Demon's Revenge

Progress continues

Hey everyone we wanted to give you an update on what is going on. Right now we are still in the process of converting the game and we should be well on our way to getting things polished and a lot more enjoyable for everyone when we release it. That means that a lot of the game is also going under the microscope and we will be ironing out things and adding a bit of content for those who would like to play the first chapter again after this initial upgrade to the new engine.


We are always looking for ways to improve the game and taking the game to this new engine has proved fruitful. The frame rate is much better and we are able to accommodate our heavy load of images and effects that we use in our battle system and you can see how that coupled with the larger resolution has made for a much better visual experience.

Visuals alone does not make a great game and working with Shaun we have already come up with some really good story points to the game that may need tweaking, things we never considered which add much more flavor to the characters and story and make the world a bit more robust and attractive.

Dialogue will also come with some emotions and a little more animation. We have started to adopt the idea of using facial animations for the characters portraits combined with the voice acting to give you a better idea on how they are feeling. We hope that this will make the characters feel more alive, although there are plenty of animations to hammer the point home I am always looking for ways to engage our audience.


Some other things that I did not feel were quite right and we were going over was the battle animations and designs. I felt like we could have done a much better job on some of the sprite animations, especially with the Ridders, as they will play a bigger part in the story. We are also considering giving them combo finishers so that they will be more consistent with the current playable roster.

Quint's new stance
Quint’s new stance
Quint's old stance
Quint’s old stance

We also took a lot of critique from reviews and gamers who felt our game was missing some things or could have been improved in certain areas. So we are looking to add shops, more variation in areas, variation in enemies and a way to respawn enemies. Other things that we didn’t quite have time to implement will also be featured in the upcoming update like night time enemies and skills. Side quests and other battle features.

New wolf den BG
New wolf den BG
Blackthorne : side quest
Blackthorne : side quest

As far as rewards go we are still working towards getting that soundtrack out. We are working on getting the cover art for that made as well as some extra physical goodies for those who pledged for the physical copy of the game. We have a lot more things to talk about and go into detail but we will wait for another update for that.

We have taken up some commission work to help further development on our project so coming up with an exact release date will be misleading. We have an idea when we would like to release it, but we want to be very careful when we announce it.

Thanks for all you have done for us we will continue to try and provide you with a great gaming experience.

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

May 28th update

As I was getting up today I noticed how off track we had strayed from giving you guys updates. I had been posting things on facebook and twitter for the last couple of days before I begin work on the game in the morning. A lot has happened over that time and we would like to share a lot of that with you.



What has been going on with CTDR

Hey guys, this update is really late but we have been working really hard on the game and a lot of big things have been going on for and around the game.

One of the big things we have been doing is submitting our project to IndieCade and for the Indie Mega Booth at PAX Prime. We have been going over hundreds of pages of bug fixes and game play elements to get the game ready for those two events and we really hope our project gets selected for both.

That being said, it is ready for our backers to give it a swing. We are going to prepare a section in the forum really soon for you all to give your feedback and let us know how we are doing. This has not really been tackled yet as we have had all our energy and focused on the game.

April 22nd Update

So we are extremely busy and a lot more organized than we have ever been. We have started using a program called Trello and it has increased production exponentially. We are pretty much done with the demo beta besides a few bugs and workarounds that makes it a bit more playable. We are setting something up in Trello so that it will be a lot easier for our beta testers to give direct feedback and bug reports. We are pretty excited to hear from you guys, we want the beta to be as playable as possible as we continue to improve on what is beginning to really impress me.


Ricky has finished this gorgeous map. We are extremely impressed with what he has done. Despite all the work he has done previously, this map is one of the best pieces of art he has created. Whitney’s vision on these places coming to life is really cool. I was skeptical of all the locations she had and wondered if it was too much. It looks perfectly balanced and the detail is so good I thought we could offer the full sized version to our backers as a wallpaper.

Over the course of developing this game we have had some good expectations and in a lot of ways when I test play our project we have met and exceeded anything I personally thought we could have achieved. I have grown so much with my pixel art and I continue to evolve as this project goes on. Jagen has been one of the more detailed and prominent characters in our game and he has been the bane of my existence, with all the detail that both Whitney and Ricky put on him. Yet I still am able to improve on what I was able to do before hand. A lot of people respect my work which makes me very proud. I never thought I would reach this level of achievement doing what I love.

Jagen Final Stance
Jagen Final Stance

We have had some gameplay changes and we would definitely like your opinion on it. Although we will continue to have jumping in our game, freely jumping anywhere you want will no longer be a feature. We had some visual and gameplay problems with it and in order to tie the project down in a clean and neat package we had to modify it the way we did. Now there will be jumping prompts where that aspect is available and hopefully we will maintain that free roam aspect and feel of the game.

We have also implemented a point and rage system within the combo and finisher system. There are now three buttons instead of 4 directions, having left and right seemed a bit redundant and the other button will more than likely be reserved for cancelling out of the melee attack position. The base combo points will start at 40 and progress as the game goes on. Up, which is the strongest attack has less accuracy and takes the bulk of the points. Left is the moderate attack and takes a modest amount of points and does middle of the road damage. Down does the least damage and has the most accuracy which takes the least points. They also have direction implications which will allow you to exploit an opponents weakness or discover its advantages. For example, attacking a flying enemy like a bat which has 100% evasion against your low attack would be useless so instead of spamming the attack button you will be planning out your attacks and hopefully this holds players attention to battle. Rage points are used to execute a combo finisher. You gather rage points as you do melee damage and are attacked. It is divided into 4 sections which attributes to the four levels of combo finishers. Our goal is to make the battles both fun visually and technically and help you connect with our characters both in and out of battle.

We hope you all enjoyed this update, we are definitely on our way!

Thanks again,

-Tyrell and Whitney White

Late Update

Hey everyone, we have been pretty quiet over the last couple of weeks mostly because we are working towards a predetermined goal. We have been hammering at our demo for the last couple of weeks due to a stream that made us work twice as hard on our game due to some of the missteps that we saw within in it. The good thing is that we have a pretty good demo and we are going to distribute it to our backer beta testers soon.


We have had some pretty solid work done by Ricky over that time. He has been working on some of the character intros as well as the world map and hopefully we’ll see the complete versions soon. He has already done an excellent job as always.

Battle System Status

We have just a few more things to implement and test with our battle system, although it is almost ready to distribute and test for our backers we still have much more that we need to do as far as visuals and bug fixes.

Frost Bite
Frost Bite

We are pretty excited about the combos and the combo finishers. They add some real variety and excitement in the battle system, enough to hold your attention. As you go further into the game you will be able to unlock, upgrade and perform more combos to help keep you engaged and having fun throughout your gameplay.

Interactive objects are something that is in the game but we have yet to implement it. This is something else that will add a little more depth and variety in our system. As we have been playing our current build we realize that this could be used to make boss battles a little more strategic and add some variety in the ways you can defeat your enemies.

Game Release Date And Backer Rewards.

It is now April and most of the rewards were due last month. We do apologize for the delay. We now plan to release the game in the summer and we are in progress of getting the rest of the rewards as soon as possible. Our soundtrack for chapter one is nearly complete and we have over 24 tracks for it. We have a few motion comics in progress and we will be featured on steam when we launch. We have recently realized that some of our backers have yet to receive their wallpapers and we will send a message out individually to see if they had received it yet.

A big reason the game is being delayed is due to our production quality increasing, marketing and bringing our game up to industry standards. We apologize for the delay but we hope you will still enjoy the hard work and effort we are putting into this project.

– Thanks again, Tyrell and Whitney White

Mid-March Update

We are coming very close to releasing the demo, we have worked very hard pushing each other and arguing with each other to make sure everything fits our combined vision. We feel that we have something that everyone will really have fun with. This month has been very exciting and we are eager to get feedback on everything that we have. Be prepared to lend us your unbiased opinion and let us know how you feel about everything when it comes out.

