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Every build released on Steam for this game since we started tracking it, with the developer's patch notes. Updated within minutes of each new build.
There may be someone out there who finds designing boss fights easy but it’s not me. It’s difficult to strike the right balance between challenging skilled players without overwhelming less experienced ones, making the battle feel both intense but still fun, m…
Although I usually describe Reina & Jericho as a story-driven Metroidvania, the fact is it sits between a lot of different genres. The combat and movement is inspired by games like Mega Man X and there are platforming influences from games like Celeste. Metroi…
Last update we talked about level design. This time we are also talking about level development. It sounds very similar but this one is less fun and more about brute force. Our workflow for designing the levels has multiple phases. The first involves using our…
I've been putting off writing these updates largely been because I'm not 100% sure what to put in them, so I'm going to give it a stab, and if you want to know something else you let me know. My plan right now is to post an update every two weeks about the rec…
We've made a few major updates to the Reina & Jericho demo, but in celebration of being selected to the PAX East Indie showcase we released our biggest update yet. I'll keep the exciting stuff at the top and then more patch-notes sort of stuff down below. Firs…
This was a tough one to write. On September 11 we received the final asset for Reina & Jericho: a redesign of the 3d mesh for the last boss fight in the game. Less than 24 hours later, on September 12, we received news that Unity, the provider of the engine th…
We’ve spent a lot of time and effort working on the environment art for the various areas within the world of Reina & Jericho. Although some of the areas were in decent enough shape for the simplified aesthetic we wanted to create, there were others that were …
It takes time to load a video game. Whether it happens all at once in one big loading event that gets it all done up front or it is broken up into smaller pieces and loaded in smaller chunks (or even streamed in while the game is running), the game data needs …
After a few months with Reina & Jericho on the backburner while we assisted another studio and made the money we needed to continue, we’re finally starting to ramp up work on Reina again (although our attention will be divided for a while). This does mean the …
Most of the time we talk about game development things in these posts, but in this case it’s about the business side of things. Reina & Jericho is very close to completion, but we had one dilemma which is that since we were near the end of the development cycl…
Last week I finished working on a very special part of the game. Here is a small part of a screenshot from it: That’s not just any regular “The End” – we have multiple endings after all. That’s “The End” from the last ending. They are all done. Since the game …
The plan from the start for Reina & Jericho was to have the game fully voiced. Somewhere along the way we gave up on that as a cost-saving measure, but we had the opportunity to work with some voice actors from Funimation to handle the various vocalizations. W…
I’ve mentioned this before, but whenever I write one of these updates, I like to include a few pictures or gifs of what we’ve been working on. Unfortunately, I have been working on the ending cutscenes of the entire game and I *also* don’t want to spoil any of…
Everyone has been crunching hard for the last several weeks as we rush to finish off Reina & Jericho. The game has been very close to feature complete for a while, but there is still content that needs to be designed or improved. And bugs. Lots of bugs. Lately…
After working crazy hours for the last few months we’re taking a break (mostly) until the New Year, so I thought I’d take the time to recap what we’ve been up to for the year and look at what remains to be done. Originally the plan was to release around Christ…
The plan was to work on boss fights and cutscenes for the next little while, but scheduling issues forced us to pivot to try to hammer out the last of the biome aesthetics by the end of the month. We, like all games in the action-exploration/Metroidvania style…
In most games when a character performs an attack or is on the receiving end of one, they make a noise, and Reina & Jericho is no different in that regard. Every single yell, grunt, gasp, and groan needs to be recorded. No big deal: we’re done that already. Us…
It's time for a Let's Play of Reina and Jericho from our lead dev, Dave. He walks through part of the game and chats about a bit of the process. Join us here and then wishlist Reina & Jericho on Steam today!
We'll be playing through the opening area, talking about Reina & Jericho, and chatting with viewers about what's coming up next for the game!
Not tested by Valve yet. Results from Valve's own testing.
Valve hasn't published test details for this game.