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Following the progress of Vidar, an RPG Puzzler Where Everyone Dies

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## Hi friends!

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## We're back from SXSW Gaming, and their inaugural pitch competition, and holy cow that was an exhausting 24 hours! Here's a run down of all I got to do (which is just as much for me to remember as it is to talk about what got done this week).

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## Considering travel, I had basically 1 day at SXSW. So at 9 am on Friday morning, I started at the Hilton to meet with Webcore Games, a neat studio that seems to have their fingers in an awful lot of pies. From VR to 2d to casual and everything in between. They do a fair amount of outsourcing, and I'm excited for possible partnership opportunities for more Vidar market penetration as well as on upcoming projects.

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## Next up I met with David Wolinsky before his panel on suicide prevention in the games industry. David is the writer of Don't Die, an awesome collection of long-form interviews on the games industry, self-reflection, insecurity, and a hint of Gamergate exposition. It's phenomenal stuff, and you must check it out.

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## And then it was finally time for the pitch competition. The competition was divided into two rounds - in the first, 16 games competed in closed room sessions before a panel of 4 judges. Before the presentation, we were each given 30 minutes with a mentor to help go over our stuff. This was tremendously helpful, because just talking it out helped me focus on the problem I wanted to emphasize with the judges. The only concern I had? How do you take the feedback from a 30-minute mentor session and immediately incorporate it into a 10 minute pitch? We didn't have any time in between, so it was going to have to be done on the fly.

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## As if that wasn't enough, my computer died about 3 minutes into my presentation. Slideless and defeated, I improvised and tapdanced and mercifully had print-outs to give to the judges. After a 10 minute presentation, I fielded questions like "how on Earth are you doing this alone?" and "what's your break even point?" and just like that it was done.

