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Dreadwoods Gatekeeper News

Breef Development Update

[p]Hi! I wanted to share a quick update on the game development. I haven’t posted much here because many of the things I’ve been focused on weren’t very exciting to show, like task and progression structure, save game systems, refactoring, and dialogue system updates. Since this is my first 3D game, a lot of work has gone into making sure the small town can change and adapt as the player progresses through the story. [/p][p]The good news is that development is moving steadily forward, and we’re getting closer and closer to the demo![/p][p][/p][p]The 2D artist who worked with me on my previous games (Like: “Gladiator Guild Manager”), has really leveled up in 3D. He created a dozen characters and prepared the town and forest assets with style we’re going for.[/p][p][/p][p]I don’t want to spoil too much yet, since I’ll be preparing a brand-new trailer that will serve as the actual game reveal. The current trailer and screenshots were just placeholders to give you a general idea of the project and early chance to follow and wishlist. 
[/p][p]Still, here’s a little sneak peek at a few characters:[/p][p][/p][p][/p][p]If you’d like to follow development more closely, you can join our Discord to see more updates and be among the first to try the demo once it’s ready.
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Progress After 4 Months of Development - Video Showing Gameplay

Hello! It’s been 4 months since I started working on Dreadwoods Gatekeeper full time, and here’s the progress.
In this video, I show all that’s been made and talk about plans for the game as we play through the simple demo together.

[previewyoutube][/previewyoutube]
I’d love to hear your opinion. I am still working on some parts of the design, so your feedback can influence the game now while it’s still this early in development.

Note that the Steam trailer looks better than the demo at the moment because we created a separate project specifically for the trailer and for exploring the art style we liked. But then I started a new clean project for the actual game. We’ll make it look even better than the trailer eventually, but for now, the focus is on gameplay.

[h2]Development Progress[/h2]
I made very basic features that cover many of the currently planned gameplay. The game will lean heavily into the story, but I want to make sure first that the gameplay is fun on its own.

[h3]List of things that are done:[/h3]
  • Task system
  • Dialogue System and Cameras – Locked and free dialogue types (free lets you move, usually for less important things). Responses with keyboard keys or mouse.
  • Basic inventory – Items can be picked up and added to inventory. Some items can be picked up, and some can just be carried (like items from the Trader Wagon that can only be carried).
  • Trader Wagons and Inspection – They come to the gatehouse; you then need to check if their documents are legit. Then compare their trade permit with the goods they have in the wagon and charge tax for goods that are not on the list. To charge for goods, you need to physically take them out of their wagon and put them in your handcart to show what items you want to charge tax for. Once inspection is done, open the gate for them to let them in or deny them access.
  • Patrol – (Very basic version) Task to walk around town, patch up walls (just click to fix at the moment, but it will be a mini-game later).
    As you walk, you will hear bush-rattling sounds. Sometimes this can result in a false alarm, but sometimes it will be an animal. Now it can be a deer that you can ignore or a wolf that you’ll have to deal with.
  • Bow combat – (Super basic placeholder) If a wolf shows up on patrol, it will run towards you, and you’ll need to take out the bow and shoot it. When shot, it just disappears (later it’ll behave depending on the power of your bow). You have 5 arrows (later there will be upgrades), so you have to be very careful with them to last through the whole patrol.
  • Item System – Items can be carried and placed in specific places.
  • Witch Hour – In Dreadwoods, people believe in Witch Hour. They signal it with church bells, and everybody barricades their homes with a special type of blood-painted wood. So you’re ordered to do it as well. You need to pick up planks and place them on windows and doors to barricade yourself until an hour passes.
  • Wood Cutting – While waiting at the gate for people or wagons to show up, you will have different tasks to choose from on your own time. One of them is cutting wood. You’ll need to cut it in a woodcutting shack, then bring it to the gatehouse with a basket, where you’ll use it to maintain the fire. Staying inside near a warm fire will give you very useful bonuses—better stamina, stronger bow damage. Most of that isn’t implemented yet—just wood cutting, which lets you put wood on a stump, take an axe, and cut it in half.
  • Day-Night Cycle – I’ve implemented a very basic day-night time system. The idea is that your shift will start during the daytime. Most trading wagons will come then. As night comes, tensions will rise, and more suspicious people might appear. Eventually, you’ll have to do a patrol during nighttime and barricade your gatehouse if the bells for Witch Hour ring.


Most of these features will need more work. Some of them are more complete (like task, dialogue, camera), and some of them are almost placeholders (patrol, combat).



[h2]Design, Ideas, and Feedback[/h2]
I have a general idea of what the game is, but I’m still considering many design directions.
At first, I wanted the game to be very linear and story-focused. Basically, it would all be about the story with very little filler gameplay. But then I decided that this game could work pretty well as a simulation, and the gameplay can be fun on its own.
So now I’ve shifted more towards that. But I’m still deciding how it will all work.
Games like Papers, Please have interesting inspection gameplay, but I never enjoyed the time limit. I always feel like I’m too slow and not doing well (maybe that’s what the game wants you to feel, but still xD)

So at first, I didn’t want to put any real-time passing. Especially since the game is story-heavy, I want players to take it easy and enjoy all the dialogues and story without stress.
On the other hand, a simulation about a medieval gatekeeper does seem like it could use time passing of some sort—to make it feel like you’re really there doing a job and not just playing through a scripted sequence of events.

