So, time for some Spookington fixes! First up, a couple new expressions for some of the characters you’ll meet there, namely Jonathan (cured of his cough!) and Luke’s mom (who is a little concerned):

The pathway up to Spookington felt a little claustrophobic so we’re turning it into utter darkness, as far as the eye can see:

And as part of the mechanics on this town, we’ll be using a couple globes, which in this version were what we’d like to call programmer art, now replaced with the real deal:

Finally, adding some more stuff to your childhood home in this Spookington version, making it a bit more messy:

Next up on my list of things is putting someone in that ghostlike shop to manage business there! It took a while for us to decide on a design for this guy; should he be human, a ghost, or something else entirely? In the end though we decided to go for something of a shadowlike demonic creature, just to mix things up a bit lore wise (plus it would be cool to design an actual creature based off of the darkness we’ve introduced this far in the ghost ship).

Without further ado:

Some minor adjustments to the Startington Spooky version, featuring more clutter, stacks of books, and a mysterious night sky:

Next up, what I now honestly believe will be my final contribution to the Ghost Ship for now (or at at least until we finalize the boss battle and I’ll have to make any changes to the boss area and such): Luke’s boss portrait!

And now it’s time to take a look at what’s cooking with the Luke battle! The prototyping stage is in full swing, and we’re currently experimenting with a set of attacks and combos for him to throw at you:

No Grindea battle is complete without a bit of dodging as well, so naturally what other skill would Luke master than Smash:

So far so good, we’re feeling quite excited about this battle and hope you guys will too… :)

Moving on with a new week and new spooky Startington stuff, it’s time to spookify some trees and bushes:

Also making the whole place fly (cause why not?):

For the third and final challenge of spooky Startington we’ll be using this puzzle, which of course in turn needs the appropriate puzzle background:

Another part of this new spooky Startington is a nice little picnic which all of your friends and family will take part in! It will be available both in a nice bright version and an abandoned, dark version after things have taken a turn for the worse:

Next up, another ghost portrait, featuring a long dead diva, who used to be a hell of a singer on the Ghost ship:

Meanwhile, the spooky Startington bit, or should I call it the Spookington bit, has been finished enough for us to try it out! Here are some screens from my playthrough:

Playing through this portion of the game takes approximately 20 minutes and while it’s mostly done there’s some minor thing we’ll need to add and fix before we’re fully satisfied. Shouldn’t take too long though! After that, just the Luke battle remaining. Exciting times!

Meanwhile in the animation department, some further additions to spooky Startington, which will further increase the creep factor of the place:

This week, we’ll start with making a new statue, featuring your mom Charlotte! This statue will be part of one of the spooky Startington challenges and will contain one of the objects needed to progress:

Some more fixes in preparation for the spooky Startington bit, starting with a mysterious hole in the floor of this room:

This hole is there for the perfect guard challenge, making it clear for the player that they are not able to wander off during the challenge.

Next, some minor adjustments to the statue from before, editing her outfit to match what we’ve previously shown Charlotte wearing:

There are also a couple more Ghost portraits to be made, with the first one being a spooky Tai Ming seamstress :

Next, an old man looking for his wife, lost somewhere on the ship:

Finally, as part of the new creepy Startington, Fred has been working on some old NPCs that will be returning:

Exciting times! Slowly but surely, this part of the dungeon comes together as well :)

For those of you who have opted into Steam’s client beta, you’ll have noticed that there’s a new library style in the works, which calls for new and improved graphics to showcase each game. For starters, here’s what the header of each game looks like now, and more specifically what the default was and how we changed it around adding our own graphics:

Unfortunately for us, being a pixel game and all, the automatic resizing won’t do us many favours, but it could be worse!

You library has a more clean view featuring cover art as well, like so:

How do you guys find this new library update? Do you like it or not? I think the best bit is how more visually satisfying it is to browse your library, seeing all of the juicy cover art all lined up! And of course, it’ll only get better as more and more games add these new graphics :)

Next it’s time for a bunch of smaller graphic assets needed here and there throughout the game! Starting off with a super cute very scary chest:

And a skeleton key, because which ghost ship would be complete without them:

For this room, we added some spooky decorations on a wooden board to give the players a hint there might be something there if you swap over to the ghost world:

We also weren’t quite happy with how fresh and clean these shelves looked, so we wore them down a bit:

Finally, a couple expressions for the captain, to give the cutscenes a bit more oomph:

Speaking of expressions, here are some more, featuring the rest of the main story cast in the Ghost Ship:

And since we decided to put Pine in one of the cabins, we thought we’d put in a bunch of Flying Fortress decorations in there as well:

Finally, let’s take a look at some animations for the final boss of the dungeon… Our dear friend Luke!
First up a bunch of sketches for what he could look like in this boss version:

And the first batch of animations made for him combo’d together:

With the Ghost Ship drawer ever closer to completion, it’s finally time to start thinking about the future and the final dungeon! While we’ve had a bunch of loose ideas for it before, we felt it’s time to sit down and iron out exactly how we want it to be.

