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Neverway News

We're BACK at Triple-i!

We'll be BACK at The Triple-i Initiative this April 9!



You can take a peek at their announcement trailer right here:

[previewyoutube][/previewyoutube]
Watch it live at 9am PT on April 9 on Youtube, Twitch or Steam. The show is 45 minutes of game trailers without any hosts, ads or sponsors - just a bunch of cool games dropping brand new STUFF!

And that's all we can say for now! We can't wait to show you what we've been working on. (spoilers: we're very nervous)

Over 300,000 of you!

We want to sincerely THANK YOU for over 300k wishlists on Neverway! This game is filled with things we've always loved in other games (and honestly in movies, manga, pretty much any media) and working on it has been a really fun journey for everyone on the team.

Pedro did another super cool drawing of Fiona with ??? to thank everyone!

Game development is, indeed, very hard, but seeing the results (both in the game and with everyone's support) makes us forget about all the hard parts.

Anyway, we really can't wait to show more of the game!!! We really appreciate all your trust in our small team.

See you soon!
🩸 Coldblood Inc. team

What’s optional in Neverway?

Hello! Hope you all had a great time during my favorite time of the year, the spooky season šŸŽƒ

Since our last update, everyone on the team is still deep in our dev cave. So, what is that like? Internally, we usually break down the game into ā€œchaptersā€, so it goes like this:

Plan the next chapter → Implement mechanics, cutscenes, maps → Test with people → Go back and adjust feedback to previous chapters



This process can take one to two months. Testing is definitely the most important part here. We’re interested in learning what the person is feeling, what they want to do and whether that aligns with what the game wants them to do. Turns out this is very tricky, especially since people can have completely different priorities!! The important part is whether the game can adapt well enough to accommodate what they’re feeling at the time.

We obviously have a lot of mechanics in Neverway, such as combat, farming, making friends... While they’re all necessary to progress the story, we try not to focus too much in one mechanic more than another. Instead, we want to make sure that players can choose to focus on their favorite aspect of the game.


Let’s say you prefer more the combat than the farming. While you still need to farm a little, you can focus more on the combat, which will make the farming easier thanks to all the loot you get. If you enjoy more farming instead, that's also totally okay, as farming will make the combat easier with all the crops and recipes you craft.

Not only that, but we try to reflect this in Fiona. For example, she’ll be grumpier if she’s reminded that she needs to farm when you haven’t really been putting the time into that. Or, as you meet people throughout the game, and you start becoming more avoidant toward your friends, we want that to be reflected in Fiona as well… I’d say that this is probably the most central theme of the game, but I really don’t want to spoil more!



Now, whether you romance them or not is optional. This depends on how you talk to them, how often you see them, and how you choose to progress through the story. Yes, that's even for characters who are very obviously evil.

We don’t have any further announcements for now, but we really appreciate everyone’s support and patience! We’ll keep focusing on making the best game we can, and we promise to let you know more when the time is right.

Until next time!
🩸 Isa and Coldblood Inc. team

Eerie Stardew Valley style RPG Neverway is the coolest take on the genre yet

The life sim has, perhaps, become one of the most saturated genres out there. Everyone wants a slice of Stardew Valley's success, with games like Disney Dreamlight Valley injecting some Magic Kingdom sparkle, while Witchbrook puts a fantastical, playful horror spin on the genre. Yet, despite my attempts to stick with them in the same way I did Animal Crossing, I've never really found myself becoming #obsessed with any of Stardew's spiritual successors. Then Neverway appeared, and it's exactly what I've been waiting for.


Read the rest of the story...


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How to mark your calendar

Hello and welcome to yet another update!

Our team is back and deep into production >:) Our focus, as usual, has been on balancing the narrative with the gameplay mechanics, and making sure they both progress well together.

This entails working on our calendar system. As of today, a year in Neverway is divided into Spring, Summer, Fall and Winter, each with 21 days.

Here’s our very much still work in progress calendar, so you can have a better idea on how that looks like…



Many things can happen in a day, such as the deadline to pay your mortgage, someone’s birthday, or a game night that happens on the last day of the week.

The idea is that each event is unlocked as you find out about it. For example, you only learn that there’s a breakfast at Mugs after going there that day, or if someone tells you about it.



Pedro also worked on the cutest icons for the characters, which will appear in both the map and calendar UI.



Which brings up the question… what makes a good calendar in games for you? You can reply either here on Steam or by joining our Discord!

We have a lot of fun reading your answers, and Heidy does an awesome job at replying to most of them. We really appreciate your support

That’s all for today!
🩸 Isa and Coldblood Inc. team