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8-Bit Adventures 1: The Forgotten Journey Remastered Edition News

August 2022 Update - Filling Everyone In!

Hi everyone! Sorry I’ve been so quiet this year, but thank you very much to everyone who’s checked in with me or offered their support =) I’ve spoken to a lot of you individually on Steam, Twitter, Discord, and so on, but I’ve refrained from doing a major update post because I’ve been waiting until I could announce a release date and start promoting the game’s launch.

[h3]However, that hasn’t happened, and you all deserve an explanation as to why. So that’s what this update is for![/h3]



First of all, the good news for anyone who hasn’t heard – 8-Bit Adventures 2 is complete. Every cutscene, every battle, every environment, all 100% finished, polished, and tested. I’ve played through the full game from beginning to end multiple times, and it will take players around 30-40 hours to complete – give or take, due to a wealth of optional content (including a Developer Room with behind-the-scenes info and early assets!).

I’d also like to thank Benedikt Geierhofer (@RealLeogrim on Twitter) for his help testing the game in recent months! Please check out his upcoming pixel-art RPG “For a Vast Future”, just announced to be releasing in November:

https://store.steampowered.com/app/1544000/For_a_Vast_Future/

So if 8-Bit Adventures 2 is finished, why is it not out yet? Well, that’s because we’re waiting for the console ports to be ready. Ratalaika Games have been working really hard on the porting process, despite dealing with a lot of challenges over the past year. But unfortunately, 8-Bit Adventures 2 has taken a lot longer than I expected to be ported – partly due to the size of the project and the very large number of plugins used in the game (all of which need to be manually converted). Ratalaika have been making consistent progress and doing their best to get the game ready, but it's one of those jobs that just seems to take as long as it takes.



Porting is something that I have no control over (it's totally out of my hands), and so I’ve spent the last several months waiting along with all of you. However, I’ve been using this time as effectively as possible. Not only for testing, but also to make numerous improvements to 8-Bit Adventures 2; combing over every line of dialogue, smoothing any difficulty spikes, testing out more battle configurations and crazy combinations, etc. I’ve now reached the end of that process, but I believe having that extra time to take a deep breath and look over the game as a completed project has resulted in a greatly improved product – in a lot of small ways that really add up.

Beyond that, I’ve also been starting working on the game’s Free DLC, which has consequently become more substantial than originally planned thanks to this extra time, as well as working on more promotional content (such as mini-trailers highlighting specific sections of the game, and updating the Steam page), and also future top secret plans for releases beyond 8-Bit Adventures 2. While that last one’s a bit premature and relies on 8BA2 selling well, I’m trying to plan ahead so that I can release a game every 2 years, rather than once every 7 years =P



I know that information is cold-comfort for everyone out there eagerly anticipating the release, but you all deserve an explanation and that’s the honest situation. I’ll be providing updates as I’m given news myself, and once we've passed certification I'll be shouting a release date from the rooftops!

But on the very bright side, 8-Bit Adventures 2 is finally done and, in my opinion, it’s turned out to be a great game and something really special. Obviously I’m the most biased person in the world when it comes to this project, but I’ve also been taking a hyper-critical eye to the game for the past seven years, so I think I can at least say that anyone who loves JRPGs like I do will have a lot of fun. I’m really, really proud of 8-Bit Adventures 2 – and so grateful to everyone on our team who made it possible!

There’s not much I can do to tide you over while we all wait, and I know a lot of people don't want any spoilers beyond what I've shown so far. BUT for anyone who’s interested, here’s a sneak-peek at the “Adventures in Anbu” mini-trailer – focusing on a small section of the game where you battle a legendary Samurai and his undead army in a distant land inspired by medieval Japan. The video’s unlisted, so it’s just a bonus for anyone who read this =)



Anyway, I just wanted to make sure that everyone knew what was going on, and where we're at. Essentially, I'm waiting like everyone else now. But I'm also trying to plan and think ahead so that - if 8-Bit Adventures 2 does well - I'll be able to provide you guys with a steady stream of fun content in future. But for now, thank you very much for all of your support; it really means the world to me!
~Josh

For more information and updates, please:

8-Bit Adventures 2 at Steam Next Fest Feb 2022!

