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Super Sketch Bob News

Super Sketch Bob is Now Available!

Hi, everyone. First and foremost, I’d like to thank everyone for being here for this. This is an incredible accomplishment. We made a game! Not our first and definitely not our last. A lot has happened since I first embarked on this project over ten years ago. I was literally a different person and now, at long last, Bob and Liz’s story is ready to be told all over the world.

I’d first like to thank the first person who saw the potential of this project (or maybe he was just bored, it’s hard to tell) John Wilson. The most talented engineer I know, John has been an asset to this project every step of the way and continues to be the IT person’s IT person. Thank you for your continued support, John. We quite literally could not have done this without you.

I’d next like to thank our QA staff, especially Jeffrey Mintz who has been testing the game at every stage from concept to final and Savvy Cormier who helped provide invaluable feedback on making the game more accessible to disabled players. Thanks to them and so many others, we’re releasing Super Sketch Bob in an extremely playable state.

Super Sketch Bob’s soundtrack is a huge part of what makes it such a uniquely wonderful game. I’d like to thank all the members of Hearty Har, especially Shane and Tyler Fogerty for licensing their wonderful tracks “Dig the Burrows” and “Coyote” for the game as well as Deep Fry’d Dynamite and Max Silver for their contributions as well. Of course, the game’s original tracks are incredible and their wonderful punny names make them even more enjoyable and help bring Bob and Liz’s world to life. That’s all thanks to Marc Dyen whose tireless efforts and fantastic compositions made Super Sketch Bob’s Super Sketch Soundtrack as incredible as it is. Marc composed over 40 tracks for this game and that’s an absolutely insane task. But he did it and he delivered on every single one. We earned that “Great Soundtrack” tag on Steam for sure and that’s thanks in no small part to Marc who never lost faith in us. To all of our musicians, thank you so much for helping make the music of Super Sketch Bob something to remember.

There were a number of people who also aided the development of the game indirectly, but were important contributors nonetheless in one way or another. Some of them I’m still in touch with, some not. But your contributions do not go unnoticed. Ben Paddon, Adam Sakellarides, Michael Wilson, Jason Brain, Jacob Brenner, Alicia Aihara, Michael Ledoux, Mike Redmond, and of course my mom and my amazing family. Your support of this project means so much to me. I’d also like to thank my little sister Carly for being the unwitting semi-inspiration for Liz and to whom I’ve dedicated this project. No matter what, we’ve always had each other’s backs and we always will.

Last, but certainly not least, I’d like to thank someone for whom I could not have done this without. Super Sketch Bob, you may have noticed, is a very art-heavy game with a lot of assets, animations, and effects. Though I definitely shouldered a few of those, the style the game now features, the smoothness of the animations, and everything from Bob’s adorable smile to Liz’s irate scowl and everything in between is thanks to one person: our lead artist Kelly Jensen. Kelly took this project seriously from day one and I’d argue that she poured just as much of her heart and soul into it as I did. Kelly, I am honored to have worked with you on this project and I am even more honored to call you my friend.

The completion of this project is not my achievement; it belongs to all of us. Every single person who supported us. Who played the beta. Who told me how excited they were to play it. Everyone who dared to imagine along with us. We, all of us, are Wayward Thoughts Interactive and I mean it from the bottom of my heart when I say this: thank you for making this dream a reality. If even one person out there finds this game and enjoys it, we’ll have made something worthwhile and, in that sense, this is already a huge success.

Super Sketch Bob is, was, and continues to be a labor of love and we’re just getting started. After our launch today targeting Windows, macOS, and Steam Deck, we’re moving forward with an internal port of the game to launch on the Xbox family of consoles later this year. I, for one, could not be more excited about our partnership with Microsoft and the Xbox team on this and future projects from Wayward Thoughts Interactive.

For now, however, we’ve more than earned a break. So, let’s toast to a job well done, a dream realized, and a story told. To Bob and Liz. To all of you. And to the future. Cheers!

The Last Early Access Update

Hello, Super Sketchers!

This update will mark the very last update in which the game will be in Early Access: Version 0.8.4. This version is fully playable all the way to the end, including all of the cutscenes and hidden goodies. The only thing missing is the final round of bug fixes and the end credits.

