Demon's Revenge

Posts in the Featured category

T-Shirt design and writing direction

Hey everyone,

I wanted to talk to you all about some of the changes and direction that we are looking to explore as we are writing a more dynamic set of dialogue and events. One of the things we felt we got away from was the general themes of identity and discovery. This is something we want to really look to move forward with as we talk about this in our weekly meetings with Shaun. We are really looking into the nature of each character and trying to build around that for the entire infrastructure of the game. If it’s Jagen’s nobility or Sen’s detachment from civilization at a young age, we want you guys to build an understanding and a reason why these characters do what they do.

We are always looking into ways to show backer appreciation as we have a few backer rewards in progress we are looking into more creative ways to show you all ow appreciative that you have helped now and in some ways towards to future.

Recently we had a T-shirt designed by Ricky and we wanted to see if we could get that out to some backers at specific tiers. We are still trying to figure that out but for now we are concentrating on the design. We went with the chibi like character designs with the silhouettes of the main antagonists from the entire Chapter 1. We hope you enjoy it and we would really like to get them into a few of you backers hands. We may do more designs in the future, but we seemed to attract a bit more attention with these “cute” designs than we normally would have. So in the future expect something a lot more “Demon’s Revengy” in art style.

We would have had this update out a little sooner, but I was hoping to get a little more content out there for you all to take a look at. Mostly to talk about some battle stuff, as I think that contains the bulk of the changes. I am currently working on some new enemies like this spider, but it would be a lot cooler to see it in game with its proper colors.

The colors are not finalized, but I thought it would be cool to show some progress on some things we have not shown off yet.

We hope you enjoy this update. We have a lot more things coming up soon. The new and improved combat system and a more robust ending with a new motion comic. This time we are going to make sure the videos can play on everyone’s computer well. That was a huge problem we faced with the previous release.

We are always looking forward to hearing what you guys think.

Thanks again and we look forward to showing you all more and releasing this major update and then finally moving on to episode 2.

Soundtrack and battle mechanics

So as things progress we wanted to let you know how some of these rewards are working out. One of the rewards that is closer to getting completed is the soundtrack although there are many of the songs already completed we have about 40 more tracks for the entire chapter one. We would like to put this out sooner than later but we feel that it needs to be complete in order for you to enjoy the entire soundtrack as a whole.

We played around with the idea of releasing it with the current tracks and than upgrading it over time but one solid release seems like the most viable idea. We do have the cover art completed for the soundtrack and the more we get done on it the more we really want to release it to you all. Let us know how you feel about releasing the soundtrack, especially to you backers as we would like your opinions.

These are the current complete tracks not counting the 40 or so other tracks for the entire chapter.

Track list
Track list

With the soundtrack cover we wanted something a little more colorful and fun. So we had Ricky do a design that reflected that. Ricky did a great job here. As always he really shows how versatile he can be.

Soundtrack cover
Soundtrack cover

Upgrading the battles system

Some things about our system did not reflect our entire vision, animations did not play out entirely like they were suppose too and some key features were missing. There were balancing issues and what was suppose to be the one of the biggest highlights of our game became the most polarizing part of it. Now there is some reason for the way things went the way they had, a guy we commissioned to do work on it stopped working on it and we had a hard time getting in touch with him prior to our initial release so a lot of key features, basic functions and overall performance of our system just was not were it needed to be. Not to say there were not some issues on our end. We wanted a challenging game and we went about it the right way. Now we have a better idea on what we need to do in order to make the game both fun and challenging and we are implementing those things as I am writing this update to you now.

One of the big things we are working on is pacing and the overall feel of the system. The combo system was not as “snappy” and fast paced as it needed to be. We wanted some form of agency as you were pressing the buttons and performing your combos.

Previously when you performed your combo the entire animation would play out and you would have to wait for the transitions back into the idle stance.


Although it looks smooth it can feel a little stiff and may prolong the battle far longer than it needs to be.

So we want something that feels natural to your button presses, as long as you have pressed your next combo attack before it hits your animations should transition into the next hit and it would look a little more like this.


Here, it is a lot more fast paced and upon each hit you should immediately go into the next animation. This paces the battles much better and makes it feel a little more dynamic.

Now if you miss or you do not make the button press on time you will still get the full frames with transition so that the enemies dodge animation will look more natural to the animation you are performing.

Working with the new resolution changes the way we are going to present the battles and we are coming up with more efficient ways of using them to conserve both space and the amount of memory the engine will use. So we are playing around with the idea to use the 200+ frame animations in video format. Converting the images into webm videos which compress down really well..

This is the battle background in webm format. Although this video cuts off, you can see that it loops very well in engine. We have much more to talk about regarding the battle system and we should have more news about that and more soon.

Thanks again for your time. We look forward to talking about more in the next update.

