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The Coffin of Andy and Leyley News

Minor Patch v3.0.3

NOTE: If you saved the game right before a hard/softlock state will occur, this also can save the broken conditions and state of it. This save is forever corrupt. Fallback to any auto, or older saves that you may have.
  • Fixed a fading issue with the kitchen cutscene.
  • Fixed asset loading issues with translation projects.
  • Fixed a bug where chain can appear in the Vision Room.
  • Addressed some typos and mismatched item descriptions.
  • Improved the visuals of certain items to clarify their state better.
  • Disabled a hint that persisted after its action was already completed.
  • Softlock: Fixed an issue in the backstage of the theater scene.
  • Softlock: Fixed situations where boulder puzzle can trap players.


More fixes to come.

Please use the Bug Reports and Technical Support board to report bugs, typos, and other game issues.

https://steamcommunity.com/sharedfiles/filedetails/?id=3463287642

Minor Patch v3.0.2

NOTE: If you saved the game right before a hard/softlock state will occur, this also can save the broken conditions and state of it. This save is forever corrupt. Fallback to any auto, or older saves that you may have.
  • Fixed typos and formatting tags.
  • Fixed an issue where one route was unintentionally including parts of another.
  • Softlock: Fixed issue where picking flowers out of order would break a puzzle.
  • Softlock: Disabled backtracking at the scene where someone locks themselves in a car.


More fixes to come.

Please use the Bug Reports and Technical Support board to report bugs, typos, and other game issues.

https://steamcommunity.com/sharedfiles/filedetails/?id=3463287642

Minor Patch v3.0.1

NOTE: If you saved the game right before a hard/softlock state will occur, this also can save the broken conditions and state of it. This save is forever corrupt. Fallback to any auto, or older saves that you may have.
  • Typos and fixed text tag issues.
  • Fixed an issue with mismatching data versions for Translation Tool builds.
  • Softlock: Fixed rotating moon puzzle.
  • Softlock: Fixed issue where moving star pedestals against the edges broke the puzzle.
  • Hardlock: Fixed issue where talking to Mrs. Kent from the left caused an animation to get stuck.
  • Updated Episode 3: Burial notice about the new Decay route and how to access it.


More fixes to come.

Please use the Bug Reports and Technical Support board to report bugs, typos, and other game issues.

https://steamcommunity.com/sharedfiles/filedetails/?id=3463287642

Cry About It! Update

[h3]General[/h3]
  • Maximum saves increased to 50 slots.
  • Cutscene coloration now matches the tint of the game scene.
  • Fixed various typos, grammatical errors, and confusing wording.
[h3]Episode 1[/h3]
  • Gave dead-end a title and cutscene art.
  • Andrew is no longer hyperbolic about the news.
  • Added more optional dialogue when inspecting the apartment.
[h3]Episode 2[/h3]
  • Added additional prompts to save progress.
  • Added NPCs with minor dialogue to the town area.
  • Added more hints when wandering around the new house.
  • Added full character art for the shopkeeper and cultists.
  • Added more cutscene art to emphasize a key line of dialogue.
  • Improved Tar Soul-To-be design (No longer just a color swap).
  • The paintings puzzle tutorial now requires both items to proceed.
  • More emphasis added to the symbolism for the final paintings puzzle.
  • Changed some text for key choices to imply how the characters will respond.
[h3]Episode 3[/h3]
  • Released Episode 3: Decay (part 1/2).

[h3]Translation Tool[/h3]

The newest version of the translation tool has been included in this patch, as it has features to update existing translation files. See the Translation Tool thread for more information.

[h3]Possible Save Game Issues[/h3]

The current save game files may or may not work, as they might contain things removed from the game, or lack things recently added. Generally files closest to the start or end of an episode will be the least likely to be corrupt.

Minor issues can sometimes be solved by moving in and out of the room the game was saved in.

While efforts have been made to preserve save games as best as possible, some breakage scenarios are unavoidable when making major content changes. Your ongoing patience regarding these Early Access issues is greatly appreciated.

Please use the Bug Reports and Technical Support board to report bugs, typos, and other game issues.

Second Chances



Author Comments


[h3]Re-vote[/h3]

There was significant interest in re-voting for releasing Episode 3: Decay (part 1/2) alone.

It seems like many asking for a re-vote felt they didn't have enough information previously. This time I've done my best to really hammer home everything relevant.


[h3]Information Recap[/h3]

Episode 3: Decay (part 1/2) is complete. It ends on a cliffhanger for Episode 4: Decay (part 2/2) which is not complete.

Episode 3: Decay (part 1/2)'s quality will neither improve nor decrease regardless of it being released alone or with Episode 4: Decay (part 2/2).

It cannot be rushed as it is already complete.
It won't become better as it is already complete.

E3: Decay (part 1/2):
  • Is complete.
  • Is roughly 6 hours long.
  • Has 1 ending.
  • Has 1 cliffhanger (Before episode 4).
  • Has 4 dead-ends / fail states.
E4: Decay (part 2/2):
  • Is fully written.
  • Is in development.
  • Will be in development for a very long time.
E3: Burial:
  • Is fully written.
  • Development has NOT started.
  • Does NOT connect to, nor share any content with Decay.

Here is an image of what the Decay branch looks like as of right now.



[h3]The Cliffhanger[/h3]

Neither Episode 1 nor 2 ended on a cliffhanger.

While the overarching narrative remains unfinished, both episodes successfully concluded the part of the story they set out to tell.

This is not the case with Episode 3: Decay (part 1/2) which cuts off abruptly.

It is possible to play the game from start to finish if you go for a specific ending. Otherwise the story builds up and cuts off without a satisfying conclusion. All the pay off is in episode 4, which is still in development.


[h3]Development Time[/h3]

I can't give an accurate estimate for how long Episode 4: Decay (part 2/2) is going to take. Adapting the story to game form isn't easily measured, and I'd rather not set myself up to fail by randomly guessing at it.

Information that takes a couple lines of exposition to convey in writing, might take 2 minutes in-game, or it might take 20 minutes. This depends entirely on whether the game info dumps at you, or lets you roam around experiencing things for yourself. Latter means more gameplay, backgrounds, CGs, items, events, available actions, etc... basically more everything, and much more work.

All I know is that it's going to be a while. It could easily be another year.


[h3]"Author's Wishes" and Addressing Common Concerns[/h3]

It has come to light that some players had voted based on what they mistakenly believed I wanted.

The only thing I wanted was to know if people would take issue with a cliffhanger.

I had some hesitation about releasing the episode knowing how much people hate cliffhangers. Other than that, I do not have any strong feelings about it one way or the other, as it doesn't affect me. I'm not the one playing it. You are.

The vote was, and still is, only about whether you can handle what might likely be an unsatisfying cliffhanger until episode 4 releases and finishes the story.

I've made a point to be less hyperbolic this time around, as it seems to confuse rather than amuse.


Voting


Do you want Episode 3: Decay (part 1/2) to be released, or do you want to wait until Episode 4: Decay (part 2/2) is also completed?

Vote by leaving a comment, or by badging this months discussion topic.


Gotta Have it!

I don't mind a cliffhanger. Releasing part 1 alone is fine.

Poetry

I resent cliffhangers to the point I'd rather wait another year or so for both episodes to be released together.


[h4]Speak now, or forever hold your peace. You have one (1) month.[/h4]


[h3]Relevant Links[/h3]