VYCE!!!!!!!!!! I’m still working on it every day, but this time around I don’t have anything that fancy to show off. Most of the additions have been under the hood stuff, such as revamping some of the menus, quality of life improvements, and new npcs/cutscenes. I want to save that for the demo that will be released later this year.

Later this year. It feels ominous typing that out and posting it, but I can’t wait to share this with the world. It is going to release on Steam first and other platforms later on. At the moment, I have keyboard and controller support fully configured but I really want to add touchscreen controls later on, but that would play so differently that doing it simultaneously seems like a huge time sink.
Anyways, here’s the plan: By the end of the next month, the first VYCE gameplay video will be posted to YouTube. I’m still deciding if I want to go more cinematic, using real footage with some gameplay or just doing a raw gameplay video with commentary. I have a much grander trailer in mind, but I want to finish more areas in the game first for more shot variety. This would be 9 months after I started developing the game. VYCE is born.
To allow for as much time as possible, the demo will be out by the end of the year. I intend to put it on Steam but I don’t have a page yet. I’m working on the key art, I’ve made a couple variations but I’m yet to see The One. This would be 9 months after the trailer. VYCE is born again.
I’m planning for the first game’s release in September 2027. This seems like a long way away but in development time it is not. However, I look at the progress over the last 9 months, and I almost feel like it can be done in less. I have the core mechanics set in place, and before going into this I felt like that is what would take me the longest but now I know it’s not.
The main thing making me second guess this is the time it takes to make the assets. The fact that it’s pixel art makes this a bit easier, but not by much. If you know me, I like to sit on my work for a long time and make adjustments as I notice them. I saw this meme once that said something like “Make it exist first, you can make it good later.” and that has been my mantra. Every time I don’t feel like working on it or I’m about to step away, I push myself to go a little further. Make a new area then refine it tomorrow. Add more variations to sprites. Test various situations with the enemy AI. It’s endless, and not in a bad way, but there is much work to be done.
At the moment I have a good 75% of the starting town done. This serves as a hub where you do various missions to progress through the game. In this version, it is the only town on the surface level but most of the game takes place in a dungeon that you access beneath the town. Because of that, I strive to make it as engrossing as I can muster. Every NPC has a different sprite. Every NPC has a house trailer, apartment or tent. Not on some Cyberpunk 2077 shyt but it’s a grind regardless.

thanks for reading, have a nyce nyght….