Stay safe everyone.
Tuesday, August 24, 2021
Blog Revamp
Stay safe everyone.
Sunday, August 1, 2021
Whim Independent Studios - Development Log #61
Hi all, Happy August! Here is the monthly update for what's going on at whimindie. Our 61st development log. Note that some of this information will be cross-posted to our Spellbearers project page on Kickstarter for project backers.
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Spellbearers
First Look: The Fiery Lands of Floga
Here are some first screenshots of Level 3 - The Fiery Lands of Floga that our game director and lead programmer Gerren Willis provided last week. If you've backed our project and already received a copy of the soundtrack in the mail, you can take a listen and match the music with the area. It's going to be quite hectic!
Achievement Implementation
A lot of work on Spellbearers this month went into implementation of our achievement system. We set out to implement a global system that will interact with both Steam and Xbox from the get-go so we can minimize our amount of work for porting/adjusting later on.
A shout-out to Parker Colon, Gerren Willis, Jessica M. Jacuinde, Deborah Groves and Jonathan Dishaw for working on this implementation into the game!
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Selatria
After a month of getting the environment set up and moving files over, we're finally back on track for development. A lot of Selatria work this past month is tying the game together and wrapping up loose ends and incomplete dungeons. This also includes doing final minor character voiceover re-takes, contacting team members involved for final credits, and unvoiced scenario quests.
For those who participated in the Chapter 4 Alpha, thank you for your feedback and support! Now that we're able to get back to development, the revised shutdown date for Chapter 4 Alpha Version will be Saturday, August 28, 2021. While we did get some valuable feedback and addressed a lot of critical issues in Chapter 4, the participation in the alpha test was not at the level that we expected, and so we plan on doing something a bit different in the future to get player feedback.
Note that if you were given an alpha test key for Selatria Chapter 4 Alpha, it will be invalidated after this date and you will no longer be able to play the game.
That's all for this development log. Catch you at Gameacon in Rancho Mirage in a few weeks (August 14-15, 2021)! We'll be at Booth 112 and 113 showing Selatria, Spellbearers, Corpse Castle, and Reapers! See you there!
Friday, July 2, 2021
Whim Independent Studios - Development Log #60
Hi everyone! Here is the July 2021 update for what's going on at whimindie. Our 60th development log! Note that some of this information will be cross-posted to our Spellbearers project page on Kickstarter for our backers.
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Spellbearers
* Addressing User Feedback
Any plans for a Nintendo Switch version of Spellbearers?
We at whimindie love the Nintendo Switch platform and we would love to have Spellbearers on Nintendo Switch. However, we currently have no concrete plans to release for this platform at this time. If you would like to see a Nintendo Switch port of Spellbearers, the best way to make that happen is to let Nintendo know you want to see our game on their platform.
North America - https://twitter.com/IndieWorldNA
Japan - https://twitter.com/IndieWorldJP
We are aware there are situations where it's easy to get cornered by monsters and bosses, and we are considering a dash/dodge feature using the shoulder buttons to make it easier to get away. I can't guarantee it will be added into the game at this time, but it is something we're talking about at the moment.
We do have plans to adjust the amount of lives one has when starting the game out as well as easier and more difficult modes of play that adjust said amount of lives available.
We'll continue to keep an eye on Steam/itch.io/Discord feedback and do our best to have a fun twin-stick shooter. Thank you all for your feedback and support!
Before I end with this month's Spellbearers update, I would like to show you one particular character:
What did the Spellbearer do to become an undead...? Hmm...---
Selatria
* Chapter 4 Alpha Testing end date postponed indefinitely
Due to needing more time to gather feedback and fixing bugs to Chapter 4 of Selatria, we are going to be delaying the previously planned end date of June 30th.
My main development computer is still down for the next few weeks - due to the worldwide parts shortage, the soonest I'll be able to get back on track is looking like mid-July if my emails from the manufacturer yesterday are any indication.
That being said, there will not be any updates to the Selatria alpha testing until that period, and the Selatria alpha test period will continue indefinitely until a further announcement.
* Release Date Delay until early 2022
Spellbearers also has the bigger fan-base/install-base due to Kickstarter and it's something that will have to be focused on. Selatria will continue its development at its pace and we'll release it when we have the opportunity to do so.
That's all for this development log. Hope to see you at Gameacon in Rancho Mirage next month!

Tuesday, June 1, 2021
Whim Independent Studios - Development Log #59
Hi everyone! Here is the June 2021 update for what's going on at whimindie. Note that some of this information will be cross-posted to our Spellbearers project page on Kickstarter for our backers.