I'm thrilled to announce that 8-Bit Adventures 2 is participating in Steam's latest Next Fest event - and to celebrate this, the 8-Bit Adventures 2 Demo has received a big update! What does it do? Let's dive in!

For anyone who's already played the previous demo, this latest version features all of the same content. You can once again choose between playing through the game's Prologue, battling your way through an exciting Dungeon, and exploring a Town with a hidden boss battle.



However, this latest update includes a TON of changes, fixes, and improvements. Simply put, this update makes the demo run and play like the final, release-level product! But how about some specifics?

[h2]What's New in the Demo?[/h2]
  • A massive performance boost, bringing the game up to near rock-solid 60fps performance (this boost accounts for most of the increase in file size, in case anyone was curious!)

  • Dozens and dozens (and dozens) of bug fixes which make battles run smoother and ensure everything works as intended. And the game's balance has been improved too!
  • Enhanced UI elements, such as indicating to the player what percentage their HP/MP is currently at through the use of colour, displaying a character's Max HP/MP when you go to use a restorative item in battle, as well as the addition of an icon which indicates which enemies have rare steal-able items which you don't currently possess!

  • Improved support for high refresh-rate monitors.
  • A Quick Menu button which allows the player to bring up a specific menu with just one press. The exact menu that's brought up can be customised in the Options menu.
  • The Tutorial sub-menu, which details the game's mechanics, offering an easy refresher if the player ever forgets something. More tutorials are unlocked as you progress through the game.
  • A new Sprint Mode option that allows the player to choose between Holding a button down to sprint, or Toggling running/walking speed with the press of a button. I'm a Hold mode kind of guy myself, but options are all about figuring out what works best for you!
  • A Battle Status menu that can be brought up during combat to display a complete summary of the player's party (detailing Equipment, Augments, Statuses, etc.), designed to be a handy reference.

  • Improved Ability/Item descriptions (and animations in a handful of cases) which clarify details which may have been more obtuse or poorly handled in past releases.
  • Scrolling text in battle! The text displayed at the top of the screen during battle now scrolls as player/enemy actions play out, providing more relevant details. For example, say that there's an attack which deals damage and poisons an enemy. Some flavour text will appear about the attack, followed by a description of the damage dealt. But then the text will scroll down to also state that the enemy was poisoned. This is much more elegant than before.
  • The Equipment and Augment menus now display character portraits, making the currently selected character easier to discern at a glance. Additionally, Shop menus now also feature character graphics for the same reason.
  • The game will now pop up "Immune" text if an enemy (or ally) is unable to be inflicted by a particular Status Ailment.
  • If you get a Game Over, you can now choose to Open the Menu before retrying a battle, allowing you to change up your Equipment/Augments, or heal a character with low HP/MP. This way, you don't have to reload & re-watch any cutscenes if you want to change up your approach to combat.


Honestly, I could go on forever - like how the Warrior's Strong Attack now has an increased Critical Hit chance, the Exit Game menu now allows you to load a save file without returning to the main menu, the healing sub-menu now takes up less space and leaves the currently selected column of the Item menu visible, if an enemy has two damaging Status Ailments affecting them at once the damage numbers will no longer overlap, etc. Truth be told, I doubt I could even remember *everything* that's been fixed or changed haha.

So while on the surface this will seem like a very familiar demo to long-time fans, the goal was to raise the overall polish and quality-of-life features to the standard of the full, release-level game.

[h2]Development Progress Update![/h2]
On that note, while I can't give as much of an update as I wanted to (and I know you all want), I *can* talk about where the game is at!

I probably have a little under a month of work left on the game myself (although I naturally won't stop testing until release). 8-Bit Adventures 2 is playable from beginning to end - with every battle fully functional and all the gameplay content tested and polished. I've just got to finish up on some cutscene work for the end-game side quests and epilogue, as well as put together the hidden Developer Room (that's been left 'till last as it's extraneous to the core experience).



In case you missed it, while I originally thought that 8-Bit Adventures 2 would be a 20 hour game during development, it's turned out to be a jam-packed 30+ hour adventure (including side quests). And none of that time is spent on filler or grinding; I've tried to make the game wall-to-wall content, so it's been a really big project.

So despite how quiet I've been recently, things have been going really well! I'm at the point where a lot of things are beyond my direct control, so please bear with me; because I'll be delivering every bit of news to you the moment I'm allowed to deliver it!