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## I explored the convention hall a bit while waiting for the results to be announced. SXSW Gaming is growing, but it's not there yet. The place is like, 1/10th the size of PAX East, and walking through the featured indie showcase I saw plenty of empty booths. The only major anchor tenant was Nintendo, showing off the Switch, and lines for that were pushed to the outside of the hall - so that line huggers wouldn't have seen any of your signage etc. I think in 3 years this convention could be really awesome, but for now, I'm glad I didn't spend $1200 on a booth. IGDA Austin had the right of it - they bought one booth, and then rotated in several games in a few-hour shifts (spreading the cost in a pretty efficient manner). [/font][font=Georgia] ## Just about as I finished making the rounds, the finalists were announced, and Vidar was chosen with 7 others to participate in the Final Round!! [Insert Dramatic Music]. This time, 2 additional judges joined the panel (for a total of 6) and the presentations were open to the public. My computer pulled through, and at the end, I got extremely few questions. In legalese we call this a "cold bench." It's worrisome. It means the judges aren't engaged in your presentation, and I felt defeated. After one or two questions, I kind of realized that it was because Vidar is already on Early Access, and that my presentation had covered all of their other go-to questions for other presenters ("what's the gameplay loop?" "what's your target demo?" etc.). [/font][font=Georgia] ## Sadly, Vidar did not win - but major congrats to the team from Tessera Studios because they seriously deserved it for their VR thriller game Intruders. No worries, though, I made it exactly where I wanted - the final round, to be able to present Vidar to the public. And afterwards, ended up sticking around with the judges for over 2 hours just to chat about marketing, where Vidar goes from here, etc. That was the part that made this an invaluable experience. [/font][font=Georgia] ## From there I left for North Austin for IGDA's post-SXSW Gaming Dinner, which was absolutely wonderful. I got to meet aspiring devs, old friends and new, and writers from some of my favorite indie games. And finally got to eat - because I had forgotten to all day. After about 20 hours of go-go-go, I crashed at the hotel for an incredibly short nap before hopping on a flight home. [/font][font=Georgia][/font][font=Georgia] ## And now we dive back into cleaning up the patch for April 4! Caught In Your Web will feature our next Town Event, "Venom." As I teased last week, this Town Event centers on Dorottya and Katarina, and specifically follows the quest "Clearing The Way." Players who make it that far into their story will be able to explore a new side area in the Water Cave filled with spiders. They'll need to be quick, or else they could run into one of the worst possible fates in the game - two villagers dead in one night. [/font][font=Georgia] ## This Town Event comes complete with an additional helper quest as well, Arpad's "A Test Of Leadership." This quest, while quite different from "Make It Work" (which we previewed in detail a while back), takes its place; that is, you can only get one or the other in any playthrough. If "Make It Work" is unavailable to you, but Arpad's reached his leadership path, then he can help you out in completing "Venom" to save a villager from a poisonous spider bite. [/font][font=Georgia] ## To trigger "Venom" you'll need the following: [/font] • "Clearing the Way" received • Dorottya alive • Katarina alive • Elek alive • Doctor alive • Reached the Water Cave [font=Georgia] ## The rewards are not to be missed, either, and finishing the quest can definitely turn the tides of the Water Cave in your favor! [/font][font=Georgia] ## That's all we've got for this week. Next week we'll have a short preview of some additional changes and quests, and then the week after that the patch drops! See you then! [/font][font=Georgia] ## ?- Dean [/font][font=Georgia] ## Dean is the head of Razbury Games, developer of Vidar, an RPG Puzzler Where Everyone Dies. Play it on Steam, and keep in touch with twitter.[font='Helvetica Neue'] [/font][/font] ## A Way Forward [font=Georgia] ## Hi friends! [/font][font=Georgia] ## This week I took a break from bug fixes to work on some new content for Vidar, because it's always nice to have more game to play. This week, we're ready to preview how "Make it Work" will, well, work. [/font][font=Georgia] ## This quest is designed to do a few things: [/font] 1. Move along Arpad's "leadership" plot. In case you've missed it, there's a window for Arpad to get a message from a long-dead friend about needing to step up and be the hero of Vidar. Currently, after you deliver that message, Arpad's plot kind of stalls; he won't give you anymore quests, he'll rarely participate in others, and he won't even give you a reward for "Bury the Hatchet." So rude! 2. Give you one more opportunity to reach the Wolf Cave. The further along we get in the cave, the less likely any given quest will be available to you. With it currently taking an average of 5 days to reach the Dark Cave, and with very few people doing the prerequisite quests by then to reach the Wolf Cave (either "Scared of Shadows," or both "Bring Him Home" and "Man's Best Friend") I wanted an easier-to-complete but rarer-to-obtain prereq path to reach this cave. 3. Provide earlier access to the Sprint Shoes. Currently, Piri is the only way to get this much-coveted tool, and you have a narrow window to get them from her in the Water Cave. It felt a little penalizing. Moreover, they're at their most useful in the Dark Cave, when you're racing to light torches. Placing them as a possibility earlier in the game made sense. [font=Georgia] ## And so, if you happen to be pushing Arpad along his leadership plot, you'll have the opportunity to get "Make it Work" in two different ways. First, if you happen to have "Den of Darkness" but Etel doesn't join you in entering the Wolf Cave, Arpad will step up to join you instead. Trade a coward for an indecisive hero? I'm not sure it's any better, but it's something. Second, if you can't get either "Scared of Shadows" or "Hunting Party" (the two current paths into the Wolf Cave), then Arpad will offer the quest to you as well. [/font][font=Georgia] ## Arpad has some extra tools up his sleeve in the Wolf Cave, and can be used in ways to make the puzzle a little bit easier. People trying to avoid Etel's....lack of usefulness...might angle to try to get the quest this way instead. [/font][font=Georgia] ## "Make it Work" is one of 4 new quests we're adding in the upcoming patch, hopefully you'll find it rounds out our game a little bit more! [/font][font=Georgia] ## In addition to new quests, we've got some new mechanics cropping up in the Water Cave. Generally speaking it's been a good idea to try to "drain" each map to move forward, in order to reach levers etc. That's not a safe assumption anymore: [/font][font=Georgia][/font][font=Georgia] ## ?We'll have more previews ready for you next week! [/font][font=Georgia] ## ?- Dean [/font] ## Rebalancing [font=Georgia] ## Hi friends! [/font][font=Georgia] ## We've had two weeks now to work on some additional tweaking of Vidar, and version 0.8.0.2 was launched this past Friday to address some additional bugs that were cropping up. [/font][font=Georgia] ## A personal favorite bug was that people were reporting they couldn't switch tools in the Dark Cave between the shovel and the lantern. Which, yes, that's what it seemed like. But the real bug was that they had managed to make it to the Dark Cave without ever picking up the lantern. The "can you switch tools?" enabler was off - because you only had one tool in inventory - but it would still seem like you had two. This has been solved! You can't go to the Dark Cave without first physically picking up the lantern. People who have already experienced the bug have had the lantern auto-added to their inventory. [/font][font=Georgia] ## Additionally, I took the opportunity to remove the last room of the Dark Cave. I saw a lot of people on streams struggling with it, and so far in my metrics have seen very few people make it out of that room (and even fewer make it out in a reasonable time). I'll be redesigning it and bringing it back as a possible variant. For now, I want to make sure people are getting to the Water Cave without getting too frustrated to keep playing. Otherwise, I'll never collect data on the second half of the game. [/font][font=Georgia] ## Finally, a lot of dialogue was written for the upcoming content patch. All of the conversations for "Make it Work", "Vigil," and "Music to My Ears" was added behind a version control system, so while it's there, it won't unlock until we reach the actual content patch. [/font][font=Georgia] ## On the docket next week is to continue progress on the content patch, as well as fixing a few additional non-progress blocking bugs. I'm also hoping to start working on improving the menus! [/font][font=Georgia] ## - Dean [/font] [font=Georgia] ## Alpha 0.8.0.2 [/font] • Games created in version 0.8.0.0 or prior with a buggy Dark Cave 3 are now fixed • Fixed a crash in Dorottya's dialogue • Fixed a crash in Gusztav's dialogue • Dark Cave 4 has been removed from the game. • Dark Cave 3 has been redesigned slightly to accomodate this fact • "Clearing the Way" now only extends the tunnel for 3 rooms • "Sketched Out" now only requires three sketches to complete • Quest Items for "Bring Him Home," "Light in the Darkness," "Dr. Spore", "Not a Thief," and the entrance to the library have been moved out of Dark Cave 4 (if they spawned there) and scattered throughout the remaining 3 rooms. • Time is now stopped in the Library and the Wolf Cave • Fixed a bug that revealed Dark Cave 1 before you picked up the lantern. If you managed to advance to the Dark Cave without picking up the lantern, it has been added to your inventory. This should resolve the bug that some reported as being unable to switch tools in the cave. • Rubble for "Clearing the Way" will now spawn correctly in Dark Cave 2b • Removed a glowing tile that was blocking a path in Boulder Cave 3 • Fixed a reset issue in Dark Cave 1 that could cause you to get stuck in the last puzzle • Fixed a bug in Puzzle 35, Option 5 where a torch could spawn on the wolf cave entrance • If you have read all of the books for this quest for "Reading is Fundamental", but use a campfire instead of returning to town, this quest will no longer complete. Instead, a person will die as usual and the quest will not complete until you actually return to town. • Fixed Szabina's text if "Sketched Out" is complete with 2 of 3 helpers • Time will not unfreeze in the Ice Cave or Dark Cave Waypoints after a dialogue window is displayed ## Getting Vidar to Early Access - Step 1 Hi friends! A lot of times I post my dev blog about what I've been working on in general for Vidar, but since this community is definitely more about sharing experiences so that we can learn from one another's successes and mistakes, I wanted to do a write up just here on the craziness of yesterday and how I got there. I honestly don't know whether what I've done is good or bad yet, so don't take this as a recommendation, so much as an offer of possible ideas. Vidar was greenlit on Steam a millennia ago (ok, close to 2 years ago), and that afforded me the very important ability to generate and send out steam keys as I needed them. So, for example, when applying for various conventions or competitions, I could generate a key rather than having to upload builds of the game to all these different places. That also meant that I could ensure judges or press or whomever always had access to the latest version. But what I hadn't done was activated the actual store page, until yesterday. To give you a timeline, I plan to release Vidar on Steam Early Access on January 31. That means that I posted the page - which has been ready for about three months, and which could've been ready a year+ ago - about a month before launch. Setting the store page to live affords me a few benefits: it allows me to have the "community hub," to post announcements and news about the game, and it allows others to "follow" or "wishlist" the game. Additionally, it gives me another place to direct people that's not the game website. Working back from this planned date, back in August I prepared a spreadsheet of games press outlets I happen to know off the top of my head, twitch streamers, lets players, and podcasts. I then spent the better part of September and October researching more that I thought would be good fits for Vidar. I did that research in a few ways: simply googling for websites that covered indie games, RPGs, puzzle games, etc., and also looking for reviews of games that I thought were kind of in the same wheelhouse. I also added to the list anyone who had even mentioned Vidar in passing during the Kickstarter phase, no matter how remote or how little they covered the game. I added anyone on Youtube that had played the demo during kickstarter, even if they had 8 subscribers. In November, I began to dig more into each of these press outlets to find specific authors that I thought the game would resonate with, based on the games they reviewed. During this process I tried as hard as possible to get individual author emails. If the website didn't list them directly, I went into solid online-stalker mode: • Google the author to see if they've written elsewhere; on several occasions, the author had freelanced for Rock Paper Shotgun, who always provides every author's email address • Check their twitter account; rarely did the person just post their email in a description, but they often had a link to somewhere else where they could be found on the internet • Check Youtube - if the author or lets player or whomever has a Youtube channel, chances are there is a tab on their channel that says "About" - if it does, they are almost guaranteed to have an email hidden behind a captcha on that tab At the end of the day, I had 500+ journalists, 300+ Youtube channels, 60 twitch streamers, and 50 podcasts on my lists. I flagged any that had 1) already covered Vidar or 2) I wanted to send some kind of personalized email. The rest I loaded into MailChimp. Before importing the spreadsheet, I added a column for Steam Key and added a unique one for each, so that in the mailmerge I could give them each a key. For the ~200 people I wanted to write personalized emails to, that was basically all of December. In the final week of December, I: 1. Drafted a press release; 2. Prepared new twitter and facebook banners announcing the 1/31 Early Access Launch date; 3. "Seeded" the community hub on Steam with a few screenshots; 4. Prepared my website with the trailer video (but did not publish); 5. Drafted the mail merge emails; and 6. Made an official press kit, rather than the silly .zip folder I was sending all around. Yesterday, I pulled the trigger on everything. The press release was hosted on my own company website razburygames.com, and I sent it to gamespress as well - first thing in the morning, because they are in the UK and need to approve things, so the later in the day it gets here in the US, the less likely it will be posted that day. All of the emails - personally drafted and mail merge alike - went out. The new assets went up on social media. And then any time anywhere mentioned the game, I immediately posted everywhere about it. All in all it was a pretty grueling day, and I don't have much to show for it just yet, but these things take time. Indeed, what I struggled mightily with during this whole process was whether I was doing this too soon or too late. On the one hand, I was honored to be featured in Kotaku back in September - an article that got about 23,000 views, and translated to zero pre-orders and 100 people on my mailing list. I attributed that in large part to timing; if people liked Vidar, there was nowhere for them to go to act on it right away. I'm concerned that by doing this press blitz a month in advance, I could potentially waste other opportunities like that as well. On the flip side, even though I did all of this work yesterday, I got ~100 people to "wishlist" the game, and only about 2,000 visits to the Steam Page. Obviously that would be significantly higher on launch, but I think it still demonstrates the point that this whole promotion process has to happen some time in advance of launch. And indeed, I've been able (with varying degrees of success) to leverage the Kotaku article as giving me more credibility. Perhaps if I had done this process two months in advance of launch instead of one, I could've generated more hype, and continued that kind of "trading-up" process until I felt like the community was large enough to support launch. So here we are! Various interviews are scheduled for the upcoming weeks, and at least one big twitch streamer has told me he's interested. Unfortunately, no news yet from what I call "big press" - the Destructoids and PC Gamers and IGNs of the world. Without at least one of those, I'm concerned that Vidar will have a relatively obscure, uneventful launch. About a week out from launch, I'll try again with anyone that I haven't engaged, and hope that the imminent threat of game release is enough to rope them in. As far as analytics go, I will note that Steam's discovery queue put me right in there, which was welcome! I won't get into specifics, but my conversion rate from people who visited the page to people who wishlisted it seemed pretty strong. And perhaps my favorite statistic of all yesterday - one person saw Vidar in their "trending among friends" list on Steam. I just absolutely love the idea that someone out there has got a friend who's going to tell them "have you heard about this game called Vidar? I've been playing it..." I have NO idea if this was helpful at all, but it was definitely a positive way for me to record the past 48 hours roller coaster of work and feelings! - Dean ## A Little Love [color=rgb(51,51,51)][font=Georgia] ## Hi friends! [/font][/color] [color=rgb(51,51,51)][font=Georgia] ## This upcoming month will be characterized by "aggressive polishing" of Vidar in anticipation of Early Access. However, tomorrow we launch the Steam Store Page and a huge press blitz, so not a ton of development happened this week. A few little clean up items here and there, though, so I thought it merited a patch. [/font][/color] [color=rgb(51,51,51)][font=Georgia] ## We've also finalized the Linux downloader - Kickstarter backers who game on Linux and don't use Steam will finally be able to play the game. That brings us down to only those backers who were looking for something on itch or some other platform. We'll have updates for them shortly. [/font][/color] [color=rgb(51,51,51)][font=Georgia] ## Happy New Year! [/font][/color] - Dean Alpha 0.7.6.1 • Ruins Puzzles now reset broken ice even if you've received assistance • The Bright Flower now gives off a little light • The first two ruins maps are a bit darker, to help you see mirror light • Falling now has a sound effect • Bridges over water throughout the cave no longer draw you as though you're standing in the water • Bridges over ice throughout the cave no longer cause you to slide on them • Using a switch in the ruins will no longer stop the screenshake • Erik cannot get stuck at the beginning of his cave entrance on the left side • Fixed a bug in Puzzle 16 Option 2 that prevented the retrieval of a bucket [color=rgb(51,51,51)][font=Georgia] ## Dean is the head of Razbury Games, developer of Vidar, an RPG Puzzler Where Everyone Dies. Pre-order it on the website to play it right now, and keep in touch with twitter. [/font][/color] ## Room at the Inn [color=rgb(51,51,51)][font=Georgia] ## Hi friends!Happy holidays! I'm still mid-Chanukah right now and up to my shins in latkes, but whether you're celebrating or not I hope you've had a fabulous few weeks. Lots to talk about today!First, today is the release of the final pre-Early Access content patch, "Room at the Inn!" This includes activating the first Town Event in Vidar, "Wake." Vidar is all about experiencing and exploring death from every possible perspective, and so the celebratory/party tradition from so many cultures and embodied by the wake is definitely a welcome addition to the game. If you find yourself exploring the library while Dani dies, make sure to pour one out for her.Rozsa is also keeping a better watch on who is staying at the inn these days. The various NPCs that can move in and out will find their plans foiled unless there are a sufficient number of rooms open and available. This particularly impacts Csaba, Tomi, and Cecilia; if they are looking for housing but the inn is completely full, they'll need to look elsewhere.This patch also includes new ways through each of the Ice Cave maps, and new puzzles in the Ice Cave that feature the simplest sliding box. Just a little push can make a huge difference when it comes to slipping around.Second, we finally have a Mac launcher! Mac-using Kickstarter backers who wanted a non-Steam version of Vidar are finally getting their copy of the game, leaving only our non-Steam Linux backers. We're hoping to get them taken care of next week. This version of the Mac build also includes functioning key bindings and various other Mac-specific bug fixes.Third, next week marks a big date in the march to Early Access. The "Coming Soon" Steam Page will launch on January 4, which will allow you to wishlist the game. It will also activate the Community Hub on Steam, where those who already have the game can share screenshots, reviews, LetsPlays and more. To celebrate, on the 4th we're also releasing the Early Access Launch Trailer! It's a huge day around here, so mark your calendar.Fourth, Vidar will be making it's last pre-Early Access showing at Playcrafting's Winter Expo on January 26, 2017 at Microsoft in NYC. This event is always so good, I couldn't pass it up even though it's days before launch and I'll be going crazy. If you're in town, we'd love to see you - early bird tickets are$8 so make sure to nab them before the price goes up.Fifth, please welcome Razbury Games' new community manager, Roderick Sang! Roderick had played games intensely on his Gameboy Color and N64 as a kid but never thought of himself as a gamer until the Gamecube came along. It was when he started playing through "Skies of Arcadia: Legends" that Roderick realized that video games, and RPGs especially, would be an important part of the rest of his life.After graduating college and finding himself at a loss for what he wanted to do, Roderick eventually discovered a burning passion for Storytelling and Sound. Consuming radio and podcasts voraciously and reflecting on why some games' use of audio were more memorable and impressionable than others, Roderick has started down the path of educating himself on Sound Design.He can currently be found working on an interactive story that use sound to further immerse the reader into the role of the main character, creating a YouTube series on the various demons in the Shin Megami Tensei line of games, as well as producing his own podcast on why people play video games. You can learn more about him on his website, YouTube, or Twitter.I'm thrilled to have Roderick join the team to help out with all things social media and community. You might find him around the subreddit, the Official Wiki, the twitter account, the facebook page, the Steam Community Hub (next week!), or any of the other myriad places Vidar lives these days. Ok, that's enough news for one week, right? Let's get to some patch notes!

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## Alpha 0.7.6.0

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## Quests

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• New Town Event: Wake. Explore Tamas and Dani's friendship in the mid-game.
• Modifications made to "Hunting Party"
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## Puzzles

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• Added 25 new puzzles in the Ice Cave (bringing the total in the Ice Cave to 64; you'll see 12 in a given playthrough, give or take)
• Added a new path through Ice Cave 1
• Added a new path through Ice Cave 2
• Added two new paths through Ice Cave 3
• Added a new path through Ice Cave 4
• Holes in the last room of the Ruins now properly block your path
• Fixed various crashes related to the Ruins
• Fixed various graphics issues in the Ruins
• Fixed various passage issues in the Ruins
• Lightbridges in the Ruins are now embettered
• Opening one door in the fifth room of the Ruins will not open all of the rest of the doors
• Pillars now really do serve as pressure for the sake of pressure plates
• Ramps placed in the water work appropriately
• Reset now works in the Ruins Cave
• Reset now no longer crashes the game if you have loaded a boulder into a geyser in the Boulder Cave AND have loaded the game from a save (that's a mouthful)
• Reset now correctly resets pressure plates
• Room five of the Ruins is now flooded with water
• The timer better functions in the Ruins cave
• Tools can now be used in the Ruins
• Wolves now move around in the Ruins
• YOU CAN NOW FALL THROUGH THE ICE IN THE RUINS CAVE (this is in all caps because it seriously took me way too long)
• Other spoilery fixes to the Ruins cave
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## Misc

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• Autosave: when you start a new game, a new save file will be created immediately. Autosave will now save over that file (or, if you're continuing, from whatever file you loaded) rather than always autosaving a new file at the top. This means that saves kind of function like save slots now.
• The analogue stick is now enabled
• The Tool and Timer UI are hidden during the final confrontation
• Additional decorations have been added to the Ruins
• The progress bar at the start of a new file now tells you what it's doing
• F6 has been disabled
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## Mac / Linux

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• Fixed a crash related to NPC dialogue sounds
• Fixed graphic rendering of items on tables
• Fixed player transparency when in water
• Fixed various other client bugs

## Slick

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## Hi friends!

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## Short post for this week, as lots of ends are tidied up. This week I added several additional paths through the Ice Cave (along with about 25 new puzzle options and a new mechanic). Additionally, a lot of love was added to the Ruins, with tons of bug fixes throughout - I don't want to go into a lot of detail here because the Ruins are pretty spoilery?

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## Finally, saving / autosaving works a little differently now. Before, whatever you were playing would just autosave in the top slot - all fine and dandy, but you couldn't create new "slots" if you wanted to have several parallel games. Now, whenever you hit "New Game" it will create a new save slot, and will always autosave into that slot; if you load a new game, the autosaving will happen there. As before, you still can't manually save mid-day.

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## That's all for this week! We're off next week for the holidays, but we'll be back on Dec. 27 with just a bucket load of news for you, and the last content patch before Early Access, "Room at the Inn."

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## Bound and Determined

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## Hi friends!

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## This week I'm pushing a new patch to primarily address one thing: key-bindings are now in the game. In theory, you should have a lot more flexibility when it comes to your input. This includes resetting your keyboard keys to something more comfortable, remapping an XBox Controller, and switching between a keyboard and controller profile. Previously, if a controller was plugged in, you could not use they keyboard whatsoever. That restriction has been lifted.

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## Candidly, I found the keybinding process to be incredibly difficult. I'm not terribly familiar with the Win32 API, or reading inputs from the keyboard. I'm proud of what was done, but this took longer than I was hoping. I'm crossing my fingers I can make up some time down the road this week.

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## Speaking of plans for the week, expect yet another patch next week which cleans up some bugs in the Final Confrontation before we all leave for vacation.

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## Additional bug fixes are also incoming, they're getting pretty nuanced now!

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## Alpha 0.7.5.1

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## QuestsA Little Something

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• This is now a time-limited quest
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## Clearing The Way

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• Added dialogue for Dorottya and Katarina as they are about to dig the tunnel
• Added dialogue for Dorottya and Katarina on completion of the tunnel, regardless of whether the quest is complete
• Fixed Katarina's clipping issue when choosing the tunnel as a reward
• Fixed pathing issues inside the tunnel
• Replaced the entrance to the tunnel with a rope, and included climbing animations
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## Dr. Spore

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• Gusztav is no longer so greedy; he'll only take 10 mushrooms if you tell him he can't have more
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## Light in the Darkness

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• Robert actually takes the Bright Flower from you now
• Using the last Bright Flower before completing this quest now appropriately updates your journal
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## Spirit Walk

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• Completing this quest will now anger Bernadett (doesn't everything?)
• Piri's dialogue on completion has been updated to make the reward for this quest clearer
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## The Second Son

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• Fixed a corner case related to the completion cutscene that would appear strange if you left the workshop then immediately went back inside.
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## Misc

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• Added keybinding configuration. You can reach it from the Options menu
• Added controller and keyboard profiles; you can switch between using an XBox controller and a standard keyboard in the Options menu. This means you can still use the keyboard even if a controller is plugged in.
• Added various non-text tutorials
• Fixed various passage issues in town
• The Church will not close its doors if you have the Ice Cave Waypoint
• Cecilia's House will not close if you have the Dark Cave Waypoint
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## Dean is the head of Razbury Games, developer of Vidar, an RPG Puzzler Where Everyone Dies. Pre-order it on the website to play it right now, and keep in touch with twitter.

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## Hi friends!

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## I'm writing this blog post as I'm still trying to digest the last of Thanksgiving dinner, several days after the fact. For those who celebrate, I hope you had a wonderful holiday!

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## This past week, the nominees for Playcrafting's annual "Bit Awards" came out, and Vidar is nominated for Best PC/Console Game of the Year!! Which is really just pretty dang awesome. The award show will be on December 15, and if you're in the NYC area, it'd be great to see you there. Tickets are on sale here.

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## On the development front, this week we launched the 3rd of 4 "pre-Early Access" content patches designed to get the game to tip-top shape for our Steam debut. Beyond the other big ticket items I've discussed the past few weeks, Vidar got a few more particle effects and bug fixes over the long weekend. You should also see more stability throughout.

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## The final content patch before Early Access will come out in late December, as we try to cram as many possible bug fixes in as we can. There may be additional patches after that for still more fixes, but it's unlikely any new quests etc. will be added until February (although never say never!)

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## Better get to it!

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## - Dean

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## Alpha 0.7.5.0 - Bad Trip

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## Quests

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• New Quest: Vodka Stinger. Dani's been reading some strange books.
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## A Brighter Tomorrow

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• Fixed several bugs related to Dorottya's dialogue
• Fixed several bugs related to using the Imp Oil lantern
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## Den of Darkness

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• Slightly updated the receipt cutscene
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## Dr. Spore

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• Robert's reminder text has been fixed
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## Faith in the Dead

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• Added some pep in Borbalo's step at the Church
• Fixed some reminder dialogue
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## Residue

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• Collecting oil will no longer freeze the game
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## The Second Son

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• Improved Sandor's faith tracking
• Fixed a crash that occurs if this quest times out and Borbalo is dead
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## To Feed a Village

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• Various journal fixes
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## Puzzles

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• New Mechanic: Bucket. You'll find these scattered throughout the Water Cave.
• Fixed various tile spawning issues in the water cave
• Fixed a crash related to vine spawning in the water cave
• Added 13 new puzzle options to water cave
• Reenabled reset once you enter the Dark Cave; reset is all around better now
• Fixed some graphics glitches related to pull switches and levers
• The purple lever's color has been adjusted to be more purpley, and in line with the other things that match that switch color
• Added gates in IC1 and IC2 to make the shortcut function more clear
• Pull switches and levers that cannot be used more than once have been modified for that fact to be clearer
• Barrel use has been modified; you now use the lantern to refuel, rather than the interact button
• Added particle FX to moveable mirrors, pillars, and gargoyles
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## Dialogue

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• Added sfx for everyone's dialogue
• Fixed a crash in Dorry's dialogue after Kat dies
• Fixed a crash in Gusztav's dialogue after Robert dies
• Fixed a crash in Robert's dialogue after he becomes the Doctor
• Added several cutscenes and path variants for Gusztav after Robert dies
• Added several cutscenes and path variants for Gusztav after all 3 patients are dead
• Arpad won't misidentify you on Day 1
• Robert's cutscenes where he identifies mushrooms are a little less annoying
• Tomi has a few games he wants to play, if you're willing
• Sandor's faith now tracks better; there are several ways to influence whether he has faith
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## Misc

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• New Mechanic: Patients. Three extra lives have been added to Vidar.
• New Mechanic: Tomi's Caregiver. If Tomi is ever orphaned, various citizens may step up to help.
• New Mechanic: Mushroom Effects. Every mushroom can do something helpful or harmful to you; be careful what you eat, if you don't know what it is.
• Mushrom identification is slightly better
• The sick room in the hospital is no longer visible
• Various fixes to item descriptions
• Unlocked some of the doors in the inn
• Lots of fixes to the campfire - it's just overall way less buggy. Also note, the game will no longer save after using one.
• Dani sticks around at the castle ruins once she goes there
• Items can't be used in town now
• Added particle effects for lightpillar use
• Houses in Vidar won't close if a resident is out mourning for the day
• Fixed the door to the poor house and hospital when it's closed / locked
• Fixed a passage issue at the poor house
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## Dean is the head of Razbury Games, developer of Vidar, an RPG Puzzler Where Everyone Dies. Pre-order it on the website to play it right now, and keep in touch with twitter.

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## Patience

Hi friends!

We are on an unstoppable crash course with Early Access in January, and there's so much left to do!

This week I managed to get a ton of the upcoming patch in. The biggest mechanical change is the addition of three patients that Gusztav will be treating at the beginning of the game. I don't want to get into the nitty-gritty of the ratios and things, but on a broad level, these patients could potentially serve as additional bodies for the Beast. In practice, it's at most three extra lives, but you'll have to be both skilled and lucky to capitalize on all three.

The patients mechanic is core to Gusztav's quests lines, and we'll see more improvements as the game charts a course through Early Access. Speaking of Gusztav, a bunch of cutscenes were added for him this week as he reckons with the loss of his son. There are some particularly touching and troubling ones involving Sandor (who can relate, and who may or may not be a religious man by this point in the game) that are worth trying to reach in New Game Plus mode.

A new quest was added for Dani, but it's pretty deep into the game and requires a lot of stars to align to get it. If you do, it's a quest that's made directly easier by being nice to people in town, and the reward is pretty desirable as well.

Little orphan Tomi was a little concerning, particularly standing outside mourning his parents with no chaperone. A caretaker system has been added, so that if Tomi is in the poor house by himself, someone in town will take care of him, make sure has some food, etc. Right now, the caretaker's own lives aren't really changed by this role (they each have some dialogue about it, but that's about it). I'm hoping to change that post-Early Access. I hate to come back to Sandor again, but even he'd admit that taking in Tomi feels like he's doing some weird replacing in his life.

Finally, over the past several patches I've reported on Mushroom Identification, how people in town can tell you what kind of mushroom you've got in your inventory. Now, it finally matters - every mushroom you pick up can have different effects. Some are good, some are terrible. It's a gamble to eat a mushroom you don't recognize, but if you can get someone knowledgeable to help you, then they're a good extra resource to have. Particularly if you no longer need them for a quest.

With both the patient and mushroom mechanics, I'm hoping this eases some of the difficulty in the Dark Cave. By that point, there's a decent chance that some core Dark Cave quests aren't available to you, and so neither are their rewards. The nice thing about the dichotomy I've introduced here is that, if Gusztav is alive, you can turn in the mushroom to activate the patients-as-rewards. If he's not, then you can keep the mushrooms, and use them to give yourself meaningful boosts through the cave.

