Journal has been fixed.
  • I’ve adjusted the audio levels of the music.
  • Slight adjustments have been made to the post-processing settings for the wolf player.

DevLog #9: Art Updates & Event Announcement



[h5]Hey everyone,

It’s time for another quick update. [/h5]


[h2]Minor Update Version 0.1.5.0 has been release[/h2]
While waiting for Chapter Two to be releasable, I decided to push some of the new updates 2 weeks ago. These included features such as dialogue portraits and brightness settings.


[h2]New Marketing Material[/h2]
You may have noticed that the new marketing material has been released across all platforms - a big thanks to Izzy Huizen Art for the amazing work.




[h2]Updated Shifting Videos are coming[/h2]
Here’s a sneak peek at the revamped shifting clips coming soon. Thanks to Izzy Huizen Art.




[h2]A sneak peek at Tainted Bloodlust[/h2]
I’m excited to share this sneak peek of the film that Chapter Two revolves around. Big thanks to Skye Wolken @skyewolken for their amazing work!




[h2]We’re Heading To PAX Aus[/h2]
I’m super excited to announce that we’ll be showcasing the game at PAX Australia in October. If you’re attending the event, make sure you swing by and say hi!

We’ll also have some exclusive merch available at the booth. I’ll be sharing more on this over the next couple of months.





[h2]Delays With Chapter Two[/h2]
I blinked and it was the middle of July.

If you’re reading this part of the DevLog update, then I can tell you’re just as keen to see Chapter Two as I am to release it.

I believe I might have mentioned this before, but being new to running a studio has been one hell of a learning curve and is eating up more time than I thought it would. In the future, there are many things I would approach differently or implement sooner to mitigate risks. But for now, I’m doing the best that I can to manage a lot of different tasks that I’ve never needed to consider before - such as the major admin side of running a studio.

I’ve been considering releasing an early beta version of Chapter Two, which is still missing some of the minor elements, but it would still give players the vast majority of the chapter. Then, I can release the other elements in some minor updates. I feel as the game is still in Early Access, this could be an effective way to not only show that the game is being worked on, but also give you, the players, the chance to let us know if something feels off, or if you are concerned about elements of the story. You could even tell us if you like the direction the story is taking.



[h2]The Latest News Updates[/h2]
In a previous announcement, I mentioned doing Twitch streaming every Sunday (my time). For the last couple of weeks, I haven’t been able to stream dev work, and I hope to pick things up again very soon, once I’ve got a lot of the admin side of things back on track.






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.