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Dancing Bones News

Dancing Bones: Revealing New Secrets of the Wild West

[p][/p][h3]🤠 Hey there, cowboys! 🤠[/h3][p]Every day, our Wild West gets new colors, and its secrets become deeper. In the wastelands of Dancing Bones, you can already hear the footsteps of future discoveries, and it's time to tell you what the team has been up to in recent weeks.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][h3]Codex No. 6 — “When God Looks Away”[/h3][p]The sixth codex is complete. It will appear in one of the final acts, and to get to it, you'll have to piece together quite a few clues. But the reward is worth the effort: behind the ciphers hide new answers — and new questions. This is a piece of story that could turn your perception of everything that's happening upside down.[/p][p][/p][p][/p][h3]💾 Save System[/h3][p]Our team has almost finished working on one of the most important mechanics. The saves are 95% ready and are now under final polishing. We are testing stability, adjusting animations, and finalizing the visuals so that even this technical element looks like part of the world. After all, every menu should not only be convenient, but also atmospheric.[/p][p][/p][p][/p][h3]✨ Visual updates[/h3][p]The characters continue to evolve as well. This time, the updates include Tony's sister, Abigail. Her model has become more expressive, and her appearance has gained more nuance. We want even the smallest details to add depth to the characters and bring the scenes to life.[/p][p][/p][p][/p][h3]🔥 The second act[/h3][p]We have some great news here too: the second act is 90% complete. We are currently working on interfaces, sounds, and lighting optimization. All critical bugs have been fixed, and now it's just a matter of polishing 😍[/p][p][/p][p][/p][p]We feel that each week brings us closer to the moment when Dancing Bones will be able to reveal itself to you in all its glory. Thank you for staying with us and supporting the project — it gives us the strength to move forward.[/p][p]Add our game to your wishlist and get ready — there are even more secrets, magic, and unexpected encounters ahead ❤️[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Dancing Bones: how a student project turned into a game about cowboys and witche

[p][/p][p]How did it all start?[/p][p]When we first started working on Dancing Bones, we never seriously thought it would grow into a big project. It all began with a play, a story about cowboys, magic, and funny situations involving a character named Tony. It was written just for fun, kept in a drawer. But at some point, we realized there was something there. That’s how the idea for our thesis project was born. It started out as a novel, and then everything suddenly changed.[/p][p]We built the first scene, a saloon, in 3D and instantly wanted to walk around in it. Explore it, peek around corners, notice little details. That’s when the visual novel turned into a semi-open world game with new mechanics and much bigger potential. We had to rebuild everything from scratch, bring new people into the team, and learn along the way. A year and a half later, it hit us. This wasn’t just a student project anymore.[/p][p]
[/p][h3]A simple-looking style that hits unexpectedly hard[/h3][p]Dancing Bones looks bright, cute, and cartoonish. It features low-poly graphics, comic-style hatching, and each act has its own color palette. But the style isn’t just for looks. It contrasts with what’s happening in the story. The characters might smile and talk about silly things, while underneath there’s unease, detachment, and a quiet sense that something is wrong. One act uses a sandy purple palette, kind of like an old supernatural movie. It reflects how Tony feels. He wants to leave. He doesn’t feel like he belongs.[/p][p]We love contrast. Visual, emotional, narrative. It keeps the player engaged and off balance in just the right way.[/p][p]
[/p][h3]Optimization, pain, and tumbleweeds[/h3][p]Like every indie team, we hit our fair share of walls. Optimizing models in Unity was nothing like what the tutorials showed. Colors looked fine in the 3D software, completely different in the engine, and lighting often made things worse. We had to tweak everything by hand.[/p][p]Music? We started with GarageBand on an iPad. Early builds sounded like chaos. Too loud, too quiet, or both. We ended up leveling everything manually while learning how to do it properly.[/p][p]Code? The original system was never built to scale. We had to rebuild large chunks of the game. The big lesson? Even if you think you’re making a small game, plan for it to grow. Just in case it actually does.[/p][p]
[/p][h3]Our team and how we kept it together[/h3][p]Back in university, it was just the three of us. Everyone did a bit of everything. Code, textures, story. That helped us figure out what we were each drawn to. Later, friends joined. At first they were just helping out, but they quickly became core members of the team. Now we can't imagine the game without them.[/p][p]Were there conflicts? Of course. But we learned one thing quickly. If you want the project to survive, you have to take care of each other. No burnout, no tug-of-war, no drama. We built a space where someone can say “How about this” and hear “This might work better” without any hurt feelings. Even newcomers feel like part of the group. Just ask Lesha, our most recent addition.[/p][p][/p][p][/p][h3]What we added for players (and a little bit for sales)[/h3][p]We’re making Dancing Bones because we love it. But commercial features aren’t evil. We added skins, preorder bonuses, side quests, and small branching paths because players love exploring. It made the world deeper and more alive. And we still stayed true to our vision.[/p][p]Right now, around 90 percent of our ideas make it into the game. We’ve learned to pitch only what we know we can handle. In the first year it was chaos. Let’s make a minigame. Let’s add a shootout. What if we had horses like in RDR. Now we know our pace, and it feels good.[/p][p]
[/p][h3]What Dancing Bones is really about[/h3][p]This is a story about finding your way. About stepping out of four walls, both literally and metaphorically. About accepting who you are and refusing to be the version of yourself that makes others comfortable. It can be lighthearted and funny, or it can reflect something deep inside. You can enjoy the cozy settings and fun characters. But if you look closer, you’ll find something deeper too.[/p][p]We’re not trying to force drama. But underneath the humor, there’s enough to make you stop and feel. [/p][p][/p][p][/p][p][/p][p]If you’re reading this, thank you. You’re already part of this story.
Tell us in the comments what kind of behind-the-scenes stuff you’d like to see next. We’ll show you, talk about it, and maybe even remember to render it.
[/p][p]See you in the saloon,
The Dancing Bones team
🐎💀✨
[/p][p][/p][p][/p]