[h2]Some BIG Thank Yous[/h2]
First of all, I'd like to give a MASSIVE thank you to Sufyan Noor, our wonderful programmer who's implemented all of the above ideas with me. He's done an AMAZING job, and I'm really grateful for all the work he's put in. No matter how hard the challenge I pose to him, he always finds a way to pull it off!

Secondly, a TON of gratitude to Peter Ruibal, otherwise known as fmoo on the Something Classic Discord server. He helped me with a last-minute Steam issue that threatened to derail this demo, completely out of the kindness of his heart. So thank you very much Pete! He's working on an upcoming JRPG called Quartet, which I *highly* recommend you check out because the team behind it are some of the nicest, smartest, most talented developers I've ever met!

https://store.steampowered.com/app/1307960/Quartet/

Finally, I wanted to thank everyone who's played the demo in previous years. And especially those who gave feedback! There are several items on the list above which I added to the game *specifically* because of player feedback. Even if something doesn't end up being implemented, I do take everything on-board, so thank you all for taking the time to share your thoughts with me! We're at such a late stage now that not much else will be able to change, but I'll definitely be updating the game post-launch so please do feel free to offer feedback if anything stands out to you =D

[h2]Wrapping Up[/h2]
If you've played the demo before, this update might not seem like a big deal - for which I apologise. I didn't want to spoil any more of the game than I've already put out there. And I also know a lot of people haven't played the demo before, so I didn't want to take development time away from the main game to build a whole new demo (which would've probably taken 3 weeks to a month).

However, everything that's been added in this new update demonstrates a giant step forward for 8-Bit Adventures 2. We're at the point now where the game plays like a final, release-level product - even better than I originally envisioned - and that's incredibly exciting to me!



And don't forget to check out all the other amazing demos included in Steam Next Fest! If you're interested in 8-Bit Adventures 2, I'd say games like For a Vast Future, Jack Move, and Absinthia might be right up your alley =)

Anyway, my journey nears its end, and yours is soon to begin - so please keep your eyes peeled for news. I'll probably give everyone an update on porting progress next time I post (just to keep you all in the loop), and then the one after that will be the release date announcement - followed by the actual release! =D
~Josh

P.S. I'd sincerely appreciate it if you could add 8-Bit Adventures 2 to your wishlist, as this genuinely helps us out (particularly during Steam Next Fest and at launch)! Our most adorable enemy - a puffball named Eek - *really* wants you to do it =P



For more information and updates, please:

RPG Maker Festival Celebration + Discounts!

Hi everyone! I hope you're all doing well, and that your 2022 has gotten off to a great start.

This is just a quick update to let you know that 8-Bit Adventures 1, 8-Bit Adventures 2, and Tales Across Time are participating in this week's RPG Maker Festival - a celebration of all things RPG Maker!

As you might expect, 8-Bit Adventures 2 is highlighted on the Coming Soon page (more info on that game's new demo update coming soon), but 8-Bit Adventures 1 and Tales Across Time are available now with special discounts!

[h2]Festival Discounts[/h2]
From 10AM on February 14th (today) through to 10AM on February 21st (Pacific Time), you can get 8-Bit Adventures 1 at 60% off! That means you can own it for just $4 USD! You can also get the fantastic Remastered Soundtrack 30% off ($3.50 USD), or the Game + Soundtrack bundle 45% off (that’s only $6.60 USD)!

https://store.steampowered.com/app/370300/8Bit_Adventures_The_Forgotten_Journey_Remastered_Edition/
Additionally, my most recent game Tales Across Time is also participating in the sale, making an already cheap game even cheaper! You can now get it 20% off - that's just $2.39 USD!

https://store.steampowered.com/app/461710/Tales_Across_Time/
As I've said before, these discounts won't get any lower in the future, so now's the time to buy if you're interested in checking these games out and supporting the final phase of development on 8-Bit Adventures 2!

[h2]RPG Maker Memories[/h2]
I was really grateful to be invited to participate in the RPG Maker Festival event. RPG Maker is a big part of the reason I became a game developer; as a kid, it gave me the ability to experiment, create, and learn the basics of development, which I spent countless hours delving into.