One solution is for time to pass, but when wagon inspection or any interaction/dialogue starts, the time pauses. Then, when it’s done, it moves forward in fixed amounts depending on what happened.
Then I can randomize some events, like who comes to the gate, etc., and add fixed events that must happen to move the main story forward—making it both a simulation and a story-driven experience.
Anyhow, now that I have this demo, I’ll start experimenting with these things. And I’d love to hear what you all think about this and any other aspects of the game.
You can join me on the Discord Community where we can talk about. This is also where I'll share the first demo.

[h2]Art Style[/h2]
As I said above, I started a new project, so now the game doesn’t look as good as the trailer. But the trailer project was not optimized at all and was only used to help us figure out what style we want.
Though we’re still working on the style, the artist I worked with on my previous games is joining me on this project too. But he’s a 2D artist, so for those 4 months, he’s mostly just been learning Blender (3D creation tool) and doing lots of courses.

We are figuring out some technical issues, and then we’ll be trying out different styles. In general, we’re going for this low-resolution retro style that you see in the trailer, but we still need to figure out exactly how we want our characters to look, and we’re trying to improve the overall style.

Hop on our Discord, where we’ll soon start sharing different variations of styles and you guys can help us decide what looks the best.

[h2]What is Next?[/h2]
My next goal is to make a very basic demo that I can share. Before I start tightening up all the features for the final version, I’d love to hear what you guys think about the game while I can still change and shape it.

If you already have an opinion on the current state of the game, I’d love to hear from you.

[h2]Thank you![/h2]
As I said, I’ve been working full-time on it for 4 months, but I’ve been tinkering with it on and off for 2 years before that. Mostly just figuring out the design, lots of writing and rewriting, figuring out the art style, making the trailer project, Steam page, etc.

But things are moving faster now. I am aiming to have a very early demo ready in a few months.
Thank you for taking interest in my game, and talk to you soon!

Dreadwoods Gatekeeper in Full Production: Development Plan, Dates, and Progress

Hello everyone!
Happy holidays and a wonderful New Year to you all! I’m excited to share that I’ve officially started working on Dreadwoods Gatekeeper full-time.



[h2]What Is Dreadwoods Gatekeeper?[/h2]


[h3]Story[/h3]
It’s a narrative horror game set in a medieval fantasy world. You’ll step into the role of a new gatekeeper in the eerie town of Dreadwoods. Here, the townsfolk believe many things. They barricade themselves during the “Witch Hour,” signaled by the bell tolls of the ominous Skyward Minister, believed to curse anyone who looks at it directly. The old guard has been found dead, fueling new rumors of a monster hunting the townsfolk.

[h3]Gameplay[/h3]
The game combines light simulation gameplay with a horror mystery narrative. As the gatekeeper, you’ll meet a variety of characters, manage the gate by inspecting and taxing wagons, patrol the town, and defend against threats using your bow. The protagonist is no warrior or hero—in fact, he’s more of a coward. It will be up to you whether to play it safe or push him to confront his fears, uncover the town’s bizarre secrets, and, hopefully, survive to see his job through.

[h2]My Background[/h2]
I’ve been developing games for over 10 years, from browser flash games to Steam titles like Gladiator Guild Manager and Scheming Through the Zombie Apocalypse. Now, I’m taking on a new challenge: my first 3D and first horror game.

https://store.steampowered.com/app/1043260/Gladiator_Guild_Manager/
https://store.steampowered.com/app/813540/Scheming_Through_The_Zombie_Apocalypse_The_Beginning/

While I’ve been tinkering with Dreadwoods Gatekeeper for a long time, it has only recently become my main focus after finishing Gladiator Guild Manager. I’ve spent a significant amount of time learning Unity’s 3D features, defining the style and gameplay, and writing the story through many iterations.

[h2]Visual Direction and Team Updates[/h2]
The trailer and screenshots you see come from an early visual prototype. I’ve since started a clean slate project.



The artist from my previous game has joined the project, and we’re both learning the ropes of 3D development. We are aiming at an art style similar to what you saw in the trailer but we’ll further refine it.



(Note: Buildings other than the gatehouse are low-poly placeholders.)

[h2]Development Timeline[/h2]
Plan is to have a very early demo/prototype in a few months. Then commercial demo in about 6 months and full game in a year.

I am also considering a free prologue—a standalone story set before the events of the main game.

[h2]Follow the Development[/h2]
I’ll share progress updates about once a month. I’d love for you to join our journey and share your feedback as development progresses.

Join our Mailing List to receive updates sent once a month and be the first to access demos.

Say hi and connect with us directly on Discord.


Thank you for your interest in Dreadwoods Gatekeeper. I’m thrilled about this project and can’t wait to share more with you soon!
– Darko

Dreadwoods Gatekeeper's Steam Page Is Now Live! Discuss Development Plans!

Dreadwoods Gatekeeper's Steam page is finally live!


I've been designing, writing, and doing a bit of coding on this project for the last 2 years whenever I found time between my full-time project. I've had a desire to make this sort of gritty, story-driven game for a long time now, but each idea or story script just wasn't good enough and ended up being discarded. Several months ago, I finally arrived at a story, style, and gameplay that I am very happy with, so it was time to get back to it, set up the Steam page, and make it official.

I’ll be busy for the next 3 months, so there won’t be many big updates until then. But after that, I’ll be doing monthly updates. You can follow this Steam page to see the progress or join our Discord.


As soon as the first demo is finished, I'll share it with the community here. And I'll keep sharing the progress and beta versions during development for anyone who wants to try it early on and help shape it into something we'll all love and enjoy.

Thank you so much for reading and taking an interest in the game! As I said, if you want to get notified in a few months when the progress on the game starts, make sure to follow the Steam page or join our Discord.


Cheers!

- Darko
Raw Tale Games