-Tyrell and Whitney White

Big Plans For March

So we are ending our February and coming into what could be our biggest event since our Kickstarter campaign. We are on a schedule of releasing our playable demo by the third week of March. We want to give you guys a little insight of what the demo will contain and how things have changed since our campaign up until now.

Demo News

The demo will be about an hour long depending on how you play it. It will be more or less an intro into the actual story and feature our main character. When we release the demo we are really going to be looking for some strong feedback, everything will be upgraded and we feel we can not make a great experience without your input. Our goal is to make a really great game, we want the game to do well commercially and critically.

Voice work

We have had some issues with the voice work for some of the characters in the demo. Most of that was due to some of the voices we rushed and acquired shortly before its release. Now we are going with our core and strongest group of voice actors for the next showcase. That would include Jalen K. Cassell, the voice of JagenCecilia Yus, who will voice Mioni and hopefully Amira, Echo Viridian as Sinara, and our newly acquired voice actress Danielle Mcrae who will be the new voice of Sen.

Sprite Work

We are wrapping up this month with a lot of great news and content. I have been working on Jagen again and I have been making his sprite look more like the image that Ricky has drawn. I have added more detail to his armor and upgraded his gauntlet to look more like Ricky’s detailed work.

Compare New and old
Compare New and old

Using this design I have been implementing it into Jagen’s combo animations and I really like how they look opposed to what they were before. This new version will be featured in the demo, so he will definitely have to look the best he can look.

Kick animation
Kick animation

I have also been working on some animations dealing with the character sprites such as climbing, jumping, bending down, and stance. Here is a small example of Sen’s in game map sprite.

Sen’s stance animation

We have enlisted some more on on tile sets over the past couple of weeks and the production has been fantastic! We have had some really talented people come along and the work they have produced along with our contracted spriter is amazing you are really going to enjoy what we have to offer as far as landscapes go.

New tiles
New tiles


I firmly believe that we should have one of the best soundtracks for an indie game  this year. Mark continues to impress with his remakes of our older tracks. Jagen’s new battle theme may be one of the the best tracks he’s made so far. I personally think Jagen has all of the best music associated with him. I can not wait to hear you guys’ opinions on it.

“Sundering Volante”

The Full Game

We have plans to release the game in the near two to three months. That being said, I want to clarify what this game will feature and what may be left out as far as the first chapter goes. As you all should know, this game is going to be chapter 1 of a full length RPG experience. We aim to make the chapters at least between 14 and 17 hours. We have 3 playable characters, 8 areas in 4 locations, and a few secret ones too, all in the first chapter.  

What we may or may not be leaving out is an additional playable character and 3 more areas which would just take a little bit more time but could be added to the next chapter. We shall find out what we could do with that by the end of March.

Let us know how you feel about this as we want you all to feel like you are getting your pledge’s worth. We want everyone to feel satisfied with our game and their pledge so if you have any concerns at all please feel free to let us know! We are always willing to talk about it and we will respond promptly.

In Game Backer Rewards

We are currently in the process of getting the in game backer rewards for you guys and we would like to get the information for your boss or NPC if you have not yet given it to us yet. We will be contacting you throughout the month if we have not already done so. By the end of the month of March, everyone with the NPC or boss reward will be given a map of the main location. You will be able to choose a spot for your NPC to live. Some locations are not available in the first chapter so you will have the option to choose one of those locations to live as well if you are comfortable with waiting for your character to be put in the game. 

Thanks everyone for your support and we hope to impress you with our demo/beta in a few weeks.

-Tyrell and Whitney White

PS – Today was my birthday,  just to throw that out there. I could not have had a better time spending it working on the game with my wife. 🙂

Final Hours

We are in the last 48 hours of our campaign and I would like to go over what would be considered a 60 day campaign. We have had some ups and downs through this whole process and we have shown nothing but resilience and determination to get this game going and in a polished and professional state. We would like to thank you all especially the ones who have backed us since 2012. We continued to develop and you have been there for the entire journey. Thank you so much and we are going to deliver you all a product worthy of all your generosity. 

Boss Design Contest

For those who do not know, we held a boss design contest for participants from just about everywhere we post our project. Our 1st place winner was Fred Green and he designed a very interesting character with a remarkable background. He is one of our backers and we are very proud to have this character in our game. You can find out more about her and other characters in our game by following the link in the picture.

We also designed thank you cards for just about everyone who participated in the contest. Although these are not the final designs we plan to add them into a fun and simple trading card game within our project. There are still some that I have to refine and finish, but this is a glimpse of what we have so far.

Cross Promotions

Through this time we also had the opportunity to cross promote with 2 other projects in a form that allowed cameos in game. Land of Eyas and Legena, both of which were completely funded just a couple of days ago. We found it to be a unique and fun opportunity and we plan to add them both to the card game.

