Before the Dawn
We’re now two weeks on from the release of the Travelling at Night demo on Steam. To Lottie’s and my immense relief, it’s gone really well. The response we’ve had is by far the most positive I’ve seen to the preview version of any game I’ve ever worked on, which is a bloody good thing because it’s also the most ambitious game Weather Factory has ever worked on.
More about that below. First, the demo launch experience expressed through the medium of graphs.
These are the builds we uploaded to Steam since the beginning of the month. Little ripple of release candidates pre-launch, followed by a torrent of hotfixes post-launch. Four patches on the day after launch! Then an update most days until, blessedly, we put out no builds at all over the weekend and won’t today.
All in, we got 1,200 bug reports and support requests since August 10th (for all our games, but the vast majority lately have been Travelling). To begin with, they were coming in faster than I could keep up, and the first thing I’d check when I woke was how they’d stacked up overnight. We fixed the typos, the narrative loops, the inventory bugs and the billion cases where Spencer bent a tree or a lamp-post into a Möbius-like sort-order-confusion knot, and the reports tailed off, just as the player numbers were also calming down post-launch, and this morning when i got up I only had one report.
“Player numbers calming down post-launch”. The second day was the peak. Demo numbers are always smaller than actual launch numbers – both Cultist and Book were about 3000 players immediately post-launch – so it was hard to guesstimate what we expected – but the Book demo topped out at 229, and we launched that during Next Fest, so that seemed a highball estimate. In fact, we topped out at 563 – 30,000 installs, about 20,000 actual players, and half of them played for at least an hour.
Total revenue at this point, to be clear, £0 so far; but PHEW people like the game! They liked the art style, they liked the characters, they understood that the slightly wonky animations are a work in progress, and they wanted to know what happens next, which in a narrative game is the only thing anyone can really ask for. Our greatest fear is that if we got a ‘huh’ or a ‘meh’ we’d have to stop and retool the game, delaying release, and the overwhelming response has been ‘hurry up and release already’.
And people really liked the Footnotes! This was a particular relief to me. because provision of that much information through a labyrinth of links is a new vector for us. Inevitably and understandably, not everyone liked getting more information up front. Some do hanker for the teasing drip-feed of Cultist Simulator. But there was just no way we could drop a brand new player, someone who had no experience with the Secret Histories, into a rainy street in Antibes in medias res and expect them to work it out. Each Secret Histories game (including The Lady Afterwards) tries to cater to an audience that overlaps with the audience for the last one. Plenty of players liked both Cultist and Book, but for every two people who were relieved to be able to explore the Histories at their own pace in Book, there was one who found it a disappointment because they missed the challenge of Cultist. So it goes.
(But, those who yearn for scarcity and obscurity, don’t be too disappointed just yet. There is a lot of information on the surface. There is also a lot which will reward close and patient investigation of the intertextual and then non-specific. I was very pleased to see a couple of commenters clock Gene Wolfe as an inspiration.)
So what’s next?
We have a good slate of UI improvements coming. These include !! but are not limited to!!
- the crafting UI, which is still too confusing. Alls I can say is, you shoulda seen the original crafting UI. This is the third or fourth iteration of, probably, five or six iterations. We’ll get there.