Some childhood project highlights being a Kingdom Hearts 1 sequel (which nonetheless focused on Cloud and Sephiroth XD), a Final Fantasy VII Advent Children fan game, a very unfinished Pokemon Gold/Silver remake called Johto Legends, some high school projects (I genuinely managed to submit a video game for a P.E. assignment, which might be one of my proudest accomplishments!), and an "original" work called Paladins vs. Dragoons about star-crossed lovers (taking heavy inspiration from Final Fantasy's jobs haha).

As an adult, RPG Maker has given me a way to tell stories and create the kinds of games I love, despite my very limited programming abilities. It's because of this that I think it exceeds any limitations that it does have. So thank you RPG Maker - and here's to many more years of empowering creators! =D

Stay tuned for more news next week!
~Josh

8-Bit Adventures 2 is Coming to Consoles + Discounts and More!

[h2]Console Announcement Sale![/h2]

As a special promotion, from 10AM on October 13th (today) through to 10AM on October 20th (Pacific Time), you can get 8-Bit Adventures 1 at 60% off! That means you can own it for just $4 USD! You can also get the fantastic Remastered Soundtrack 30% off ($3.50 USD), or the Game + Soundtrack bundle 45% off (that’s only $6.60 USD)!

https://store.steampowered.com/app/370300/8Bit_Adventures_The_Forgotten_Journey_Remastered_Edition/
Additionally, my most recent game Tales Across Time is also participating in the sale, making an already cheap game even cheaper! You can now get it 20% off - that's just $2.39 USD!

https://store.steampowered.com/app/461710/Tales_Across_Time/
As I've said before, these discounts won't get any lower in the future, so now's the time to buy if you're interested in checking these games out and supporting the final phase of development on 8-Bit Adventures 2!

[h2]8-Bit Adventures 2 Console Announcements[/h2]

I’ve been pretty vague on the topic of consoles for 8-Bit Adventures 2 for a while now, but no more!

[previewyoutube][/previewyoutube]
I’m ecstatic to reveal that 8-Bit Adventures 2 will be available on Nintendo Switch, PlayStation®5 (PS5™), PlayStation®4 (PS4™), Xbox Series X|S, and Xbox One consoles – simultaneously alongside the Steam and GOG releases for PC!

After our game was showcased at gamescom last year, we received a tremendous number of requests to bring 8-Bit Adventures 2 to consoles. While it’s added a *lot* of extra work to a project that’s already been in development for over 5 years, my goal is to make sure that *everyone* can enjoy this classic JRPG adventure – no matter where you prefer to play. So I sincerely hope that fans on every platform are going to be really happy about this news!

Look at all those logos! ;)

The console versions are being ported by the incredibly talented porting company (and publisher) Ratalaika Games. To put it simply, RPG Maker MV games like 8-Bit Adventures 2 are tremendously difficult to bring to consoles, and without Ratalaika Games a simultaneous release would not have been possible. The technical wizards there have developed their own tools to achieve this, and it even allows me to keep a hand on the wheel – fixing bugs, testing the console versions, and developing any future content updates.

It was fan support that has ultimately allowed us to take this project further than I ever imagined. I’m genuinely thrilled to be bringing 8-Bit Adventures 2 to every major console platform, and I hope the Nintendo, PlayStation®, and Xbox communities will enjoy discovering the grand, character-driven story, dynamic turn-based battles, and ‘familiar yet fresh’ experience that awaits them in this epic new adventure.



For PC players, I realise that all of this console talk probably hasn’t been the most exciting news. Console work has taken up a *ton* of my time this year (along with something ambitious that I took a chance on because I felt it would help the game, but sadly didn’t pan out. I am currently unable to elaborate on this), and it has taken that time away from development on the game. And for that, I apologise – PC players are the ones who have been waiting the longest, and I fully recognise that! But just to be clear, there’s not a finished PC build that I’m holding back from release until the console versions are done or anything crazy like that. There’s just one core build that I’m trying to complete, and each release spirals out from that.

I’m not actually allowed to announce a release date until certain obligations have been fulfilled (and I’ve learnt a lot about best release practices and timings), so there’ll probably only be a month’s notice before the game is released. What I *can* tell you, though, is that we currently have 21 hours worth of completely finished and finalised 8-Bit Adventures 2 – along with a ton of quality-of-life changes and under-the-hood improvements since the last demo was released. I’ve also got some more big announcements to make in the not-too-distant future (one of which in particular I think will make people very happy), so please stay tuned!