The number one thing we’ve always known we wanted is for it to be a tower of some sort. While we don’t feel the need for it to actually feel like a tower on the inside (we’d like it to have more rooms per floor than a typical tower would generally have), that’s the sort of general idea we’re going for: progression upwards (and the physical shape of a tower from the outside).

We also want each part of the rest of the game to be represented in this final dungeon, so it kind of feels like you progress through the game once more, with each floor being a distinct challenge inspired by the area it represents. As such, our goal is to have 9 different floors, one for each major area and dungeon, with the final boss residing on the 10th. These floors may still contain enemies and details from other areas than the one it represents, creating a sort of surrealistic feel to the whole thing.

We also want some sort of enemy that spawns bosses from previous places here and there throughout the dungeon, culminating in a boss rush containing several of the previously defeated bosses before you can finally reach the 10th floor and the last challenge of the game.

Our next mission will be to take some time and think about what sort of challenges would be nice to see on each of these floors, and puzzle them together into a great final dungeon. As always, if you have any ideas of what you’d like to see, feel free to share in a comment!

Next up, we’re taking a look at the lonely house in the top right corner, which you’ll eventually be able to reach through a bridge! Haven’t quite decided if we still want to keep the quest to build it or if we’ll just put it there one of these days and allow you to enter the house from the first time you enter town: we’ll see. Other than that, a fishing boat and some minor decorations to spice up the area :)

Next up in our Evergrind City improvements spree is the market area, where each of the market stands will get a little bit personality to make them stand out a bit more:

It’s been a while, but now it’s time for another boss portrait! This one featuring, unsurprisingly, the eye boss we’ve been working on for quite a while now!

Without further ado:

Meanwhile, Fred has started working on something slightly different; namely a set of new animations for a version of Dad you’ll run into in the creepy version of Startington you’ll find yourself very soon. What happened here?!

Next up in our improvement spree of the earlier areas is Evergrind City and the areas surrounding it!

We’ve previously talked about redesigning the city – and we might still get around to that at some point – but for now I’m confident any improvements I’ll make to it at this point will be able to be transferred over to any new design we might make, so I haven’t been too worried about that when thinking about what parts we can improve upon here.

Once more it’s mostly about adding more detail and making things look a bit more unique and detailed, with the exception of the entrance to the arena which I feel looks awfully outdated compared to a lot of the other graphics and will likely be remade completely:

So to kick off the Evergrind improvements, we’ll start off with the final (for now) piece of improvement in Evergrind East; the little fishing pond. We wanted to give this part a bit more detail, so we added a Grindea bust and some ruins to give it a bit of character, as well as some more of the greenery and a little path leading up to the pond:

Next up in our Evergrind Improvements spree comes the Arena, which is probably the one thing in Evergrind City that feels the most outdated in my opinion. In order to spice it up a bit we’ve done a complete new design, that stand out a bit more and is a bit more festive than the old one:

And now, some stuff around the entrance or library area of the town! New lampposts, a slightly fancier path leading up to the library, railing to protect people from falling into the stream, an improved library sign and some decorative mini-trees!

Meanwhile another update from the eye boss progress, featuring the WIPs of more attacks and animations slowly but steadily getting added:

We’ve already mentioned that during your stay in the Ghost Ship, you’ll be transported back to Startington, but things are not the way you remember them… One thing we’ll change in regards to this is your home, which will have a slightly different look… Or rather a few slightly different looks, of which the first one is a more idyllic version!

Take a look at the transformation here:

So, this Startington Home will have multiple versions, and it’s time to get going! First a reminder of the first version, and then each consecutively version as they will become available to you, culminating in a version where things have gone a bit… messy to say the least:

Going back to the overall Pillar Mountains improvements, it’s time to take a look at the area surrounding Mumrik’s tent! I felt this area felt a little bare, so decided to spice it up a bit with some more stuff:

Next up we’ll do something similar to the area surrounding the fisherman on the next map, and after that it’s time to continue scouting more areas to improve upon!