Some feedback that I'm mulling currently is:

• It's hard to keep the NPCs straight, particularly on a first play, particularly at the beginning
• Navigation (both in and out of the cave) is tricky
• The game is (still) too long to justify quick repeated play

On the first, I think a journal look-up is in the cards. Also, the upcoming patch introduces SFX for each character, which might help a little bit. On the second, while there is a map, the functionality needs to be improved, and it's not even available until the Water Cave. An earlier quest to give you the map seems prudent.

The last is the most difficult design question. We have 24 NPCs, and their lives set the entire pacing and balance of the game. Everything is written for these 24 to form a very interdependent, interconnected web - removing just one from the start of the game will throw a lot off. At the same time, if the game is shortened, then the threat of death is less meaningful. There's a lot to think about here, and some possible solutions are:

• Increase movement speed, which will up the tempo at the margins (it may throw off the balance of some of the Dark Cave puzzles in particular)
• Shorten the day (this will make the game significantly harder, and from what I've seen, that's not ideal)
• Cut one room from each biome (this will make the game significantly easier, with 12 rooms to clear instead of 16, but from what I've seen that's the right direction in terms of difficulty; this will also require a reconfiguration of a lot of quests)
• Condense the town, so there's less time spent walking from building to building (the most difficult to do on short notice, and may throw off the aesthetic)

I'm working with all of these ideas and more, and will likely implement some kind of combination of all of these. Depending on the scope, it may not happen until after Early Access launch.

That's kind of how things are going these days, trying to prioritize what needs to be in pre-EA, and what decisions can be made post-EA.

Catch you next week, when the Bad Trip patch finally launches!

- Dean

## Leaking, My Dear?

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## Hi friends!

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## This week was candidly pretty rough. Like a lot of people around these parts, Wednesday and Thursday were both filled with a thousand-yard stare and unfortunately not a lot of good, honest work. I've made my peace, said what I had to say to friends and family, and it's time to roll up my sleeves and get back into Vidar.

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## This week, we fixed a handful of bugs related to some of the early quests ("A Brighter Tomorrow", "Dr. Spore", and "Residue")and some nagging crashes that were coming up. I'm excited, I think we've cut these crashes down to near non-existent, and while yeah there are bugs, there are quite few progress-blocking bugs these days. Compare this to where we were when the Alpha started in May, and I think, well, that the Alpha served its job quite well!

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## The Water Cave saw a lot of love this week. There was an issue with vines bugging out and occasionally causing serious errors, so they were completely reworked. This also has the added benefit of drawing them in a more pleasing way. A new mechanic was added to the Water Cave as well, and 13 puzzle options were added to that area so that you can experience all of these new changes.

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## Finally, SFX have been added to each of the 24 character's dialogue. This has imbued them with a lot of personality, and personally, I think it adds a lot of dynamism to the town, which was still feeling a little static.

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## This past weekend, Vidar was at GaymerX East! This was the first time this con made it's way to the better coast, and it was a welcome celebration of inclusivity in games. Like Stardew Valley, Vidar's populace is pretty diverse, and represents good and bad people from all walks of life. Celebrating our differences and commonality felt particularly necessary last weekend; I'm glad I was able to go.

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## In response to observing some players at this con, I made a few quality-of-life changes as well. Barrels are activated with the lantern tool instead of interact button. Switches that cannot be used more than once now telegraph that better. Gates have been added to make the shortcut function more clear. The purple lever is purplier. That kind of thing.

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## With the conclusion of GaymerX, that's the end of the show circuit for me until Early Access on January 31. It's full steam (no pun intended) ahead now!

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## The next patch, "Bad Trip," will be coming out in two weeks on Nov. 29, and it'll include all of the above and a lot more. See you next time!

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[color=rgb(51,51,51)][font=Georgia]

## - Dean

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## Union

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## Hi friends!

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[color=rgb(51,51,51)][font=Georgia]

## Man, what a week. This week involved a ton of QA (important, but man it's like pulling teeth) along with adding a bunch of additional content for the game.

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## By and large, this was a Groa/Csaba/Tomi patch, bringing them into a really good place with their storylines and their quests. The patch adds a new quest - "Hunting Party" - that Groa can give you. "Giving Back" was actually already added in a separate patch a little while back. In addition, we're now tracking Csaba and Groa's marriage by a relationship meter, and you'll see their dialogue change as their marriage unravels.

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## The big improvements in this patch are also to the other quests for that family unit - "Bring Him Home," "Man's Best Friend," and "Boy's Best Friend." Bring Him Home had dozens of bugs that made it likely it would crash the game unless you did it in one very particular way. It's been heavily reworked. As part of it, a lot of extra dialogue has been added.

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## Another quest, "Family Time," was added in this patch. I talked about it last week, but what I didn't mention is that it's a way to get the pocket watch. The watch is a pretty valuable tool; in case Sandor dies on the first night, or you fail The Second Son, I wanted to give you another opportunity here to get it.

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## A handful of people reported some confusion with the UI, since the tool window assumed you were using a controller. It will now correctly detect if you're using a controller and update accordingly. Key bindings will come eventually, but it's a slightly bigger project for me. (RPG Maker doesn't make it easy, short of the F1 menu, which I hate).

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## As always, a ton of extra bug fixes. We're narrowing down hard toward Early Access.

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## This weekend, we're headed to the first ever GaymerX East! Come get your diversity-in-games fix and play the latest Vidar demo. If you plan to attend, make sure to buy your tickets in advance, as I've been told they will not be selling tickets at the door.

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## Additionally, the Linux build has been uploaded to Steam! Keys are going out to Kickstarter backers this week who specifically told me they wanted Linux. After that, we'll be done with all keys to Kickstarter backers, and will move on to Direct Download links.

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## Onward to the next patch, which will give Gusztav a little bit of extra love!

