The Seventh Step (Canceled) - A Crime Heist Novel (Updated 3/10/21) (Episode 1 complete!)

In most instances you won’t be carrying a gun unless you’re carrying out a job. Most of actually doing heists is planning and preparation, and I want to showcase that. If you do a traditional bank robbery, everyone will likely just be armed with M4s, but yeah, if you go out in the field as tech you can choose to have a pistol at hand.

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Just played through the demo for the first time, and I was blown away by how good it is. I’m glad that there’s a heist/crime novel with a more serious tone out there. There were some grammar issues and things that I feel could be improved on that I’ll explain later when I have the time, but for now I just wanted to say great job!

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I greatly appreciate the kind words. Any grammatical issues you want to discuss is perfect. I’ll be doing a pass over before publication, but getting things done now and making a smoother experience for readers always helps.

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I am back with more substantial comments this time

Feedback
  1. The opening scene is quite confusing. Not in a “what’s going on” kind of way but in a “wait I have no idea what this is supposed to look like” kind of way. The way the car and the way we’re positioned inside of it isn’t really clear. This is an easy fix though, it just requires maybe tweaking the scene to be a bit clearer

  2. Maybe give an option for our opinion on the city to be something along the lines of “I don’t really like it, but it’s much easier to blend in here than it is in a small town” or something along those lines

  3. Grammar issue: “I lacked the parts nor the time”
    Should be “I lacked the parts and the time”

  4. Confusing sentence: “It’s easy money, having yet to get my hands dirty”
    I’m not really sure what you mean here. If you’re trying to say that it’s easy money and we haven’t killed anyone yet, try saying something like “it’s easy money, and I haven’t had to get my hands dirty yet”

  5. It’s not entirely clear why the MC is stuck in this work. I mean, they said it themself, they can get a normal job and leave this life, so why continue? If there’s a specific reason, maybe make that clear early on. If not, perhaps give the players a chance to decide why they’re still doing this, for example, maybe they feel like they’ve done too much to go back to normal life, or maybe they just like this job.

  6. The “???” Quirk is confusing. Can we gain more quirks as we continue the game, or do we have to replay the game to unlock that quirk? Some more explanation about it would be nice

  7. “Her (the MC’s) face is slump”
    I don’t think that’s really a word that’s used to describe people’s faces. You could describe our face as looking tired or weary but slump is a strange one

  8. Transition scene between eating a burger and being in the car is confusing (are we eating the burger in the car? I’m not sure). Adding a sentence or two about how we got back in the car (or about how we’re at a drive thru) can fix this.

  9. Why do we pass out when meeting Dino and Merchant? I get that we’re shocked and all, but considering the fact that we just woke up, maybe passing out isn’t the best option here. Having us remember or go into a flashback sequence would be fine, though

  10. The part where we call Eli after getting shot is confusing as well. At first it says we get his voicemail, but then we start talking about how we have a headache when we just got shot? Then even though we didn’t call him a second time, we “ wait three seconds” and “he picks up in one”. Not really sure what’s happening here.

  11. Add a sentence or two about how we can hear Eli’s car pull up or something along those lines. The way it’s written right now, it seems like we just teleport to his car somehow.

A Bug

Edit: Just wanted to say that I really enjoy the timed sequence as well. It’s something you don’t really get to see and it adds weight to those really intense moments. Props to you for implementing that, I’m a big fan

2 Likes

@augustus27

Regarding the concerns
  1. Good call, I’ll go into more depth in describing the surroundings. It was written early and and like is consistent with later writing.

  2. That’s kinda what I was going for with the first option, but having something regarding the population and blending in with the line of work is an easy addition.

  3. Good find, changed to “and”.

  4. Changed to “and I have yet to get my hands dirty”.

  5. I did lack depth here, I’ll put it on the to-do list. I meant to ask those questions at some point, but doing it there would make a lot more sense. Though the first chapter will be quite linear in comparison to the others, it’ll give the player an early start to the direction they want to go.

  6. This is already fixed in the build I’m working on. It’s selectable, but you’re forced to go back after being told a number of achievements are required for it. The achievements will obviously be implemented last, so the 7th quirk will be inaccessible until 3/4th the full story is done when that many achievements are even added.

  7. Gonna avoid the “Mass Effect Andromeda” and call the face tired, it’s been changed to punchdrunk.

  8. Red is in the car and falls asleep as Fitz orders, only to wake up 30 minutes later back on the highway with the food cold. It was poorly written, it’s fixed now.

  9. Red was in a car accident less than 12 hours prior, and was suffering from a concussion and amnesia before that scene. I added a small detail where Red hits their head, so there’s more of a reason to go unconscious right then and there.

  10. This is intentional. Unless I’m mistaken, while leaving a message on landline phones, the person on the other end can pick up and answer as if it was ringing.

  11. This was going to be the case, the further context will be added in as the apartment scene is finished.

I’m still working on the conversion, so until I get the new build out, it will end at the gun range bit. Even though it is a bug, that part wasn’t supposed to be accessed anyway as it takes place way further on than everything else.

1 Like

Alright! Check-up time. I’ve got some patch notes here for features added on the dev branch, as well as a progress report for conversion and a snippet of an upcoming scene. All of the features in the patch notes will be updated into the public build whenever the conversion is complete.

Patch Notes
  • Added descriptions for the stat screen choices until they’re completed.

  • Added extra lines depending on the player’s quirk after exiting the shower. This is to give players a taste of things to come with their choice. (To avoid copyright with music obsessed, song lyrics are and will be avoided)

  • Changed “Go back to stats select” to “Redo My Stats” for more continuity with “Redo Character Creation”.

  • Added a new variable for those who select the shortest height for future implementation. (There was one for the tallest but not the shortest.)

  • Added *check_achievements for later achievement implementation, and for unlocking the seventh quirk.

  • Added Fixes and changes suggested from post #85

To Be Implemented
  • An overview of the character’s appearance both in the stats screen and after character creation. (this will help with a couple key achievements)

  • The first few doable achievements. (The rest will come as I write out the story.)

  • The completion of CH1_AptHit after conversion is complete. Seriously, most if it was already done, much more than the public build.

  • More depth and choice into Red’s motives for crime during and after the apartment scene.

  • Clean up the intro scene to be more consistent with later writing.

To-Do List for Conversion (Spoilers)

As for the annoyingly tedious conversion which has been hampering my ability to progress the story, here’s the to-do list for it.

  • CH1_AptHit Police station scene
  • CH1_AptHit “I grab my gun.”
  • CH1_AptHit “Examine the peephole once again.”
  • CH1_AptHit “Open the door.”
  • CH1_AptHit “Ignore him.”
  • CH1_AptHit “Talk to him through the door.”

The scene with Fitz has already been converted, the tedious part will be after the police scene, converting things such as the “crowbar” scene.

After finishing this post, I’ll immediately continue work on the conversion. I was actually planning an all-nighter before writing this. Anyway, here’s a snippet of a scene not too far out, from Chapter 1. I hope you all stay safe, stay happy, and stay healthy. Until next time.

001: Preview

I suppose we’re here. It’s a small lake in an alcove half a mile off the highway. It’s almost untouched; no homes, no boats. It’s just… serene.

“Okay,” Iris says. “Juno, you and Red stand over there, where that rock is.” As Iris points over to a large rock inches from the water, I see Merchant slinging one of the duffel bags over his shoulder. We walk over to the rock protruding from the muddied soil and stare out at the lake for a moment. Then, confused, Juno and I turn around almost synchronously. I see Merchant unzipping the duffel bags, and catch a glimpse at what seems to be a rifle barrel. I then look over at Iris, who does a circular motion with her finger. She wants us to turn around.

As I face the reflective lake with Juno, I get lightly nudged on the shoulder. I become startled, only to discover it’s her. “If they’re wanting to off us, they’re being fucking weird about it,” she says in a slightly hushed tone, facing forward. “At least it’s a nice view.”

Could that really be it? After all I’ve been through?

“Alright,” I hear from Merchant, as I now hear footsteps drawing closer. I begin tensing up, ready to strike, while Juno stands there with a smirk. Quickly does her expression changes, and she grabs on to my wrist. She’s shaking with fear.

It is a nice view.

8 Likes

Thanks! First one is due to an incomplete path which is being worked on, (the paths never led to an ending and instead skipped ahead to unfinished sections) and the second one was fixed. That was a silly mistake on my end which I had never caught.

1 Like

Hey everone! This is a bit of a tiny informal update. During my 12 hour bender of trying to fix and re-arrange things, I came across a new method to convert the .txt files into Chronicler! Using CSIDE and the uniquely numbered labels for each dialogue “bubble”, a little bit of Ctrl+F has led me to begin rebuilding the apartment scene much quicker. I even got the dreaded crowbar scene done in just 30 minutes!