Without further ado: The fisherman’s area in lower Pillar Mountains! Getting some improvements, a little bit of everything:

In Fred’s animation department, we’re finishing up the eye boss..

…and moving on to more exciting things, namely the creepy things that will appear in that strange version of Startington that you’ll soon be visiting, starting with some slime that will cover the entirety of your character:

Another new week, which we’ll begin with some mixed fixes and additions! First up, a new version of the headless chef portrait, where his head has been replaced with… oh my… a tomato?

First of all we needed to decide which size this new tomato head would have, and to start off with we were unsure of whether we wanted a regular size or giant size tomato for the job – in the end we decided to go with the smaller one, and after playing around a bit with the sizing of the thing we got to this conclusion:

Now, how you get to put that tomato head on to a ghost’s body is something you’ll have to figure out for yourself!

Next up, a special type of door that will lead you in to the new Flying Fortress room I made last week:

We’re not yet sure exactly where this door will appear in the fortress, so for now I made the door in a random room – it will move to another location once we know where we want to put the room!

And so finally, some smaller additions to the Pillar Mountains improvements I did so far; more to come:

Now I thought we’d take a little look at how it’s going on with the Ghost Ship progress!

Teddy has been working hard to implement all of the stuff me and Fred made for him, which includes a bunch of cutscenes with the captain and some ghosts:

There’s the ghost ‘recruitment’ system, which allows you to present items to ghosts in order to bring back the memories of their past selves:

As well as that fancy eye boss, which has another attack featuring epic laser redirection:

There’s still a bunch of cutscenes and a bunch of puzzles to add, but the final floor is coming together slowly but surely. Soon we only have the final boss of the ship to deal with, which in itself will be an interesting but very exciting task…

Meanwhile in the portrait department it’s time for one more ghostlike portrait! While the Chef now has a portrait without his head and one with a tomato instead of his head, his actual head needs a portrait of its own, now doesn’t it? So, here we go:

Recognize this guy? Last time we saw him was in the past, in Tai Ming! But now he’s back in a slightly less… living state. Whatever happened to him? Soon it’ll be time for you to find out!

Finally this week, the boss progress continues and Fred has been busy making more and more attacks for giant eye you will be facing off against!

Now, for something we haven’t touched in a very very long time… The Flying Fortress! As part of the Ghost Ship update we want a certain people to.. come back from the dead, as it were, and in order to make them remember who they are it’s time to add a room in the Flying Fortress where they used to work, where you’ll be able to find something to remind them of their long forgotten past!

The character in question may or may not be one you have encountered before… Can you figure out whom?

Next up in the batch of portraits is the Bartender’s assistant, which is one of the ghosts that will play a part in the main story! Can you find them on the ship and bring them back to their work in the bar?

No bar or fancy dining place is complete without someone to keep everything and everyone in check, and so this ship’s bar has it’s very own bouncer whom you’ll need to bring back on duty as well! Looks like he’s kept on working out even after death…

We’ll do one more portrait this week, just to finish up the portraits needed for the time being! This time it’s the ghostly fae’s turn to get their portrait done, like so:

And now, time for something we haven’t done in a long time – a video! This one featuring a bunch of the drops you’ll find around the Ghost Ship:


We’ll start off this new week with adding a slight puzzle or bonus thing to the corridor thing, featuring a pushable piece of staircase!

Our goal is to include a bunch of these optional things for the players to do while making their way through the ghost ship, as well as the side quests with the ghosts that we’ll be adding likely at a later date.

For now though, let’s take a look at how I move things around and create this rather simple puzzle thing:

As we come up with more of the ghosts that you’ll meet in the ghost ship, a couple of the rooms need to change a little to properly house them. This cabin for instance, which was left rather bland while we decided which ghost we wanted to stay in it, has now been turned into a singing diva ghost’s cabin:

And of course, with the addition of all of these ghosts, it’s time to start making portraits for them as well! Starting today with the pianist:

The next spirit portrait is that of an old lady! Sometime during the many years since the ship left harbour, she got separated from her husband. Will you be able to reunite them again?

In Fred’s animation department, there’s a bunch of more enemy details being worked on! The eerie painting can now spin around like a madma-… err madspirit, and there are some creepy eyeballs rolling around (ew):

For one of the puzzles there will be torches to light, and ghosts holding them up:

And also, a couple more friendly(ish) ghosts to live on the ship: