First demo release & general development roadmap


It's finally here, the first version of Skantish is now available for all to play!

Some may be wondering what happens now, or where the game will go from here. At the moment, I plan on taking a short break to attend to personal matters, as well as pushing hotfixes for the initial demo. After I'm through with my immediate matters, I plan on bringing the next zone into pre-production. This will involve taking feedback into account, patron suggestions, as well as polling patrons on what species they'd like to see the next zone explore. After which, I'll get started on working it into the game and posting development progress to the Discord server.

To precisely lay out what I'd like to do in the long term isn't something I'd like to do, since I want for this project to grow and develop naturally rather than having a strict blueprint in mind. I do have a general idea of how the game will progress, and an ending in mind, however.

This public demo consists of what I would call a "Zone". The game, as a whole, will consist of multiple zones, each one inhabited by and focusing on one of the many clans that live on Rythe and its surrounding islands. Using the current build as an example, the first zone is inhabited and controlled by kobolds, which you see a lot of. Kobolds are a monster clan however, and I plan on having many more manid (anthro) clans for Naomi to visit.

"Zone Builds", then, would be what I'd consider completed areas of the games, content expansions to it that build upon the previous zone build. These are what most patrons will be receiving early, with the public demo only being updated to the second latest zone build, up until I feel that the demo has enough content. After that, the game will be exclusive to patrons during its development, up until it's fully finished and released.

I don't have any estimates on how long each finished zone build will take to complete. Each one will be unique, introducing its own mechanics, areas, enemies, quests, scenes, characters... The list goes on. Hence, why I thought it'd be good to award bi-monthly builds to higher tiered patrons, so they at least have something to mess around with during the lulls between full builds.


A lot have been wondering whether or not the game will ever have a male protagonist, gay content, etc. And the simple answer is No. Skantish is a 2D game, and I'm not sure if this is lost on people, but doing things in 2D such as scenes, animations, sprites, all of that, is a lot more intensive than having a 3D model that can be re-used and simply animated to do anything. Every single asset, sprite, sex scene, has to be painstakingly hand-drawn and animated.

In regard to this reality of development, I'm planning on Skantish being my final 2D project. So, I'd like to flesh it out as much as I can, a quality over quantity scenario. It may not have as many scenes as my previous games, as many options for how scenes are contextualized (Topple system, ambushes, sub/dom variations...) However, I'm going to stress the fact that I'm putting my all into these scenes. I spend multiple days on each animation, I storyboard and plan out each scene, how it'll flow, how it'll fit into the game's overall story and narrative. I built tools to flesh out the scenes in game, elevating them to a level never seen before in my previous projects. I hope that these aspects shine through, and that fans of my work can understand the perceived "lack" of content over Tailbound or Thirstchasm.

Skantish, for me, is a stepping stone to prove the skills I've developed in the decade and a half I've been making 2D games, alone, by myself. I hope that it's successful, so I can take time to learn 3D and make the leap to making more fleshed out experiences, with more possibilities. There are so many things I'd like to do in Skantish, things like having different protagonists, multiple variations on scenes, hell, just being able to move the camera would be a game changer for what I could do with these games and scenes.

For now though, I'd like to keep the scope of Skantish manageable, and thus not get burnt out as I pour myself, effort, passion, and time into it. This post is an explanation of my thoughts towards the game's future, to hopefully help others understand my mindset as I push forward with its development.

Thank you for reading, and for your understanding!

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Comments

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(+2)

I just read this post after commenting on the original game and just wanted to add that i think focusing on making this game fully fleshed out is a great move. Your games in the past have been amazing and i think you're one of the best creators I have found. Don't feel rushed by any means, if it takes months to make content as good as what is provided in the demo then it is worth it. I look forward to following this games progress.

(+4)

I'll admit I'm a little disappointed that there won't be any m/m content planned for this game. I'm also sad to see that the other project "Asylust" you were teasing about on your patreon a while back seems to have been scrapped in favor of this game.

But hey, I understand that a lot of work goes into making games and it's important to focus on the stuff you've got a personal investment in rather than trying to cater to all of your fans. Good luck with this new project. I probably won't play it myself, but I can certainly see the effort that went into it.

(+3)

This is great! I'm very excited. The only question I have is that I believe you were also making a horror like RPG right before this project. Is that project still an idea you would like to work on in the future after this? or would you say that project is pretty much scrapped?

(+5)(-1)

No, Asylust was too dark of a concept (went too far with the "horror" aspect for a porn game) and I'm just not a fan of designing number-heavy RPGs. (Which, I didn't realize until after I had programmed the battle system and realized I now needed to design/balance content for it.)

If you're interested in the game, I made this archive of it including lore/story documents, which give a pretty good insight into why I wouldn't want to continue it conceptually, and why I decided to just scrap it and start over with a more fun project (Skantish).