DEMO AVAILABLE NOW ON STEAM!



We're spicing up a cowboy routine with a holiday: in our wild-west family, there came out... What are you saying, Hare? The demo?

Hares, of course, don't talk, but ours is special. And he, actually, isn't even joking!

Damn, we've been preparing for this so long... Ready to see the world of Dancing Bones not only through the saloon doors, but also through the lens of Tony's own gaze? No, "saloon doors" is not a swear word, but the name of the entrance doors in a saloon. Learn the basics. But we forgive this first time.



We tried to add the most delicious stuff. On the holiday menu we have:

Branching system of communication and relationships


The game has many unique characters – with personalities, secrets, and personal stories. Each one can offer you quests, start a conversation "not for outsiders' ears," or involve you in their intrigues. Relationships can be developed – befriend, distance, argue, trust, or manipulate. All this influences plot development



Upgrading the main character's personality traits


Influence the main character's perception of the world through choices and actions
- Cynic – sarcastic, calculating, distrustful
- Oddball – free-thinking, a bit strange, unpredictable
These traits unlock new lines, NPC reactions, and other forks



Glyphs and Codex: ancient writing mechanic


Immerse yourself in the mysterious world of the Nanateki civilization, long gone but leaving clues everywhere
Use the diary to find magical words on objects, walls, frescoes, and artifacts
Combine found glyphs to decipher the codes


Comedic Western with soul


Grotesque and irony here go hand in hand with slow, dramatic immersion into history, ancient mysteries, and a choice on which much can depend


Remember that your report on the experience gained will be very useful to us! We'll read it together with the sheriff, have a laugh. And tweak, of course, to delight you with new features.



https://store.steampowered.com/app/3541490/Dancing_Bones/?curator_clanid=45438602

Bones turn into a skeleton: growing up, traveling, sewing clothes



Hello, inhabitants of the Wild West! 🤠

https://store.steampowered.com/app/3541490/Dancing_Bones/

The development team has been preparing some brand-new dances for you:

⭐We've diversified Tony's stats, giving him the chance to develop not only as a Cynic or Eccentric

⭐We've revamped the point-and-click map, transforming it into a resource management puzzle

⭐We revisited the beloved outfit customization: now McKenzie is a real fashionista

Mechanics: Unlocking New Skills 📈


Previously, the main character had only two permanent traits — Cynic and Eccentric — which accumulated throughout the game. But now, in each act, you can unlock special skills depending on the story. For example, in the first act, in Moonfish, you can obtain the skill "Secret Listener." This means the protagonist masterfully blends into any town gossip and skillfully uses it to achieve his goals.

These stats can only be developed within a specific act, but their effects are saved and influence future dialogues and choices. You can track your progress in the diary, on Tony’s profile page.

What do you think, based on the icons, what kind of stats could be unlocked in the upcoming acts?👀



Map Mini-Game — A New Challenge 🗺️


Before, this was a simple point-and-click mechanic: just click on the location and that was it.

Now, it's a full-fledged challenge: reach your destination while wisely managing your energy. Resource management has never been more relevant in the Wild West, so we recommend stocking up on a dated daily planner and supplies — every step costs resources.

This mini-game will appear in every act and will eventually unlock access to new, colorful cutscenes.



New Skins for McKenzie ✨


Now the little witch has a chance to show off her new looks to Tony and earn a few compliments from the witty Hare. And if the librarian gets jealous, you can even dress her in McKenzie’s classic braids. Players can mix skins by customizing attributes separately.



A Cowboy Without Feedback Isn't a Real Cowboy 🐄


We continue to plow through both familiar and uncharted territories, actively working on the demo so that together we can pet cows and write notes for characters. In the meantime, practice being clever enough to outdo the Rabbit at wit and earn everyone’s recognition 💙

Tony and Maci really want to read your messages, so spoil them with a wishlist!



https://store.steampowered.com/app/3541490/Dancing_Bones/