On a personal note, I will admit that this year’s been…exhausting haha. There’s been so much to keep track of – both in terms of development, and everything else surrounding the game – that it’s felt tremendously overwhelming. Probably a little too much for one person in retrospect XD At the end of the day, I’m a creative who likes to tell stories and design fun game mechanics, so the business, marketing, and management aspects of development over the last year and a half have required a lot of learning. Going back into lockdown for the past several months definitely hasn’t helped matters either haha!

It’s been an incredibly tough couple of years for everyone, though, and I’ve really had it easy - so I’m saying this to explain where I’m currently at, rather than to complain. After all, while it may be more work for me, it’s good news for the game! I’m lucky that every time I work on and play 8-Bit Adventures 2, I still feel genuinely excited and enjoy the experience very much – despite how tedious game development can sometimes get. Crafting the best possible experience for all of you is what keeps me plugging away, and I’m so, so happy with how the game has turned out. And now that we’re coming to consoles, it really feels like we’re not leaving anything on the table. By the time 8-Bit Adventures 2 releases, I’ll have done literally everything I possibly can to make the game a success – and that’s a good feeling =D



I’ve also been thinking a lot about what comes next. Put simply, I have no intention of doing a 5-6 year project again (I wouldn’t recommend it to anyone haha XD), and so I’ve been toying with two ideas that would provide content-rich experiences and keep me doing what I do best (making RPGs), but would also allow me to release two full games within a 2 and a half year window. I’m also planning at least one free content update for 8-Bit Adventures 2 after it’s released, which I will hopefully be able to begin development of at some point during the porting process (I’d like to release it around a month after launch). This is an idea I’ve had for several years now, and I think it’s a fun basis for optional, bonus story content.

But sticking firmly in the present, I’ve just revamped the old Critical Games Youtube Channel. It now has current trailers and branding, as well as a playlist with over 21 minutes of Music Samples from the 8-Bit Adventures 2 OST! All future 8-Bit Adventures 2 videos will be uploaded here, so please check it out and subscribe: https://www.youtube.com/user/CriticalGamesDev



Anyway, the future is looking very bright! If you’re a long-time follower of 8-Bit Adventures 2, thank you so, so much for your support – I’m sincerely, immensely grateful. And if you’ve only just discovered 8-Bit Adventures 2, then welcome! I’m over-the-moon that you’re taking an interest in the game and I can’t wait to hear your thoughts =D Talk to everyone again soon!
~Josh

For more information and updates, please:

July Update - Discounts + 8-Bit Adventures 2 at DreamHack Beyond TODAY!

Hi everyone! I’m excited to reveal that 8-Bit Adventures 2 is a part of DreamHack Beyond – and the event begins TODAY!

https://dreamhack.com/beyond/

What is DreamHack Beyond? It’s a fully digital, online convention that’s styled like a point-and-click adventure game. It features demos, cosplay, tournaments, game booths, and even a story-driven adventure – all rolled into a unique online multiplayer experience with a gorgeous, Cartoon Network-inspired art style! Seriously, I’ve gone hands on with my booth area, and I’m incredibly impressed with what they’ve built.

[previewyoutube][/previewyoutube]
If you like JRPGs and chatting with quirky NPCs in games, I think you’ll really enjoy this. In fact, I’m an NPC in DreamHack Beyond too! So you can chat to "me" about 8-Bit Adventures 2 inside the game ;)

Speaking of which, you can find my doppelganger at the 8-Bit Adventures 2 booth in Hive 3!

To join the event, all you need to do is claim your FREE ticket here: https://dreamhack.com/tickets/dhb1

I am incredibly grateful to have been invited to show 8-Bit Adventures 2 at DreamHack Beyond, and I honestly think this is one online convention you won’t want to miss. Especially if you’re currently in lockdown like I am here in Australia!