As I was converting the scene in the police station with the chief(which is now finished), I changed around a couple of things.

  • I changed it so whenever you select your nickname as Red in the PD, they keep silent and don’t say anything. That way for those who want to roleplay as a quiet protagonist, such as when talking to the police chief, you’re not forced to give him your name simply by telling the game you have one.

  • I rewrote the dialogue for the “I want a lawyer” option. The Chief still carries these conversations, so Red doesn’t say more than you want them too. This may change in the future as I write much larger and more complicated dialogue trees, though.

That’s it! I’m super optimistic on getting this done. I recently started watching La Casa de Papel, and it’s filled me with a torrent of inspiration and motivation. Like other heist films and media that I use for my inspiration, there will be a special something for those who are fans of the show :slight_smile:

11 Likes

Oi, what’s that over there? Crikey, is that a…
OnPaste.20200518-040045
Conversion is complete! Time to finish the apartment scene! All of the changes from the above posts have been added to the demo. No more unexpected endings! Any incomplete path is labeled as such, and will lead to an ending screen. I had a sexy little robot play through the game for me 5,000 times. All iterations successfully completed the demo. It shouldn’t end abruptly. I’m open for any spelling, grammar, or plot changes/suggestions.

This week on “Logan wants to make references to every piece of media”

002: Preview - Odkaz

“~Plan goes wrong, things may have to get loud. We have access to guns should you need them out there on the job. Now I want you to get this very clear; if a single stray bullet hits a civilian, you will never hear from me or any of your fellow crew ever again. I can pull strings to get you all out of jail, but if an innocent person dies because of our jobs, then you’re out: no association. Enjoy your 25 to life.”

“Should a crew member kill a civilian, you’ll still get their charge if you’re caught,” Dyno chimes in. “Guilty by association. Back in '92 was something similar, a gang in LA had a loose screw who started blasting unruly civs on a jewelry hit. One guy made it out but the cops pinned all those deaths on him. He’s still serving life at San Quentin.”

“Vic was a fucking liability, him and his brother,” Ahab says.

“You knew them?” Dyno replies.

“Knew of ‘em, who didn’t? I knew a lot of hitmen. That’s why you don’t mix family with business.”

So, now that the tedious bit is done, it’s new content from here on out.

10 Likes

I get an error when selecting the shortest stature

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It’s fixed now and has been updated. Turns out I updated every scene except for the startup, which adds all the variables. I’ll be sure to run through some more iterations to find if there are any more of these instances.

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I have a quick teaser for the upcoming update arriving within a few days. It completes a few of the blocked off paths in the apartment scene, some of which can lead to some pretty crazy outcomes. Nothing to report yet, other than a slight rework to the intro in terms of wording. It’s more consistent now, and paints a better picture of the surroundings.

003: Preview - Un-Dead End

The bullets whiz by my face as I move my head out of the way and trap his arm in the door frame~

~I begin feeling a light stinging pain coming from my left cheek. The pain webs further into my face. As I move my head away from the door, I see a small blood smear. Drops of blood patter onto my arm as the gash above my jaw reveals its existence to me. Holy shit. I just got shot in the face. How deep did it get? The adrenaline quickly starts to fade as the pain sets in. I have to power through.

(Yeah, you can get shot in the face in the first chapter)

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That’s what I like to hear!

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So, the update needs another week in the oven. I got a bit carried away with updating other aspects, which will be listed below. On the bright side, I have gotten a lot of backbone work done to ensure less of a headache in the future.

Upcoming Changes (5/27)
  • Added the vegan variable to the police station scene, rewrote “I don’t eat meat.” to be consistent with those who want to play a more silent character.

  • Got rid of “giant” and “short” variables, and combined them into the “height” variable. Hair color and length also have been fully changed, to prepare for the upcoming character appearance screen.

  • Clean up with the Prologue is done. More feedback after the update is rolled out will be appreciated.

As for currently in progress,

  • “Open the door” and “Find a chokepoint” choices will be completed. One of the two will have a rare path if you picked the fighter quirk, which will prompt an achievement. I’ll let you all look for that :slight_smile:

  • An entirely new choice during the character creation scene, where Red questions their motives. Whichever option you pick, Red will dive deeper into their motives for crime. These aren’t set in stone, and they may change as the story continues and things evolve.

