1. The Last Werewolf
  2. News

The Last Werewolf News

Halloween Special: Witch & Soup

A couple of weeks back, some of you voted on the kind of mini-game you'd like to see for Halloween. The results were clear: "Witch & Soup" in the hidden object style came out on top. Inspired by your choices, I've been busy drawing, writing, and coding this fun mini-game for you to enjoy.

Dive into Lachie’s case about the café selling... love potions? There she meets Amber, the witch who owns the place, and well, the fun begins!

Some cool things to look forward to:

  • 🎮 It's Quick: Perfect for a coffee break or when you just want a touch of investigating in your day.

  • 🔍 Hidden Objects: Let's see how sharp your eyes are. Find those hidden items and enjoy the story unravelling.

  • 🗣 Chat with Amber and help her find the misplaced potions.


So if you’re curious and in the mood for some Halloween fun, jump in the game and let me know how you went.

Hope you enjoy it as much as I enjoyed making it! Oh, and Happy Halloween! 🎃🍁🍂


Screenshot from the game. Don't worry, there are no spoilers in the pic. You have to play the game to find the potions:




[h3]Minor Update - 0.1.3.0:[/h3]
  • Added mini-game Halloween Special - Witch & Soup.
  • Changed the visual style of the dialogue system.

DevLog #5: Roadmap, progress pics and VOTE FOR A MINI-GAME.

Hey everyone!

Yes, I'm still here and I'm still working on the game. It’s been a non-stop couple of months, making it difficult to put my head down and dev away. So, I've been chipping away every chance that I can get. So with this devlog, I’ll show you some of what I’ve been doing since my last update.


Sneak peek of the upcoming investigation mode.

[h2]Vote for a Mini-Game[/h2]
With Halloween around the corner, I've planned a little treat for you all—a special free mini-game to celebrate this spooky season! I'll be opening up a poll for people to vote on which of Lachie's other cases you'd like to explore, and in what genre. The poll will remain open until October 15th (US time), after which the mini-game will be released during the Steam Halloween event. Please note that this will be a simple, short, and light-hearted game created solely for your quick enjoyment, rather than an in-depth, lengthy experience.

Link to further info on each case

Link to the mini-game poll


[h2]Roadmap Updates[/h2]
I acknowledge that I've missed some milestone deadlines and apologise for any disappointment this may have caused. I based the milestones on how things were progressing at the time of the roadmap's creation but did not account for the hectic events and administrative work over the last month and a half.

While I could technically release Chapter Two next week, I feel it hasn't reached a satisfactory standard for release. Hence, I'm taking a few more weeks to ensure that everything from narrative pacing to variable tracking is in a good place for release.

Here's the revised roadmap, which now focuses more on quarters rather than months.




[h2]The Eventful Recent Weeks[/h2]
As I've touched on earlier, the past several weeks have been bustling with activities and exciting developments. This period was not just busy but also incredibly rewarding, offering me the opportunity to connect with an inspiring community of developers and industry experts.

Highlights Include:

WA Games Week - The Talks, Immerse Connect, Perth Games Festival.

Melbourne International Games Week - GCAP, AGDA, Mental Health and Games, PAX.


[h2]Expanding the Team[/h2]
I'm excited to announce that I'll soon be welcoming a few talented individuals to the development team for a short stint. Their expertise in various domains will not only lighten my workload but also elevate the overall quality of the project. This includes improvements in art, audio, accessibility options, and controller support. Stay tuned for more updates on this front.


[h2]A Note on the Game Engine[/h2]
For those of you who've played "The Last Werewolf," you've probably noticed the Unity splash screen. Recent changes in Unity's pricing policy, and business tactics in general, have stirred up the game development community, and rightly so. After carefully considering the situation and consulting with game dev peers, I've decided to continue using Unity for this project for now. While I may not fully agree with Unity's recent business practices, switching engines at this stage could jeopardise or severely delay the project.


[h2]Teaser Storybord[/h2]
To give you a glimpse at the storyboard for the intro to chapter two.








Patch Update: Version 0.1.2.10

[h3]Minor Support for Ultrawide Screens[/h3]

I've received a couple of requests via feedback about ultrawide monitor support, so I took a look at the UI today. I've made some adjustments, and it should now be a bit friendlier with those wide displays. Please remember that this is a temporary fix, and full support will come later in Early Access. For now, if you continue to experience significant issues or find inaccessible information on the UI when using an ultrawide monitor, let me know. A quick note: you'll see black bars on the sides of some menus.

For those using 1920x1080, rest assured, this resolution remains my primary focus during the initial stages of Early Access. As we approach full release, expect a broader range of display options.



[h3]Minor Bug Fixes[/h3]

Tablet Closing on Esc: Tablet now closes when pressing 'Escape' to open the journal. - This is the known issue from the previous patch.