[h2]DreamHack Beyond Sale![/h2]
To celebrate the event, I’m also running some discounts! From 10AM on July 24th through to 10AM on July 31st (Pacific Time), you can get 8-Bit Adventures 1 at 60% off! That means you can own it for just $4 USD! You can also get the fantastic Remastered Soundtrack 30% off ($3.50 USD), or the Game + Soundtrack bundle 45% off (that’s only $6.60 USD)!

https://store.steampowered.com/app/370300/8Bit_Adventures_The_Forgotten_Journey_Remastered_Edition/

Additionally, my most recent game Tales Across Time is also participating in the sale, making an already cheap game even cheaper! You can now get it 20% off - that's just $2.39 USD!

https://store.steampowered.com/app/461710/Tales_Across_Time/

As I've said before, these discounts won't get any lower in the future, so now's the time to buy if you're interested in checking these games out and supporting the final phase of development on 8-Bit Adventures 2!

[h2]General Updates[/h2]
I’m very sorry for the radio silence; I haven’t wanted to do any big updates for a while, as I’ve been working at a really good pace. That said, I’m still responding to everyone that leaves me a comment here or on social media, and am active on Twitter (@CriticalGamesAU) and our Discord channel. But I know plenty of people don’t look at those, so I’ll be sharing some of the updates I’ve made there in this post.

But just before that, I apologise for how quiet I’ve been on announcements this year. A whole big string of them is on the horizon (lots and lots of things I’ve been trying to plan and organise finally coming to fruition), but I’m trying to find the best time to do so. 8-Bit Adventures 2’s development is going really well, though!

I'm waiting until the game is actually finished to announce a release date, as the last thing I want to do is disappoint anyone again. But I know how frustrating that is for all of you – and I don’t for a moment take your patience and support for granted. I’m incredibly lucky to have such wonderful people looking forward to 8-Bit Adventures 2, and I’ll always be upfront and honest about things whenever I’m asked =)

However, I can say that I have 15 hours of completely finished, polished, bug tested, finalised game - with the remaining hours partially finished (I'm predicting around 23-24 hours, depending on the player - but a lot of the late game content is a little more free-flowing and player driven, as you have the freedom of an Airship, and can tackle a bunch of sidequests, so it's easier on development - compared to the more scripted, heavily directed content that comprises the bulk of the game). So the last few months have been extremely productive! I’m honestly feeling a bit exhausted haha, but I feel like I’m making constant, significant progress, so that’s a great feeling =D

Anyway, onto sharing some of those updates!

First up, let’s look at a new addition to 8-Bit Adventures 2: the Battle Status Window! With the push of a button, you can view the whole party's details in a handy little window; Stats, Equipment, Augments, and current Status effects (as well as how long those Status effects have left before they disappear)!



When you have a six or seven character party, this window can really help you stay on top of who has what, and will help you decide which allies to swap in or out.

Next up is the Autosave system! While not the most visually exciting thing to show, it’s essential to a modern RPG. So whatever happens, you’ll always have a back-up!



For something a little bit different, here’s an update I posted about running around in the large, neon-lit City of Sounds - one of the 29 dungeons featured in 8-Bit Adventures 2. Here you'll face electrified guitarists, enemy-buffing backup drummers, and tone-deaf singers with killer vocals!

Unfortunately, I can't share this one directly as the GIF file is too big for Steam, but you can check out the tweet here: https://twitter.com/CriticalGamesAU/status/1396106620954824711

And finally, back in May, 8-Bit Adventures 2's performance got a big boost! The game now has a rock-solid 60fps frame rate, and this has made a tremendous difference to the feel of the game. For example, enemies spotting you on the World Map used to cause a lag spike, but not anymore! Note: I had to compress and cut this one a little to fit it on Steam - sorry about that!



All of these improvements are thanks to our amazing programmer Sufyan Noor, so a round of applause for him please! He’s doing amazing work adding this last coat of polish to the technical side of the game, and implementing the Quality of Life elements I’ve designed.

Lastly, I also wanted to share this awesome, adorable piece of fan art that Starzee posted on our Discord! It's the 8-Bit Adventures 2 cast if they were made into plushies, and I absolutely LOVE it (and want to buy them haha)! Thanks so much for creating it and letting me share your work Starzee =D



I'm sorry I don't have more to announce, but there's a lot to come (I've got announcements related to seven different companies in the long-term!). I'm so, so incredibly grateful for all of your support - every comment truly means a lot to me. But please, don't forget to check out DreamHack Beyond - I'm very grateful to be a part of it, and I genuinely think it's going to be something special. I'm looking forward to hopping on myself! =D
~Josh

For more information and updates, please: