18/04/22 - Version 1.7 Patch Notes


As development for Chapter 2 quickly advances and the release date gets closer and closer, I wanted to also pay some special attention to the first chapter and retroactively add several of the new quality of life features that'll be coming with the new chapter such as reworked CGs, Updated graphics, sounds and a couple fixes to the script.

And so, here is a complete list of all the new features you can expect on this update that'll carry over for the next chapter.

- Redrawn CGs and Menu

As I wrote and illustrated the upcoming routes, I've also been studying a lot of pixelart technique as well as honing my skills on the style, and so I felt it was necessary to update some of the old art to match the increase in quality you'll be seeing soon. 

I've targeted what I felt was the least developed and kept others intentionally for preservation sake.

For example, here's the old mud scene for Professor Hadassa


And here's the updated illustration


Another illustration I felt needed more attention was the game background that's usually hidden behind all the other screens, but very subtly gives the game screen a whole different mood.

It was one of the first illustrations I made for the game, so the art was still rough and despite the black and white scheme looking good when you see it in it's entirety, it makes the game look too drab and monochromatic as a background.

So I worked on some of the details and chose a different pallete to match our beloved green coated hero.

You can see here here how the change affects the game's mood. You may also notice some of the boxes were aligned better to fit everything neatly on screen, and the pixels were all redrawn in the same proportion to the resolution, that way the character portraits won't get cut off as they did before.


Another part of the UI I felt needed an update was the heath bar.

Before, you had a draining motif, where with each wrong answer, you'd get close to 0 until you'd reach a bad end.

Now, I made it so that instead of draining, you get a color change from bright blue to black to make it more visualy appealing, with an added animation to improve the feedback


- Redrawn character animations

One of the biggest changes to the game were in the character portraits. 
Originally, they were all static, and their expressions changed from line to line.

Now, every character portrait is animated, and the animation is synched to the dialogue, so whenever a character speaks...

Their mouth will move for the duration of the dialogue. Note that if you play with instant dialogue, this animation will, naturally, not play.
The characters will also blink if let idle for a couple seconds as an added detail.

Lastly, several other small fixes were added to the game such as grammar and typo corrections, some of the portraits were changed to better match the mood of their lines, the ending was tweaked slightly to segway better into the next chapter and I also mixed some of the character voices to be more soothing.

All these changes also apply to the mobile version for those who purchased the Starving Artist edition. All you need to do is download the new version and update it. Your save should still work exactly the same as before.

With all this said, please enjoy this revamped version of Occult Rewrite and look forward for the release of the second chapter soon!

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If you come across any bugs or have any questions feel free to contact me by leaving a coming here, or DMing me directly.

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Comments

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you seemed to have had a lot of fun with the mud

(+3)

I have a little bias with some of the fetishes represented in the game, not gonna lie haha

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Ah yes FEET (It’s better than … Aka you know what I mean)