Backer Created Content

I have had the opportunity to work with some backers on their in game rewards. I started with Steven on his NPC and so far he is coming out extremely well. I have some information on Fred’s NPC and boss and we should get to that soon. Even after the campaign is done, we can all still get together and discuss a lot of these ideas that surround this world and the fantastic politics and culture that exist within it. After all when you put your input into the characters, you are creating more depth and diversity in this world.

Steven Lee Potts NPC, Luth
Steven Lee Potts NPC, Luth

Streaming and progress

Towards the end of the campaign we streamed quite a bit. Mostly about our game and past projects. We talked about where the project is going and where it has come from. We talked about the games that inspired us and Whitney played a bit of Tomb Raider. We had fun and we learned things about our backers and they learned some stuff about us too. If you want to recap on what those things were, we uploaded the streams onto youtube for you to review.

Thanks to you all, but we are not yet done! We are very close to our goal with very little to go. With your help and your participation we can make a run to finish this campaign successfully. You have all been great and we could not ask for much better support than the support we are getting from you all, our backers. Let’s all share our project on all social media and let everyone know about our great game. If this is successful, we aim to bring you a very good RPG experience and some new and unexpected twist to a great gaming formula.

Thanks again,

Tyrell and Whitney White

There is a place on Hasphal where humans and jehts live together. It is an underground city where both humans and jehts choose to co exist with each other. It is called New Falen. These people generally do not want to be a problem, they feel as though they serve as an example of what the rest of the world should be like.

Siluet Enlarged

Many jehts and humans live in this underground sanctuary. Most have different backgrounds and views on the life that one would live in New Falen. The jeht known as Siluet has experienced peace in New Falen, being half human he has found such a place to be accepting of who he is or what he believes himself to be. He is a traveling musician who tries to stay upbeat and optimistic about his underground dwellings. To most, New Falen can be considered a paradise away from the prejudice and bigotry of the rest of the world.

Living a life alone and wandering as a nomad, the trans demon known as Jynx trusts no one and serves no allegiance to either side. Longing to belong to a world that hates him, he tries to blend in with the humans. An attempt at a life that cost him his arm. Now uncertain of his path in life, he begins to regret his lineage and accepts the world as being lost in chaos. A place like New Falen can not fill the black heart of one that has been hurt as much as Jynx.

More News
We still continue to get some news coverage and with more on the way, we hope to gain some more momentum and launch our campaign into the funded phase. This has been a long time coming and we feel we can really make a difference this time. We have nothing but great things being said about our project all over the net and we hope that brings us even more pledges.

Until next time, share our project on twitter and facebook. Thanks for all the support. We still have a long way to go. Even though we are almost 50% there, we still need all your help. Like and share with anyone you know, let’s make this game happen now!

Thanks so much,

-Tyrell and Whitney White

Demon’s Revenge takes place in a sci-fi fantasy world, there is no doubt about it. Although the references to sci-fi are subtle now, later in the game many other things will be revealed. For now, let’s talk about the save points. By now many of you have noticed that the save points in Hasphal are a little… A lot out of place and people kind of just live their lives knowing that these things are there. They are harmless. In fact when people studied them, they noticed that they were rooted to the ground like a tree through its wires. Some people even claim to have seen them fall from the sky. When anything would get near it, it would open and glow a pulsing light drawing people nearer. It’s said that you can see your whole life flashing with each pulse of the light. These foreign machines helped people recover from amnesia and so they were a welcomed artifact to both jehts and humans.

Surely you’ve also ran into the spaceships scattered around the sacred forest.
Jagen makes a discovery under water.

Nobody knows how they got there, but they are running an investigation. Trying to figure out how to get the doors open so they can explore the vessel further and learn from this foreign object.

I’m sure the party knows how to get those doors open though…

Yay, we finally launched our kickstarter! Ok, I know I’m a little late, but yesterday I was too excited to write anything and instead posted short blurbs about it everywhere, but today I’m still all over the place, but a little bit better. I posted about it in the newsletter and in the newsletter I also mentioned that we’ll be updating the demo soon to address some bugs and suggestions. (more…)

Kickstarter Third Strike!

Through a lot of preparing, research and whatever time we have had to develop, we have decided to relaunch our Kickstarter campaign. We will be doing this on September 2nd.

We feel it is the right time. If we wait any longer, it will significantly hinder our plans to finish the game by the second quarter of 2015. We have worked whatever time we have had into our project and we need the time and resources to move forward with our project. (more…)

We just did a rather huge update on the current demo so if you downloaded it previously you will have to delete your save or it will cause an error. There is now a survey at the end of the demo. If you have already played and wish to take the survey now, please do so. Your feedback will help us make a much better game. Also, if for some reason, you did not get to the end of the demo, here is the link. Survey

Demo (more…)