Feedback is appreciated, in case there’s something you wanted that isn’t there. I tried to cover a lot of ends while not going too far away from the character.

Time spent away from the computer has been towards storyboarding some future scenes. I have another preview for this week. I do want to note, these are from linearized versions of future scenes that I have written. They’ll probably vary drastically on actual implementation to account for all the different potential playthroughs and choices.

This preview is from later in Chapter 1, and is one of the many optional dialogues with characters. There have been pieces rephrased to avoid too many spoilers. Obviously though, as this is a preview, these are spoilers themselves.

004 - Preview: Červené

“So, Red, huh?” The thrash metal song continues as she looks me up and down. that smirk remains on her face. I pull out my phone and pause it for the sake of conversation. She notices, taking it as a cue to continue.

“It’s cooler than Juno. What’s it mean? Just a color?”

Repressed pain. Emptiness, regret, suffering. It’s anything but a fucking color. Yellow is a color. Green. Red is everything I hate about life. It’s the first thing I saw in that fucking car wreck when my life was ruined. It’ll probably be the last thing I see on this damn job. That’s too much.

“Yep, just a color,” I reply, a smile on my face. She lets a small giggle out, looking up into the corner briefly. Her flawless white teeth shine as she holds a grin.

“So we have two people on the team who named themselves after colors.”

I let out a chuckle, far from a believable one to this con artist. The pained grin quickly wears. I clasp my eyes shut to avoid tears. As I open them, blinking through blurred vision, I see her expression has changed. Our smiles are gone. Her only look is one of concern. I quickly put the earbuds back in and hit shuffle. Once, twice, ten times. It’s going to take the perfect song to help me forget again. Bring back the amnesia.

5 Likes

No update here, I’m still hard at work, BUT!

I have a poll regarding something I really want to implement. One of the later chapters will revolve heavily around gambling and money, and with that… I want to add casino games! Why? Consider this my official announcement that we’ll be robbing a damn casino. I want you to be able to be a part of the casino lifestyle before you rob them blind. But how? Yeah, that’s a good freaking question. Before I work myself to death over it, I want to gauge everyone’s interests.

THIS POLL IS MULTIPLE CHOICE, SO SELECT ANY THAT INTERESTS YOU.

  • Chess
  • Blackjack
  • Poker
  • Slots
  • Too much effort for a side activity

0 voters

Chess will be the first to be implemented, and will be more of a multiple-choice match predetermined than a full on game. However,

Poker and Blackjack will be playable during the “open world” section of my game. This will likely begin in Chapter 2. These will be full on playable games that can occur either in that casino with strangers, or at the safe house with the crew. My hopes is to implement the ability to read character’s faces through description of them, and then determine their hand. I may even have a stat like “smarts” or “persuasion” affect how well it’s done, and how well the player may bluff. Higher stats, easier chance of bluffing, obviously. Each character and crew member is obviously different, so how good their poker face is depends on them. I’d likely also throw in some random possible dialogue and conversations, as well as character reactions. As I said before, this will be a bitch to program, so it’s not something I plan on doing any time soon. Not until Chapter 1 is done.

Slots will only be playable at the casino, and is a simple, solo game of chance. This will likely be the easiest to implement.

5 Likes

Update 6/2/20 +3,000 words added

Patch Notes

Additions

  • Added more depth and choice into Red’s motives for crime during the apartment scene. Will have future impact on the narrative.

  • Completed the “Find a choke point” path.

  • Added a new tutorial. The apartment hit scene will show all skill checks, while later scenes will not.

  • New stats screen for the Prologue. No longer shows stats or options until Chapter 1.

  • Added a little bit extra to the police interview. More emphasis on player choice. I want less dialogue without the player’s permission.

  • Added the framework for a special new section in the upcoming “Crew” stats screen.

  • Before you went Red, you were a Ghost.

Changes & Fixes

  • Further refinements to the prologue.

  • Changed “Orange” and “Red” hair colors to “Amber” and “Auburn”. I don’t know, it sounded prettier. Let me know if you don’t like the change.

  • Fixed an issue where the first name was not appearing in the stats screen during the pre-nickname apartment scenes.

  • Fixed discrepancies with wealth after selecting job role and the later predefined wealth.

  • Updated the spreadsheet to include all temp and permanent variables. (although it’s already outdated again lol) This will allow for easier usage of complex variables, such as specific hair color and whatnot.

Coming up Next

In this order, likely.

  • Finish the “Talk through the door” path.

  • Add a tutorial for the “show stats” screen in the apartment, so people know how to see their stats. (Most CoG players know this, but it’s good for accessibility.)

  • Add a character appearance overview after character creation. This will also go in the Player Bio screen.

  • Implement Player Bio on the stats screen. Should become available after the apartment character creation.

005 - The Goal With "Music Obsessed"

In case you all haven’t caught on to what the Music Obsessed quirk is, and you definitely will later in Chapter 1, it’s basically me giving a score to the scenes. I always go into my writing from a screenwriting perspective, with dialogue, cinematography, and whatnot—anyway, I’m really fucking weird. So, my idea with the Music Obsessed quirk is for you to share that vision. Basically, any time I feel a song would play in a screen-written version of the story, I throw it in with Music Obsessed. It’s my way of giving the story a soundtrack without having any actual music, or royalties, everything that entails.

Anyway, with all that said, consider this song to be the very theme of the first chapter.

Next, I have a couple of polls as well a fun announcement.

Poll 1: Player Agency
I’ve read through a bit on the forum about people not liking when their character speaks for them. Having already written some choices where the character doesn’t speak verbatim with choices, I asked myself the question: what to do? I extend that question to you, the reader.

Examples

These are made-up examples, not actual examples from the story.

Example 1:
Choice,
“Uh, yeah, I’m-uh, well, I’m looking for a watch.”
Outcome,
“Looking to get it for a special someone?” she asks.
“No, uh, actually I’m just looking to get one for myself,” I chuckle.
Depending on the tone and phrasing, the conversation will carry in that same way for a few sentences until the next choice.

Example 2:
Choice,
Tell the clerk I’m looking for a watch.
Outcome,
“Uh, yeah, I’m-uh, well, I’m looking for a watch.”
“Looking to get it for a special someone?” she asks.
“No, uh, actually I’m just looking to get one for myself,” I chuckle.

  • Give me dialogue options every time Red talks. (Most immersive, hardest to implement.)
  • Give me direct quotes, and then carry a few sentences with that tone. (Example One)
  • Give me a general idea, and carry a few sentences with that. (Example Two)

0 voters

Poll 2: Skill Checks and Balances
This has already been explored a bit with the new tutorial. In the apartment hit scene, what I have done is shown the player pretty much whenever there is a skill check. I want to know whether or not I keep these in the future for the story. These can greatly add or reduce tension and consequence in scenes.

Examples

Example 1:
Choice,
(Speed) Rush to the bedroom door and quickly close it.
Outcome,
(Speed: 3/4)
I try to get to the door in time, I really do, but…
This is what is currently in the apartment scene, only for the “tutorial”. It may be seen as immersion breaking.

Example 2:
Choice,
(Speed) Rush to the bedroom door and quickly close it.
Outcome,
I try to get to the door in time, I really do, but…
We’re told a speed check occurs here, but we only get the outcome. The hidden speed check is the same as the previous example’s.

Example 3:
Choice,
Rush to the bedroom door and quickly close it.
Outcome,
I try to get to the door in time, I really do, but…
Everything is done behind the scenes, but the player can infer there will be a speed check due to the words “rush” and “quickly”. The outcome is the same as the above two, but is unknown to the player, leading to a more “RNG” feel.

  • At every skill check, including in text, show me the skill check outcome. (See Example 1)
  • Only during the choices, show me the skills required for certain options. (See Example 2)
  • Have skill checks completely in the background, with a focus on wording. (See Example 3)

0 voters

A bit extra:
Here’s a little something that I spent an hour or two on in Photoshop the other day. The origin of all things to come. One simple color at the start of a new life.


Obviously, if you’re buckled in with a seatbelt in a car upside, it wouldn’t actually appear upside down.


But with the photo right-side up, you can’t exactly tell that it’s supposed to be upside down, yeah? I don’t know what the hell I’m saying, so I’ll leave you with one final poll.

  • Put in the upside-down one. (even though the player, buckled in, would see it as right-side-up)
  • Put in the right-side-up one. (even though the car is upside-down)
  • Don’t put either of them in, it ruins the reader’s visualization.
  • really bro? this is what you’ve spent your time on?

0 voters

By the way, just to add a bit of context. This is the first of likely two updates this week. The second will be smaller, but will finish up the Apartment scene.

5 Likes

Update 6/17/20 +3,200 words added
The apartment scene is done, and we’re up to 40,000 words! This one took a bit longer, but I’m here now and holy crap, it’s a huge relief. I feel creatively re-energized now that I’m not stuck on that scene. I’ve been working on a little something behind the scenes for later on in the chapter, stick around for that. It’s been rewritten to avoid big spoilers.

Patch Notes
  • Apartment Scene finished.

  • Add a tutorial for the “show stats” screen in the apartment, so people know how to see their stats. This is for those unfamiliar with Choicescript’s systems.

  • Renamed the “Chapter” Banner cards. More on that later.

  • Changed the variables for hair length. This is for a secret feature later (it’s hair growth)

  • Fixed the type of hair not displaying after selecting it.

  • Added the first hints of the character appearance overview with height.

Coming up Next
  • A full character appearance overview. Once this is done, a permanent implementation in the Player Bio won’t be difficult.

  • Learning what happens after the apartment. (Continuing the story.)

  • Finding a place to put that photo from last update (I have ideas)

006 - Preview: Winterhaven

There’s a list of five different candidates. No names, no personal information, just feats. One sticks out in particular. All five are getaway drivers, but this one…

He’s about 5 years older than me. In the photo, he’s at a payphone, talking to someone. He’s wearing a leather jacket with a hoodie underneath despite everyone else wearing t-shirts. His hair is dark brown, and wavy. A tuft of hair is rested on his forehead as he holds the phone up to him. He has a light moustache and goatee, either unable to grow further or recently shaved.

One of his escapes was with a silver hybrid. Super basic, forgettable car. The cops found him on the road minutes later, trying to blend in. They thought “this will be easy”. He was driving a Prius. As they pulled up behind the car, lights and sirens on, poof. It disappeared. Sped down the street going 130, weaving in and out of traffic. Before they could even call in backup, the car was halfway across town.

I look at my options, weighing them. I point to my selection on the screen. [REDACTED] leans in a bit, comparing them.

“Him?”

~

♪So What’Cha Want - Beastie Boys♪

The guitar driven hip-hop song blasts loudly inside the building. Cars are lined up against the gray, concrete walls. Five, to be exact. A couple of classic sports cars, a modern sedan, a mid-80s pickup truck, and a late 90s SUV. Our guy is the pair of legs poking out of the sedan.

“Hey!” [REDACTED] shouts. His voice echoes through the garage, overpowering the heavy guitar riffs from the song.

“Yo!” the driver says, rolling out from under the car. “Can I help you?”

“Yeah!” [REDACTED] cuts in. “You got a spare Prius with a supercharged I6 and a 4-wheel drivetrain?”

His reaction changes from all smiles to fear for a split second. In the next split second, he’d already drawn a pistol from his waistband. [REDACTED] backs up an inch before showing his hands, as do [REDACTED] and I. I look over to see him completely calm. A smile is on his face.

“I heard you’re looking for a crew.”

This has been a slow couple of weeks, but I still plan on seeing this through. You may have noticed, I changed the “Chapter 1” to “Season 1”. I have 4 seasons planned, with 7 chapters in total. Season 1 will contain Chapter 1 and Chapter 2, renamed Parts 1 and 2. The story will be published with Season 1, and the subsequent seasons will come later. Judging by the current rate of the story, Part 1 alone should be 100,000 words, with Part 2 doubling that. With what I have planned for the future seasons, this story will easily surpass a million words by the time I’m done.

So, until 960,000 words are done, I’ll see you next update.

17 Likes

It’s hard to get an accurate opinion on the book on it’s current state but I liked it. The timer on the choices was refreshing because it forces the reader really think ‘what should I do?’ and feel the action. You need to make right choices or there will be consequences. So I’m really looking forward to the next update.

2 Likes

I’ve been taking a break the past few days before hopping back into writing. I did a quick couple of playthroughs and found insane bugs that needed to be fixed.

Patch Notes
  • Fixed a ridiculous bug where selecting any preset nickname wouldn’t progress the story.

  • Removed the [DEAD END] tag from the final completed choice. This should’ve been gone in the first place.

It pains me to think of all the people who curiously read the story just to get cut off abruptly after doing something as simple as naming their character, thinking that’s all there was to it.

For future reference, if your story does NOT end with,

Sorry! This is the end of the demo! You can always go back and try other paths, some may be more further along than others. Be sure to check back on the forum often and bookmark the page for more updates and content!

and either ends in an error or continues to the stat screen, then please tell me.

4 Likes