Since it's now been a while since the last public demo, we have now prepared an updated one for you all! :D
The new demo (Demo 3) can be downloaded from here on Itch (Windows and Mac).
It'd take a while to go through all of the changes since the last demo, so here is just a brief summary of what's new in this one:
Added an additional chapter (Chapter 2)
Expanded on and improved the escape system
Expanded on and improved stealth features (including ambushing)
Expanded on and improved the battle system
Added more CGs (both game over and story images)
Added and improved graphics in general
Added a lot of new original music soundtracks
Added more areas
Added sidequests
Other stuff
This demo normally takes around 2 hours to play through to the end, and is of course just the very first part of the full game, which is still in development (the closed beta of the game is a lot further along than this demo). We're planning on posting another public progress report in not too long.
If you like the demo and wish to support the development of this game, please consider joining our supporters on Patreon (although given the current state of the world, please only do so if you have the financial capacity to do so).
If you just want to discuss the game (or other things), feel free to join our open and active Discord server. That is usually also where we are easiest to reach.
Cheers! :D
Edit: We've gone through all your feedback and prepared a patched Demo 3.1 version of the game, in which we have tried to address most of the issues people have had with the initial Demo 3 release. To find 3.1, simply go to the same download page as 3. To see what's new/changed in this update, you can go to this update notice.
Greetings everyone, and on behalf of DID Games, happy whichever holidays you're all celebrating, if any!
With the end of the year on our doorstep, we figured it would be nice to give you all an update on how the game is coming along, and what has happened to it this year in terms of development progress. So here are some of the most notable things, given to you in a spoiler-free way:
Story implementation
The game is planned to have 15 chapters in the main story (+the prologue). At the beginning of the year the story was only playable up until the end of the prologue, while now it is playable up to the end of chapter 7, meaning we are now about half done with the main story implementation, if you don’t count post-game content.
Stealth
At the start of the year there were practically no stealth mechanics implemented. Since then we added advanced LOS, improved chasing mechanics, added patrolling, an ambush minigame and the ability to carry and hide captured girls. Currently we are working on making guards able to alert other nearby guards when they spot you.
Escape system
We deployed the first test version of the escape system at the end of last year. Since then we have finalized the graphics for the chair tie and added more gags to it, among other improvements. We have also almost finished implementing a secondary tie to escape from. Battle system
This year we have added more party members and a lot of enemies, skills and status effects, as well as some new game mechanics, such as “secure points” that determine how securely a character is tied in battle, with character-specific struggle, rescue and subdue stats for both enemies and party members which affect these secure points.
Interrogation system
We added what we call the “interrogation system” this year. It is a feature that is in some ways similar to the Private Cell in Didnapper, except it is primarily used to get valuable information from certain enemies. So far only one character has been added to it, but there will be more.
CGs, battle graphics, facesets and sprites
When this year started we had 2 CGs (full screen graphics) with DID content in the game. We now have 9, some of which are game over CGs. We have also added several new character facesets and battle graphics, as well as a ton of sprites.
Maps
This year we’ve added about 100 more explorable maps, some of which are relatively large exterior maps. We’ve also made a world map.
Music
When the year started, we had no Didnapper 2 OSTs, but now we have 7 that are finished, and a couple being worked on.
Other things
We have of course also done less notable things, like various performance improvements, menu improvements, QOL improvements etc, but it’d probably be best not to get into too much detail on these, or this report will be too long to read.
Our most optimistic goal for this year was to implement all of the main story by this time, and then focus on the bonus content from here on. Of course this turned out to be too optimistic, both because we of course met unforeseen delaying factors (like our main artist having to leave due to severe health issues) and because we decided to go a bit further with some aspects of the game than we originally planned, like making some of the areas bigger, put more work into the next escape position and making the interrogation system more complex, to mention some things. That being said, playing the main story to where we are in development right now reportedly takes around 7 hours at normal playing speed. That means that since we are about halfway through the main story, this game is estimated to be about twice as long as Didnapper 1!
Many have asked when the next public demo will come out, if any. Since the vast majority of what we have worked on since we released the latest public demo in April has been things you encounter later in the game, the first part of the game hasn't changed enough since then to warrant a demo update. When we start working more on bonus content however (like sidequests etc), we do intend to release an updated public demo. When this happens depends primarily on what we choose to focus on moving forward. Either way we will try our best to make steady progress and deliver to you all the best DID RPG game out there!
Of course, we really could not have gotten this far this year had it not been for all the support we have had, and so we want to thank everyone who has donated to us on Patreon, especially those who have tested the game and given us helpful feedback! We couldn't be doing this without you all!
On that note, we wish you all a happy new year! Until next time~