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Spellbearers
* New playable demo
First, I would like to start off that we have a new playable demo of Spellbearers available to play now for Steam and itch.io - this is also the demo we sent to IndieCade. This shows the new additions we've added in the past few development logs, just note only level 1 is playable in this demo version.
| Spellbearers Title Screen |
Play Spellbearers Demo on Steam
Play Spellbearers Demo on itch.io
We would love to hear your feedback, so please let us know what you think.
* New illustrations for Level 2 and Level 3
In Development Log #57 I showed the illustration for the first level. The illustration work has been completed for the next two levels!
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| The Icy Realm of Pagosia (Illustration: Niko) |
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| The Fiery Lands of Floga (Illustration: Niko) |
* Working on performance issues and planning out achievements
We're currently working on fixing performance issues and planning out achievements for the game. We're bringing over a team member from the Selatria team to help with achievement implementation in Steam and working to have similar achievements implemented for Xbox.
If you notice any performance issues with the Spellbearers demo, we would love to hear about it on our Discord channel. Please let us know your technical specs and we'll see about how we can work to polish the game further.
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Selatria
* Chapter 4 Alpha Testing will be coming to a close on June 30th.
We have gotten a lot of feedback on the difficulty and pacing of the Chapter 4 demo we made available a few weeks ago. We have made over 30 adjustments and bug fixes in Chapter 4 to address player feedback and make the game a more enjoyable experience.
Among the greatest points of feedback was the build crashing on certain areas, and the difficulty of the Endless Desert. Over the course of the alpha test period, we put out some updates and adjustments and we're going to continue playing through and getting polished difficulty curve for the final chapters.
Due to the story content for Chapter 5 and 6, we don't plan on having an alpha or beta test for those chapters.
* Selatria - Main Scenario Cutscene Work Complete!
With the second half of Selatria, there are quite a few optional dungeons and additional areas to go through, and the puzzles are fairly difficult. ...Difficult to the point where I need to see internal guides on what to do as a reminder. I wish you best of luck gathering all of the lost cats!
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Game Design Graveyard
whimindie @ Gameacon 2021 at Rancho Mirage, CA
Find out more about Gameacon here.
That's all for this development log.
Saturday, May 1, 2021
Whim Independent Studios - Development Log #58
Hi everyone! Here is the May 2021 update for what's going on at whimindie. Note that some of this information will be cross-posted to our Spellbearers project page on Kickstarter for our backers.
As of this post we just finished our submissions to the IndieCade festival for 2021, and I'd like to talk about what's coming next for our games we have in development.
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Spellbearers
Last month, we showed off a first look at the deeper parts of Level 2. This month's update is going to be showing some new playable characters and some of the new implemented UI and story.
We previously showed the green Spellbearer in some promotional material, but this is the first time the purple Spellbearer has been shown in any capacity! With the blue and red Spellbearers this will round out the playable Spellbearers you can play as at launch! Thanks to Deborah Groves for developing the look of the new Spellbearers! (Now excuse me while I go listen to a certain funky rocker...)
A few months ago, we showed some UI mockups, and this time our team has implemented the updated UX/UI and the initial boot up/story dialogue. Take a look!
Thanks to Jessica M. Jacuinde for doing the UI/UX/Boss Intro Artwork, Niko for the illustrations, and Zion Jones for the Visual Effects!
Wishlist Spellbearers on Steam
Follow Spellbearers on itch.io
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Selatria
I made a post at the beginning of April that we were about 97% complete.
A lot of the work is done for Selatria, and we're currently working on the ending cutscenes and tying everything together. A lot of dungeons have incomplete rooms that need to be tied together. We're also finishing up side quests and implementing Steam assets such as achievement art, Steam trading cards for the full version, and etc. The main team is now down to 4 designers and one artist, and one in-house tester aimed to reduce the amount of "a lot of cooks in the kitchen" and focus on finishing the last of the game.
Speaking of which, we made an important announcement for owners of "Selatria: Advent of the Dakk'rian Empire" on Steam. Please click here to see it. In a nutshell, due to Steam restrictions, we will be keeping Part 1 available with the second half of the story purchasable as DLC. For the full version (sold separately), there will be enhancements such as achievement support, new trading cards, and a digital download of the soundtrack included.
A few weeks ago, we also launched Alpha Testing for Chapter 4 and got a lot of feedback. There will be further updates to the alpha build as we try to make the the last chapters an enjoyable experience for all. Thank you to all who applied! We will open again for more Alpha Testers at some point in the future, please watch this blog for more information on when that will take place.