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## Alpha 0.7.4.0

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## Quests

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• New Quest: Family Time. Get it from Cecilia, but it's time limited
• New Quest: Hunting Party. Get it from Groa, once he's healed up and ready.
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## Boy's Best Friend

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• Cail now spawns in the Water Cave when receiving this quest
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## Bring Him Home

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• Completely restructured quest; removed dozens of progress-blocking bugs
• Added additional dialogue for all potential helpers
• When Groa is in your party, he can be instructed to hang back so you can solve puzzles; you still need to get him back in your party to exit the room
• The bottle of purified water, and the bottle of enhanced water, can no longer be consumed
• All potential helpers can now ID an enoki mushroom midway through the quest
• Choosing "no" when adding the mushroom to the water will no longer take away the mushroom anyways
• Added a rare path to obtain to obtain the quest which will bypass a few steps - it's not easy, though!
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## Dr. Spore

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• Picking up a mushroom will no longer reveal "Dr. Spore" if it wasn't already given to you by Gusztav
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## Man's Best Friend

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• The journal now correctly updates
• Cail properly leaves when returning to town
• The correct rewards are distributed for this quest
• This quest correctly completes as soon as you come back to town
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## The Second Son

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• Text on completion displays better
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## To Feed a Village

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• Fixed a bug concerning Fish spoilation
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## Puzzles

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• Fixed a bug related to light pillar activation
• Fixed a bug related to wall lantern activation
• Split the puzzle in Boulder Cave 4 into three pieces, so you can reset each separately
• Fixed several crashes related to Dark Cave Room 2
• Altered Ice Cave 4 so that quest items are still reachable after solving the puzzles
• Added a blue torch at the entrance to the wolf cave
• Fixed a crash if entering water with a bucket in inventory
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## Dialogue

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• Added 15 new cutscenes
• Borbalo will no longer stay out in the cold forever after Sandor dies
• Csaba will no longer stay outside once Tomi dies; her dialogue has been updated
• Csaba will grieve Groa outside
• Csaba is now aware when her son is dead
• Rozsa's dialogue better reflects if Sandor died on first night
• Dani goes outside to mourn Tamas
• Canceling when Mihaly asks you if you have any requests will keep the current music playing
• Groa will now stand outside to mourn Tomi and Csaba; his dialogue has been updated for both
• Fixed a bug where the completion date of failed quests was not being calculated correctly (this impacts a fair number of dialogues)
• Various text fixes
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## Misc

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• Profession changes / inheritance now *actually* loads from a save file
• The Tool UI now recognizes whether you have a Gamepad plugged in, and displays a keyboard key for tool use if you don't have one
• Various tile passage fixes
• Fixed various bugs related to Erik's Cave, including UI
• Tamas' black-and-white sprite on the load screen has been fixed
• The Shovel tool's icon matches the rest
• The "tunnel" nameplate in the Dark Cave tunnel no longer shows up
• Fixed the transfer from the ladder in the Dark Cave tunnel
• The lantern tool now displays light before you acquire it
• The player must face the correct direction to pick up the music box
• When electing to stay in a room after viewing the Teleport Menu, the room's music will resume
• Fixed an occasional crash related to particle effects
• Groa's grave no longer displays prematurely
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## Dean is the head of Razbury Games, developer of Vidar, an RPG Puzzler Where Everyone Dies. Pre-order it on the website to play it right now, and keep in touch with twitter.

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## Spoopy Vidar

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## Hi friends!

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[color=rgb(51,51,51)][font=Georgia]

## What a fun and strange week this has been. After the last content patch went out, I focused on fixing additional bugs in the demo that I discovered back in Austin. The demo is ever-more-stable, and those fixes made their way into the main game as well, including various rare crashes and bugs, text fixes, etc. These were all made because I was showing Vidar at yet another event, Playcrafting's Halloween Expo!

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## Sorry for the potato-phone quality!

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## This time, Vidar had its own entire room. We had a spooky set-up replete with blacklights and cobwebs (to celebrate the addition of Spiders in the last patch, of course), big banners and plenty of candy. Still more bugs were discovered (of course, right?) but the demo was so delightfully stable! And my favorite thing, instead of people asking "when is this going to be released?" the question instead was "is this released?" That gave me quite the confidence boost, to be sure.

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## Next week we'll have the "Union" content patch which has three pretty unrelated quests (plus a reworking of one quest), and that's slowly driving me crazy. One of those quests - "Family Time" - is already done, and I'm glad to have it, because it fills an interesting roll in the game. Assuming the necessary conditions are met, "Family Time" is only available for one day; if you don't receive it then, you'll never get it. Once you receive it though, you can take your time to complete it. It's an interesting mechanic that I think encourages repeated exploration of Vidar, which is something I want to encourage. Expect more of these types of quests to come in future content patches.

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## We've given out Steam keys to nearly everyone who got one through the Kickstarter. The only ones left are the handful of Linux users, and I think we'll be able to get them taken care of next week. Then onwards to those who requested direct download.

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## That's all for this week - make sure to get your tickets for GaymerX East so you can play Vidar with me!

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## The Library is Open

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## Hi friends!This Alpha Build marks the first of what I'm calling "content patches" for Vidar. All told, it includes two new quests (plus an overhauled third quest), a new zone, a new puzzle mechanic, and some new additional functionality. The goal with this patch wasn't just bug fixes, but something much more, to continue to increase the content where it felt lacking (here, primarily focused on the Dark Cave). For a bit of dev history, the Library was actually in one of the earliest prototypes of Vidar, several years ago when I was still using RPG Maker default assets. Once Becca's art started coming in, I never rebuilt it, and it was languishing in a back corner for years. You could get pretty close to it in various demos, and the entry was even in the Dark Cave Alpha Month I did about a year ago. So I'm happy that it is finally making its triumphant return all these years later, particularly because Mihaly was feeling a little lackluster overall. As was Dani; I took the opportunity to inject a quest for her here, and start her down an inheritance path that will be more fleshed out in a later content patch.Getting this much content done in 2 weeks was do-able, but maintaining a pace of these every 2 weeks will be difficult as we get to launch. That is, I wasn't able to do this and a lot of marketing, bug fixes, etc. So we'll see four more content patches coming before Early Access, and then a slight hiatus while final bugs are stomped, Steam is updated, and everyone gets hyped. If you want a preview of them, keep an eye on the What's Next page as we progress! Speaking of Early Access...

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# VIDAR WILL LAUNCH ON STEAM EARLY ACCESS ON JANUARY 31, 2017!!!!!

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## That doesn't give us a lot of time, so if you're one of the KS backers that has access to the Alpha, make sure you're playtesting so I can fix anything you come across!