The final game, Version 1.0.1, will feature a final stabilizing round of fixes, the end credits, and a few extra goodies, but for those of you who have been patient this whole time, here's an early version of the final game.

Super Sketch Beta Q&A

They said it would never happen! They said we were crazy! They said horrible things about our mothers, but lo and behold, Super Sketch Bob has gone into BETA!!!

Now, you probably have a lot of questions, so here we go.

What does that mean?
It means the game is officially content complete and fully playable from start to finish!

What's left to do?
At this point, you can 100% the game! That means collecting every costume, Sketch Token, Time Trial Star, and getting an A+ on every single level in the game without using the Infinite Health or Infinite Drawing modifiers. We're now in the arduous process of bug testing every little thing to make sure the game is as stable as possible at launch! That includes the modifiers to make the game more universally playable like slowing the game down, adjusting colors, and hiding the HUD.

Can't you release the game without the modifiers?
We COULD, sure. But we don't see the modifiers as just "bonus content". They're core parts of the experience to ensure accessibility for all players. We even have players with disabilities doing testing to ensure maximum playability for people of all skill levels and needs. Anyone should be able to enjoy this game; that's not an afterthought. It's a core concept of everything Wayward Thoughts Interactive makes.

Is there a definite release date?
I'm so glad you asked, hypothetical person! There is! It's...

MARCH 17TH, 2023


I know. We're excited, too.

Can I be a beta tester?
YOU BET YOUR SWEET SCRIBBLY BUTT YOU CAN! If you already purchased the game, you can fill out this form and we'll send you instruction on how to test the game through Steam and submit bug reports!

https://forms.gle/KQu27znb7PTeUy2A8

I'm so excited!
That's not a question, but yay! So are we!!

See you all on March 17th 2023 when Super Sketch Bob releases live on Steam (and potentially elsewhere??? More info to come...)

Monograph Mountains is Now Complete!

Hello Super Sketchers! In addition to the new world, Monograph Mountains, FINALLY being playable, I'm happy to announce a ton of additional quality of life changes to the game including animations for when Bob skids and slides and the addition of costumes to the Achievements menu.

The update containing this world and the updates will be along just as soon as testing is finished.

This has been a long time coming, but we're on the home stretch now! Just one world remaining, then the finale and the game is finally complete!

Summer Update

Hello, Super Sketchers! I sincerely hope everyone is holding up through these unprecedented times (and I'm sure you're as sick of hearing that as I am). I'm happy to report that solo development progress on Super Sketch Bob is progressing, albeit slower than I'd hoped (because I'd hoped the game would be done by now). But things ARE happening, so allow me to keep you abreast (heh) of the situation.

A new mini patch will be coming forth in the next few days once proper testing completes on my end. Here's some of what you can look forward to:

Bug Fixes
  • Ledge grab fixes (this is a tough nut to crack, but I'm getting there!)
  • Some of you may have had timing issues with level exit and opening cutscene animations. I'm happy to report those SHOULD be fixed in the upcoming patch!
  • Backend stuff for stability.
  • More stuff I'm not going to bore you with here, mostly having to do with code migration to the new version of Construct.


Quality of Life Changes
  • The costume you're currently wearing shows in the Costume Closet menu.
  • Optimized saving and loading (this won't affect existing save files as long as it's from after the ReDoodle update)


New Content
  • Two costumes previously missing idle animations now have them!
  • All 50+ of the base costumes have been added to the game! (They are not obtainable without super secret developer stuff, but the content is there!)
  • Added Coconuts (I don't remember what this is, but it's in my commit notes, so it must be important).


I'm so excited to bring my early adopters some more fixes to make this game even better. World 4 content is well under way and I'm happy to say that Monograph Mountains should be making an appearance before long.

Lastly, I just want to take a moment to thank everyone who has purchased the game through Early Access. I know it's a leap of faith to do so, especially for an untested dev like myself. I appreciate that leap of faith and intend to reward it with a big, soft landing in a game that's super fun and worth your investment both emotionally and financially. Thank you from the bottom of my heart.

Super Sketch-ily (okay, so it doesn't work for EVERYTHING),
Riley

P.S. No promises, but I AM passively looking into the process of porting. :D