Wishlist Selatria - Full Version on Steam
Follow Selatria on itch.io
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Corpse Castle
Corpse Castle, the game we're helping produce with developer Wicked Cake Games is getting some positive impact! We recently put a new version out on itch.io and Steam, take a play through some of the new levels if you haven't!
You can play the game for yourself here!
Also, thanks to Colonel Steev for the positive feedback!
That's all for this development log.
Friday, April 2, 2021
Whim Independent Studios - Development Log #57
Hi everyone! Here is the April 2021 update for what's going on at whimindie. Note that some of this information will be cross-posted to our Spellbearers project page on Kickstarter for our backers.
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Spellbearers
This month's update will be a focus on showing some new art and gameplay pictures that were worked on the last few months.
Each level we plan on having an illustration of the level while the assets load. If you play the current demo version, you'll notice it's taken up by a black Loading screen. While the level loads, we plan on showing off an illustration of the level with some background story on what's going on.
Niko finished the illustration for Level 1: The Gothic Kingdom of Veki. Check it out!
Two months ago, we showed you a preview of Level 2: Icy Realm of Pagosia. However, Pagosia is actually split into two parts. You get to explore the icy fortress, but here is a first look of the caverns underneath...
Ooh, a puppet that's being manipulated via spider webs. But what are the green eyes behind the puppet...? Guess you'll have to find out by getting through Level 2. Please look forward to it!
I'm also happy to announce that the soundtrack for the game is complete! Spellbearers will have 18 music tracks total in the game, and we hope you'll enjoy all of the fantastic tunes. We will have more to share regarding some of the music of Spellbearers in a future update.
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Selatria
As we prepare for the Chapter 4 Alpha Test, I would like to show you some updated lore around one of the prominent cities in Chapter 4, the city of Verwin.
Verwin is a city on the Dakk'rian continent will be one of the first locations encountered in Chapter 4.
Two rival families, the Mindaro and Vermilion families are in a constant struggle to control the city with their sprawling casinos, each taking up roughly half of the city. And to the north is a large Arena where challengers and political enemies are sent to fight for their lives against various beasts for the spectator's enjoyment.
Here's a look at the two casino heads.
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| Maximillion Mindaro |
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| Valeria Vermilion |
When completing all of the games at their respective casinos, you will be able to take on a special challenge against the casino heads which can lead to even greater rewards.
And meanwhile, at the Verwin Arena, the heroes see a familiar face...
That's all for this development log.
Monday, March 1, 2021
Whim Independent Studios - Development Log #56
Hi everyone! Here is the March update for what's going on at whimindie. Note that some of this information will be cross-posted to our Spellbearers project page on Kickstarter for our backers.
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Spellbearers
In last month's development log, we showed off some footage of Level 2, and before I talk about some of the assets that are currently being developed, I want to talk a bit about the release date we promised on Kickstarter for the game.
Originally when we planned the Kickstarter, we estimated for a March release date. As you all know, game development is really difficult. It's hard to manage a lot of moving parts between art, music and game production in general. Not to mention the ongoing issues with the COVID-19 pandemic and the delay of some of our art coming in due to one of our illustrators being based out of Texas. That being said, we are going to need a few more months to complete Spellbearers.
Though I won't list a new release date right here and now, I will stress that we continue to make solid progress on Spellbearers despite these issues, and it's important to us that we also don't want to rush and release an incomplete game. When we have an updated release window, you all will be the first to know through these updates.
While we showed some new gameplay last month, today I'd like to revisit some of the UI and UX that Jessica has been working on. I know as a player, seeing me talk about user interface and windows is not exactly glamourous, but it's also important to note that a good user interface makes for a good game.
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| New UI/UX mockups - showing the new keybinds and settings. |
These are some of the mockups for how some of the customization will work. If you play through the current demo, you see a rough implementation of the key-binds and controller settings, and we have plans to redesign it based off these mockups. Once we finish the level design, our goal will be to update the UI to match these mockups.
As for the game design development, a lot of artwork is currently being implemented into the levels after Pagosia, and in the next update, I hope to show you some of the fruits of that work.
Selatria
As we are nearing the end of Selatria development, we are looking for players of all skills and backgrounds to participate in alpha testing for the full version of the game.
That's all for this development log.










