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## Alpha Build 0.7.3.0

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## ??Quests

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• Overhauled Quest: Den of Darkness. This quest now has several possible branches and substantially improved functionality. The conditions for its receipt have changed, several cutscenes have been added, and rewards have been revised.
• New Quest: Threnody. Get it from Mihaly in the mid-game
• New Quest: Reading is Fundamental. Get it from Dani once you have Threnody
• Fixed a bug related to mining ore in for "What's Yours is Mine"
• Fixed several crashes related to "Sketched Out"
• Csaba will now remove items appropriately from your inventory
• Giving your journal to Csaba properly disables journal access from the menu
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## Puzzles

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• New Puzzle Mechanic: Spiders. Find 'em in the Dark Cave
• The Library now spawns in the Dark Cave with 7 new puzzles
• A room is now marked "complete" once the puzzle is completed, rather than always having to reach the exit. This is most prominent in the Ice Cave.
• When moving from room to room, it now takes no time to go to an adjacent room. Which room is adjacent is determined by the exit you take from that room. So, for example, if you leave through the entrance to a room, then the room before you will take no time to go to.
• Relatedly, when moving from room to room, if you are backtracking you will enter the target room at its exit (as though coming from deeper in the cave)
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## Dialogue

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• Rewrote nearly all of Etel's dialogue
• Added dialogue for Dorottya, Dani, and Mihaly
• Added introductory dialogue for Csaba
• Edits to Rozsa's dialogue
• Fixed the music in the cutscene for receiving "The Second Son"
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## Misc

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• Robert now actually inherits the Doctor role from his father
• Fixed a rope in Dark Cave 1 (this was actually handled in a hotfix)
• Fixed the small transition between the Ice Cave and Dark Cave which would cause the player to become transparent (this was actually handled in a hotfix)
• Nearly every book has been removed from Vidar - don't worry, we'll find new ones
• All books have been given a charity value
• Mihaly now takes requests
• Fixed a crash when trying to switch tools in town
• The timer window will go away once the day is over
• Ghosts no longer gab while the end of day text is pending
• Arpad now mourns Rozsa at her grave
• Borbalo and Katarina now mourn Sandor at his grave
• Fixed an occasional crash when entering the cave for the first time
• Music now fades out after puzzle generation
• Fixed some text positioning and line breaks throughout the game
• Added a better, non-text tutorial for light pillar use; removed the text that would show up in DC2
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## A whopping 80 Steam Keys were sent out this week! We'll have rolled out the alpha to everyone on Steam for Windows and Mac by the end of next week. Linux, and the remaining Direct Downloads, are close behind.?- Dean

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## Dean is the head of Razbury Games, developer of Vidar, an RPG Puzzler Where Everyone Dies. Pre-order it on the website, and keep in touch with twitter.

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## Rewrite

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## Hi friends!

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## This week has been an awesome flurry of new development and bug fixes. One of the big things that I finally tackled was Etel's dialogue. The character felt a little 2-dimensional and some of his "filler" text didn't really fit with the cowardly-but-still-arrogant soldier I had in mind. Almost all of his dialogue has been rewritten. This also gave me the opportunity to put a fair amount of polish on his "Den of Darkness" quest, which plays a lot better now.

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## Additionally, teleporting through the cave feels a little nicer now. You're now rewarded for exiting a room on the "correct side" - that is, the one in the direction you want to teleport. In other words, if you're exiting Room 2 to enter Room 3, it won't take 30 seconds to teleport there. You can also use this method to end up towards the beginning or end of a room, so that you're better positioned to quickly grab a quest item.

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## The next patch is coming in a week, at which point we'll also be doing a major push of Steam keys to Kickstarter backers. If you want to keep abreast of new content coming for Vidar, check out the What's Next page, and stay tuned!

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## - Dean

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## Austin, Alpha, and Introducing Myself

Hey there!

Last week I started posting my DevBlog here, and I realized I hadn't properly introduced myself! I'm Dean, I'm the creator of Vidar, which is an RPG Puzzler where everyone dies. I had heard that Gamedev.net is going through something of a rebirth last week at the Austin Games Conference, which was an awes[font=arial]om

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## I started working on Vidar about 3 years ago, not really knowing what I was doing. Since then, I've done a Kickstarter, been Greenlit, and found myself constantly beating back a lot of im

postor syndrome because I have absolutely no qualifications to be doing any of this. I have quit my job, started teaching RPG Design in New York, and just in general found myself now completely immersed in game development. It's been a wild and largely inexplicable journey. At some point, I want to talk about all of this on here, but as it turns out I'm trying to release a dang game, so let's talk about that for now ;)

This past week I was at Austin Game Conference, a recently-revived event focused on the games industry, development, VR, and all kinds of fun things. Vidar was part of Intel's Game Developer Showcase; it was a great time seeing games that were different from the usual East Coast Indie Circuit.

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• ## [font=arial]Shapesong[/font]

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## [font=arial]VR was definitely a highlight of the conference, with a full speaker track dedicated to the subject (and other tracks veering into the space), and several booths on the floor dedicated to demoing indie games on VR. For attendees who had never played with the Oculus or Vive before, it was the best time to try it - typically any game using a headset no matter how good or bad has a long line at conventions. Here, there were enough that you could just walk up and start playing.[/font]

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## [font=arial]For my part, I'm thrilled to have emerged with close connections to Intel, and hopefully they'll be able to help promote Vidar in the future![/font]

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## [font=arial]Because I was demoing at AGC, a lot of polish was added to the specific scenes that appear in the demo, in an effort to really showcase Vidar. Lots of other fixes have been added as well, and the game is feeling pretty decently stable. Just in time, too, because I'll be on vacation next week, so we won't have another patch for a while.[/font]

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## [font=arial]Alpha Build 0.7.1.0[/font]

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• ## [font=arial]Tomi is no longer outside if Groa's corpse has not been found[/font]

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## [font=arial]Map / Puzzle Updates[/font]

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• ## [font=arial]Added a non-text tutorial concerning geyser use[/font]

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## [font=arial]Miscellaneous[/font]

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• ## [font=arial]Fixed a crash that could occur once Bernadett and Borbalo were both dead[/font]

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## [font=arial]This week we started deploying Mac keys - 10 went out as our test run, and we'll ramp up depending on how that goes. Additional Kickstarter backers got their copy of Vidar as well! [/font]

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## That's all for this week. We're off next week and the week after, be back around October 18!

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## [font=arial]Dean is the head of Razbury Games, developer of Vidar, an RPG Puzzler Where Everyone Dies. Pre-order it on the website, and keep in touch with twitter.[/font]

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## Every Ending Needs a Beginning - Vidar Dev Blog (9/22/2016)

Hi friends!

I'm demoing Vidar at the Austin Games Conference. I talked about it a fair amount on the blog last week, no need to rehash. However, rather than tempt fate, I'm avoiding pushing a patch this week for fear of breaking something. I mean, I'm sure there's plenty that's broken. I just don't want to screw up the demo pre-Austin.

That being said, a lot got done this week! The new title screen is vastly improved, a number of long-standing bugs have been resolved, and the tool UI is much improved. Events should clip a little less. Specific events like the Wolf Cave and Erik's Cave have been cleaned up. Oh, and the trailer video is finally done =P

Next week will definitely be a patch, and likely the last major one until mid-to-late October, when I start introducing new content.

That's all for this week!
?- Dean

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## Dean is the head of Razbury Games, developer of

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## Vidar

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## , an RPG Puzzler Where Everyone Dies.

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## Pre-order it on the website

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## , and keep in touch with

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