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1998: The Toll Keeper Story News

Hotfix V1.0.6 - 6 November 2025

[p]Hey everyone![/p][p]We're pushing out another hotfix today to address some major issues you've reported. Thank you for your patience and your bug reports; they really helped us track these down![/p][p][/p][p]Hotfix V1.0.6 - 6 November 2025[/p]
  • [p]Prevent toll income from having a negative value[/p]
  • [p]Fix a bug that causes a penalty when giving the right amount of change[/p]
  • [p]Fix a bug where some events are not triggered if the dialog is skipped[/p]
  • [p]Fix a bug that causes newer save files to fail to overwrite older save files.[/p]
  • [p]Handle render texture fallback on some devices.[/p]
  • [p]Fix some localization[/p]
  • [p]Fix a bug that sometimes causes the game to break when rejecting/reporting a driver.[/p]
[p]We're continuing to monitor all feedback and bug reports. Thank you for playing 1998: The Toll Keeper Story![/p]

DEVLOG #3 - Crafting Animation and Nostalgia

[p]Hello everyone,[/p][p]In this Devlog, Matthew (Animator) will be talking about how we developed the animation for 1998: The Toll Keeper Story, and Rizki (Visual Artist) will discuss the process of creating environments and vehicles that you interact with in the game.[/p][p][/p][p]Choppy Frames and Old Inspirations[/p][p]With the theme and setting for 1998: The Toll Keeper Story, the artists created some lovely art inspired by the quirks of the era’s visual style. So as the animator, I also had to find a way to invoke some of that 90s quality. We tried several concepts, but one that everyone liked (and was also most feasible) was the idea of restricting our framerate and making things look choppy. So, we set a rule that our animations should run at 6fps.[/p][p]One of the earliest issues we faced was creating a guide for animations so our pipeline could run smoothly - the clearer and simpler the guide the more streamlined the process. We found out immediately that it wasn’t as simple as animating with curves and graphs and just cutting out frames. With modern programs, animations are automatically smoothed - running at 60fps (or whatever framerate your game would run in). [/p][p]Smooth Curves[/p][p][/p][p]Choppy Curves[/p][p][/p][p]And by simply cutting out the animation frames actually just made the game look laggy. So we realized we had to be more intentional, so I began looking at early examples of Osamu Tezuka, a Japanese animation legend. Tezuka understood how to be efficient with frames when every frame of animation was expensive. I analyzed his works frame by frame to get the sense and timing of his work so we could adapt it into our game. Using more frame holds to create intentional pauses, but blending it with some other smoother actions like hair so it doesn’t feel too jittery.[/p][p][/p][p]Tone and Realism[/p][p]Our previous titles in the My Lovely series were very stylistic and filled with zany characters which allowed us to be very glamorous with our animations. But 1998: The Toll Keeper Story is a very gloomy and grounded game, dialogue between characters are very dramatic and reflect heavy themes. So while still making the characters and world feel lively, we didn’t want overanimation to take away too much from the words and struggles of the characters.[/p][p]An interesting note I was given by our art director, Raswan, was how a pregnant woman breathes. In the third trimester, the fetus pushes up against the mothers lungs and actually causes shorter breaths. I think visual details like this make the player sympathize with Dewi and her physical struggles and compounds this with her interpersonal struggles.[/p][p][/p][p]The Dynamic Environments of Janapa[/p][p][/p][p]To create the game's main visual environment, we used references from games of a similar genre. Initially, we considered using an isometric view showing a line of vehicles queuing at a toll booth. We eventually shifted to a side-by-side view, letting players see Dewi and the driver face-to-face, creating more room for expression, conversation, and tension.[/p][p][/p][p]For Rizki, the fun part of working on the assets was how the Dewi toll gate and some passing vehicles are affected by the world situation. As the game progressed, the visuals became increasingly tense, reflecting the worsening situation in Janapa. We built the world of Janapa using the Indonesian language, as reflected in the graffiti, posters, and banners displayed on the buildings next to the toll gate.
[/p][p]Vast Visual Variety of Vintage Vehicles[/p][p]For vehicles, we took direct references from common vehicles in Indonesia, particularly from the 90s, the game's setting. The main goal was to instill a strong element of nostalgia. We wanted every passing car, bus, or truck to feel familiar for players who grew up in that era. We incorporated various decorations and stickers, such as witty slogans or decals, that are actually playful parodies of the relevant slogans and advertisements of that era, adding a layer of authentic, localized nostalgia.[/p][p][/p][p]One of the biggest challenges was dealing with the wide range of vehicle sizes on Janapa toll roads. Every day, you see everything from tiny hatchbacks to towering container trucks and double-decker buses. We wanted to capture that variety of vehicles without overcomplicating production.[/p][p]To handle this, we categorized vehicles into Low, Medium, and High classes. This simple system determined how drivers and props were positioned on the vehicles. High vehicles received their own unique drivers and passengers, while smaller ones could share base templates — keeping production efficient without losing visual variety.[/p][p]We've kept a treasure trove of more detailed visual art concepts in our DLC Artbook. Please check it if you are interested. :)[/p][p]More than an Ad[/p][p]My favourite thing I worked on in this project was actually our trailers and promotional material. I watched old ads to see the effects of old CRT television, and used that effect to create the setting of the 90s. Then capturing the weight of the game’s story and the ‘action’ of our gameplay felt like creating little short films. It was a delight to show off our game to the public and gauge the public’s reaction to our game; from the very first teaser we rushed to make, to every video we made for our social media. Your reception to our bold idea is what fuels us as game developers to make this the best game we can.[/p][p]The Strength of 12 Women and Men[/p][p]With the interns on this project, we had an art and animation team much bigger than any of our previous projects. The management of this team and to steer it in the right direction was no easy task, but you can see the results for yourself now. So we want to thank our talented animation and art interns who helped us bring our creation to life. Developing games can be very time-consuming and without their extra hands on deck we wouldn’t have been able to finish it.[/p][p]
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DEVLOG #2 - Visualizing a Forgotten Memory

[p]Hello everyone,[/p][p]I’m Raswan Orizka, the Art Director, and I'm with Yan, the Lead Artist from GameChanger Studio. In today’s DevLog, we will highlight our visual development process for 1998: The Toll Keeper Story: discussing a fictional world that is also very close to our real-life counterpart.[/p][p][/p][p]In our previous games, we were more focused on visual elements with dark fantasy themes, where we took elements like creatures and magic from outside our reality. In this project, we've done a visual approach to take people closer to the daily lives of the real world, taking their anxieties, nostalgia, and symbolism to make it feel like an almost forgotten memory.[/p][p][/p][p]Initially, our visual idea for the story and gameplay was much simpler. We aimed for a more cartoonish, easy-to-digest art style with just a hint of eeriness that complemented a gameplay-focused experience. We drew strong inspiration from games like My Child Lebensborn, which has a uniquely simple yet dark visual style. To make the art style reflect the game's time period, we were careful with our colors and textures. We incorporated a halftone dot pattern, a sepia color overlay reminiscent of old, faded magazines, and a subtle yellow tint that resembles aged photographs and films.
[/p][p]After a bit of consideration, we felt some part of the early art style was too cartoonish for the game's themes, so we did a visual overhaul to reflect the tone and themes of the game better. We went through numerous iterations of character and cutscene art styles, reworking many assets and even redesigning some characters entirely, like making the style a bit realistic.[/p][p][/p][p]Some visual experiments we did involved making illustrations that are metaphors and satires, as a criticism of the world’s social and political condition. We turned them into a medium for the people of Janapa to express their aspirations. These visuals also help to visualize various scenarios that are happening, like conflicts between characters and the place they’re living in. We’re also using scrapbooks filled with diaries, newspaper clippings, and Polaroid photos to express valuable memories of the characters, especially the main character Dewi, who is putting her story inside her diary book.[/p][p][/p][p]We’re also highlighting the element of hatchings in all of our designs to give the impression of a rough and dishevelled vibe. This helps contrast visually the story of the struggling and anxious common people in the middle of an economic crisis and the tension between Janapan citizens and their government.
[/p][p]Some of the challenges we aimed for were to make the game as true to its time period as possible for both the characters and cutscenes, ensuring everything is authentic. We conducted research and cross-checking, paying close attention to historical details and adding nostalgic objects that would resonate with people who lived through that time period. For the cutscenes, there was an extra layer of difficulty in conveying a dark and tense atmosphere. We tried to show that each character’s emotions and gestures shine through by playing with camera angles and mainly the lighting intensity to make the event in the cutscene more dramatic.[/p][p][/p][p]Another highlight of the visual overhaul is that Dewi's hairstyle is directly inspired from the 'dead mom' anime meme, which really is our biggest foreshadowing that things are not going to end well for her.[/p][p][/p][p]Regarding relatability: At first, her design was extremely plain to make her more relatable to the everyday struggles of a pregnant woman without the means to support her baby, always tired and too busy to care for herself. We made her look somewhat disheveled. Eventually, we changed this to make her more polished and conventionally pretty when she’s pregnant.[/p][p][/p][p]And that’s how we visualized the final art style for 1998: The Toll Keeper Story. There are some parts of the process we really enjoyed when we developed the visuals.[/p][p][/p][p]Yan’s favourite part was getting the idea of the game from our Game Director, Riris Marpaung, and translating that into visuals on paper for the first few concept arts of the game. It was an interesting and new experience to explore various art styles and concepts from the ground up. Other than that, she really enjoyed drawing some promotional arts and being free to explore characters like Heru and Sinta through illustration![/p][p][/p][p]As for Raswan, He really did enjoy making concepts for some parts of the end-of-day cutscenes and the final ending cutscene, where the heavy emotional feelings of the story need to be conveyed visually. For example, sketching the expression & gesture of Heru and Dewi having a debate with the background of cracked glass to convey the beginning of a shattering family because of differing priorities between a husband and a wife, and also the fragile struggle to build a family.[/p][p]
That wraps up our journey into visualizing the world of 1998: The Toll Keeper Story. We poured a lot of thought and heart into every line, texture, and shadow to bring this "forgotten memory" to life. Thank you so much for reading this devlog.[/p]

Hotfix V1.0.5 - 30 October 2025

[p]Hey everyone![/p][p]We're pushing out a small but crucial hotfix today to address some major issues you've reported. Thank you for your patience and your bug reports, they helped us track these down![/p][p]Hotfix V1.0.5 - 30 October 2025[/p]
  • [p]Fix a bug that cause the game failed to write save data.[/p]
  • [p]Fix a bug that cause the game broken after doing reporting.[/p]
  • [p]Fix some localization issue.[/p]
  • [p]Adjust writing on executive order list.[/p]
  • [p]Removed the Red Cross symbol from ambulances to adhere to the Geneva Convention guidelines.[/p]
[p]We're continuing to monitor all feedback and bug report. Thank you for playing 1998: The Toll Keeper Story![/p]

DEVLOG #1 - Adapting Tragedy

[p]Hello everyone,[/p][p]
Pladidus Santoso here — Writer and Co-Narrative Designer for 1998: The Toll Keeper Story.[/p][p][/p][p]This time, I’d like to talk about how GameChanger Studio adapted one of Indonesia’s darkest chapters in history and turned it into the foundation of a fictional story that still remains grounded in reality.[/p][p]This situation is, of course, vastly different from the development of the previous three My Lovely series entries, all of which were rooted in fantasy. For fantasy stories like those, the narrative is entirely under the control of the creative writers, with little need for heavy consideration. They can channel their creative energy as intensely as possible to build a story they find compelling.[/p][p]However, things are different with 1998: The Toll Keeper Story. While the story we built is still fictional, what happened in Janapa during that year was clearly inspired by our own understanding and experiences of what happened in our home country — Indonesia. Alongside the sociopolitical changes fought for by students at the time came tragic events involving serious issues such as sexual violence, ethnic-based violence, looting, and murder.[/p][p]This vastly different context required GameChanger to think carefully and consider many things before crafting the story of Dewi, Heru, and Sinta — characters who live through this period of chaos.[/p][p]
[/p][p]Striving to Be Sensitive[/p][p]From the beginning, both Riris (Game Director/Narrative Designer) and I shared one key principle: to approach this theme with deep sensitivity.[/p][p]Sensitivity is built upon understanding — understanding that countless people were directly affected as victims of this tragedy, losing not only property and lives but also fragments of their humanity. Understanding that the pain, grief, and loss they endured until nowadays, cannot be trivialized or portrayed without deep consideration and empathy — especially in an interactive digital medium like a video game.[/p][p]It became a unique challenge for GameChanger Studio to navigate this harsh reality as elegantly and carefully as possible. On one hand, this suffering needed to be depicted and told — as a dark part of history — as truthfully as we could manage, because it deserves to be acknowledged. On the other hand, it had to be executed gracefully to ensure it would not come across as being trivialized when presented in a game. What you’ll see in the final version of 1998: The Toll Keeper Story is the best possible interpretation we could deliver in adapting this tragedy.[/p][p][/p][p]Through the vast number of written and video materials we used as references — to inject a sense of historical accuracy about the moments leading up to the fall of the authoritarian regime — GameChanger also stood by another important understanding: we do not possess certain knowledge about what happened “behind the scenes” (means political negotiation) during the student movements and the shift of power. Therefore, it was rational for us to avoid “touching” areas we couldn’t verify. Otherwise, the story could easily slip into conspiracy territory — something that would be counterproductive to the narrative we wanted to tell. Thanks to this creative decision, most of what you see and read about Dewi’s story is rooted in what happened on the surface — in things we could confirm and understand.[/p][p]Ultimately, we constantly reminded ourselves that 1998: The Toll Keeper Story is, at its core, a work of fiction — with Indonesia’s dark history serving merely as inspiration. There were multiple discussions about how accurately we wanted to represent historical events, but we ultimately chose the creative freedom to shape our own timeline and events — ones that would best serve Dewi’s story and the “world” behind it.
[/p][p]International Relevance[/p][p]Indonesia may be the fourth most populous country in the world, but not everyone around the globe knows or understands what Indonesia is. It’s even undeniable that our top tourist destination — Bali — is more widely recognized than Indonesia itself.[/p][p]Because of that, offering a story centered on the 1998 monetary crisis and the struggles of ordinary people might not immediately appeal to international gamers. The game could lose its emotional relevance for players outside Indonesia.[/p][p][/p][p]GameChanger was fully aware of this. Honestly, there wasn’t much we could do to completely address it, because our main priority was to tell the story of Dewi, Heru, and Sinta the way we wanted to. However, that doesn’t mean we didn’t make small efforts to help 1998: The Toll Keeper Story feel more “international.” One small adjustment we made? Instead of focusing on rice — the staple food of Indonesians — our discussions about rising food prices centered on eggs, a more universally relatable item.[/p][p]We were also motivated by an undeniable fact that lies beyond our control: that in 2025, stories of young people fighting — even risking their lives — to build a cleaner, fairer government remain timeless. These stories keep resurfacing whenever dissatisfaction, corruption, madness for power, and loss of empathy emerge. In this sense, there could be no better timing for 1998: The Toll Keeper Story to tell the story it wants to tell.[/p][p]
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