We are first going to be streaming the demo on hitbox with the Average Giants on Monday the 23rd at 9PM EST. Come see us get some direct criticism and see what Indie Game Magazine has to say about our game. If you guys can come and lend us the support, we would really appreciate it. It is always a fun stream and both Nicks are really cool people and usually very nice.

One of the cool things that we are bringing to the table and that gives the battle backgrounds a bit more depth is adding some really solid animation. We have managed to get our animator, Chris Lewin, back on the job and he has produced some really solid results check it out!

Ricky is at it again and he has done some really cool art work. He’s interpreting our vision from my less than stellar story boards. He started working on the intros of the three main characters and so far, just looking at the first frame it is going to be epic!

How I feel about our project right now

We have learned a few things through these past few months about our game and what we really want to provide the players with. I think one of the most important things that we wanted to do as a developer is come up with something that is fun, engaging, and interesting. Then I believe somewhere beyond those lines we feel that we have a bit of a mature audience and we wanted to do something that would have meaning and a bit of social commentary without taking itself too seriously. At this point the game has sort of taken on its own identity and it is sort of developing into something that we would have never seen coming, it has matured into its own individual thing and like a parent to it’s children we are very proud of it. Our game is dark and a bit grim at times and we feel like we really can not help it. We think our game is perfect the way we are writing it and we really hope you all feel like it is too. I hope that our central message is interpreted properly and everyone is able to find enjoyment with something we put all our heart into.

To give just a little more insight into how we operate and what we are thinking when we are working on the game, we never had a sense that we want people to think of this game as something from their past like nostalgia, nor did we want to recreate the wheel. We have played and have been big fans of RPGs and games in general. Our first priority has been to balance every part of the game and I feel when one part of the game starts to look, sound, or even feel a bit better than the other, there is a tiny voice in the back of my mind that is letting me know that the other things just have to measure up. I think to myself how could this part be just as good and that is the tough part about making this game with all the great artists, musicians and minds working on this project. We want so badly for everything to come together. I really hope you all will like the effort that we put into this and we can not thank you all enough for giving us this opportunity on this platform to make a difference in our lives we are truly grateful to be able to do this and we could not have done it without every single one of you here.

Thanks so much everyone for you support. We really appreciate it!

-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. 🙂

Animations Galore!

Hey guys! This update is a bit late, but there were somethings I really wanted to show. I have been playing around with Spriter Pro and I was able to make a pretty fluid animation for Jynx’s stance. For a spriter, this program is very exciting for me and there are many things that you can do with it.

Debbie, another sprite artist I have working with me, did a great job on animating the arm as well as other key frames to animations that we have been working on together. She is really good in different forms of animation and her work challenges me to make my work much better.

Here is another animation of a minor enemy we worked on together.

In a previous update we were talking about getting our custom battle effects, we have been working with Oray Studios and they have produced some really cool stuff. They are really great to work with and are very efficient with time and production as they had completed them in a short time period.


We have an update on the battlesystem and we are excited to really get some more work completed on it. We have a small preview of the battle system and as you can see we went in a slightly different direction on the way you do combos. One of our backers Steven introduced us to Xenogears and we loved the way those combos were performed so we did our own variation on it. Thanks Steven! 🙂 We hope that you all will have fun with it as we plan to make it as fun as possible to go into battles. This is a very raw preview of it, as it does not have the effects that we showed earlier in this update as well as the proper hitsparks, timing, etc.

We are working to get a new demo/beta up in March and we are finalizing our end point for our project (at least for the 1st chapter). In March, we want to give everyone another chunk of gameplay like we had done in our previous demo. There will be a completely different portion of the game and you will definitely see the differences that we were able to produce with the funding. We are really eager and excited to get your feedback on what we have so far and we are working hard to make an engaging and interesting experience. One thing that we regretfully may not show is the card game, although it is being worked on we have a slight delay in it. It has made Yin pretty upset, but as you all know we have a pretty hard time letting things like that bring us down for long and we will take the positive and move on with that.

Thanks for checking out our updates everyone. We are doing pretty well and we really hope that you like what we will show you guys sometime in March.

-Tyrell and Whitney White