Reviewing Clues: The clues section was displaying incorrect information when pressing a certain button. This has been fixed.

DevLog #4: Updates, Concepts, and a Secret Mission.

[h3]Hello, my fellow freaks,[/h3]

I'm back with another DevLog Update, and oh, what a journey it's been!

Six months ago, with my finger hovering over the "publish" button, I was filled with a mixture of excitement and fear - mostly fear, if I'm honest - wondering how "The Last Werewolf" would be received. Now, here we are, and I can't help but feel overwhelmed by the support and enjoyment that so many of you have found in this little story. A heartfelt thank you to everyone who has given the game a go, and a special shoutout to those who have provided invaluable feedback.

These last couple of months have been a whirlwind of events, pulling me away from in-engine work and proving both busy and draining. But it's your positivity and encouragement that has kept me energized and focused on this game. Your support means the world to me, and I'm thrilled to share some exciting updates with you.


------------------------------------

[h2]Cool Stuff[/h2]

[h3]Halloween Event[/h3]
Halloween is just around the corner, and what better way to celebrate than with a new minigame? Based on one of Lachie's previous cases, you'll have the opportunity to vote for the case you'd like to see transformed into a minigame. The choices will be drawn from Chapters One and Two, so get ready to make your voice heard!

Voting will start once Chapter Two has been released.

[h3]Pixel Expo[/h3]
This year's Pixel Expo was a roaring success! The positive feedback from players was truly heartwarming. Everything went off without a hitch, and I even left my mark by signing the sign at the booth.

A heartfelt shoutout to my student intern who spent their final hours of internship assisting me that weekend. Your help was invaluable, and it was a pleasure having you on board. Best of luck with your continued studies, and thank you for being a part of this journey!



[h3]Concept Art[/h3]
Exciting news! The plan to add dialogue portraits has reached the concept stage, thanks to the talented local artist, Cole B. (Viinyx). They have brought to life three of my characters - Lachie, Daniel, and Greg. While the portraits won't be implemented into the game until next year (pending some 3D character model tweaks), here's a sneak peek at what you can look forward to.



I highly recommend checking out the artist's Instagram: Viinyx on Instagram.


[h3]Secret Mission[/h3]
I've recently embarked on a secret mission related to the game. While I can't divulge the details at this time, know that it's part of my ongoing efforts to explore opportunities for "The Last Werewolf." I'll share more if and when I can, and I appreciate your continued support and interest. While this mission took up some of my in-engine development time, rest assured that the slight delay may prove to be worthwhile. Fingers crossed for mission success!


------------------------------------

[h2]Roadmap[/h2]

[h3]Delays[/h3]
Life has been a whirlwind lately between my day job, Pixel Expo, and the secret mission. Unfortunately, these commitments have led to some setbacks, and things have fallen slightly behind schedule. But fear not! I'm still aiming for a September release for Chapter Two, albeit on the later side. Now that the dust has settled, I'm back to focusing on in-engine development work, and I'm committed to delivering an exciting new chapter.


[h3]Chapter Two Features[/h3]
To whet your appetite for what's to come, here are a few features to look forward to in the next major update:

Run Wild: Now that Lachie can shift, she can investigate locations privately and truly unleash her inner wolf.

Friendship Rewards: Your actions in Chapter One may lead to a lasting friendship with a character, allowing them to return in the next chapter.

Ghostly Encounters: Prepare to meet some spectral acquaintances, new, old, and recently deceased (proper ghost pun pending).




------------------------------------

[h2]Upcoming Events[/h2]

I'm excited to announce that I'll be participating in some fantastic events in the coming months:

WA Games Week: On September 23rd, I'll have a booth at the Perth Games Festival, where I'll be showcasing "The Last Werewolf."

Melbourne International Games Week: I'll be heading to Melbourne for GCAP and the first day of PAX in October. I won't have a booth, but I'll be immersing myself in everything game dev!

These events are a great opportunity to connect with the community and fellow developers. Hope to see some of you there!

Patch Update: Version 0.1.2.9

[h2]Patch Update 0.1.2.9[/h2]

[h3]Main Menu Revamp[/h3]
In an effort to align with the marketing material, I've given the main menu a fresh new look. The options have also been rearranged to reduce clutter.

[h3]Minor Bug Fixes[/h3]

Main Menu Crash: Trying to return to the main menu from the tablet caused a crashing bug. This has been fixed.

Flower Picking on Day Three: The elusive flower-picking bug has finally been replicated and fixed, so you can now pick that flower without any hassle.

[h3]Known Bugs[/h3]

UI Issues: I'm actively working on a couple of visual bugs, such as menus opening behind others. While they don't break the game, they might affect the visual appeal and require an additional step of closing one window to access the other. Rest assured, I'll have them sorted soon, hopefully by the next update!