- the dialogue interface, which is still a little bit stutterier and clutterier than we want. The typewriter effect for text, in particular, was the one thing that we really didn’t expect this much unhappiness about. We’ll either remove it altogether or make it a config option. Removing it altogether will be much easier, so if you feel you’d miss it, now is the time to sing out and make an argument for it. [UPDATE: fixed the stutter, added a speed setting for dialogue in the config]
- a clutch of accessibility and availability issues like supporting non-QWERTY keyboards. These are the kind of things that get pushed to the back of the queue, but now the demo is live, we have to sort them out. (I’m still embarrassed that I let the demo go public without adding a middle-mouse-button alternative for Mac and touchpad users.) [UPDATE: non-QWERTY keyboards supported, larger text coming soon]
- what we refer to internally as the QUAD PROBLEM: a knot of four overlapping UI issues (what exactly is giving me these bonuses? what do the Trespass, Obscure, etc. Aspect locks mean? why did that thing get used up that I didn’t expect to get used up? and can I please see how many Francisques I have before I start spending them in dialogue?) which all need fixing but are hard to fix independently [UPDATE: we broke out part of this and did fix it independently]
- Increasing Skills and Passions: it’s intentional that you can’t increase them much in the demo, but I made a silly error that underestimated just how hard it would be to find the Experiences. I need to fix that, but I want to do it alongside a UI improvement [UPDATE: now done]
- the map. You only actually use it once in the demo, but there’s a particular issue with the contrast on the TRAVEL button that made three or four people think it was broken, and another particular issue where being locked into departure makes it looks like the whole game is broken. And it’s a showpiece that Lottie wants to buff up. [UPDATE: now done]
And then it’s back to building the other major destinations in the game. There are more than a dozen of those, but we have art and story for them all, so you’ll see those start to pop a lot sooner. And when I say ‘pop’, I mean that as each city is ready to receive visitors, we’ll be including them in the closed betas that we’ll continue to run, right the way up to release. If you’re interested, make sure you’ve signed up for pre-released testing – we’ll be releasing more keys later in the year. Watch the skies.





Regarding the screenshot.In Soviet times no establishment would have had a sign saying “Отель”. It would have been “Гостиница”. The first one is a loan-word, which mostly was a no-no back then.
Thanks, we’ll take a look at that! (in fact, that building’s not even meant to be a hotel – there was a bug in my art direction)
I played thought the demo twice and absolutely loved every second of it. I must say, I was a bit worried when you announced that Mickymar wouldn’t been the ones making the music, but I ended up enjoying J. Willgoose’s work a lot! I wish I could already listen to the soundtrack somewhere.
As a BÉPO user, I’m glad to learn you are thinking about targeting non-QWERTY keyboard as well. On that note, right now the only way to zoom in or out is, if I’m not mistaken, by using the scroll wheel. It could be useful to let people do that by using the page up and down keys, or another similar combination. Just a thought.
In any case, I can’t wait to see more of the game!
I was shattered to not receive a closed beta key (and here I thought my singular bug report for Book of Hours that went something like ‘this item won’t stay on the shelf pls fix’ would have been enough to guarantee my invitation…) so when I saw the announcement for the public demo I immediately jumped on it.
Five hours later I found myself desperately wanting more. More footnotes – I love the system; it feels like delving deeper and deeper into a book with every new window, choice and reference to the Histories. More characters – there are some truly interesting folks in just Antibes alone so I’m keen to see who else we’ll get to chat to. More places to visit – seeing that ‘thank you for playing’ notice right after stepping off the train felt like a right punch in the gut, especially after we just got our next lead right beforehand.
All I can say is you’ve knocked it out of the park with this one. Can’t wait to play more.
Personally I liked the typewriter effect for the most part, the only major issue I had with it is that sometimes it sorta felt like it stuttered at the beginning of passages. I’m not sure as to the exact cause of it, probably something where there’s a certain amount of text that’s printed instantly before the typewriter effect prints the rest of the message and the timing on that isn’t quite right. However, if I’m right about what it is, I can’t imagine that’s untweakable.
Save the typewriter!
Absolutely loved the demo, the game already looks and feels great. The characters also are charming/charmingly ambiguous and the dialogue sings. What bribes/blood sacrifices do I need to provide to get a closed beta key?
I’m enjoying the demo immensely, my only suggestion would be similar to the one made by the person who brought up the issue about using the scroll wheel to zoom. It would be great if I could customize button mapping because I liked playing mostly with mouse, but actually pressing the scroll wheel to take a footnote is dicey since that function doesn’t work consistently. I know “T” is also an option but I do have an obnoxious gaming mouse with 20 other buttons I can use.
Fell in love with the game even harder than I expected after trying the demo. Was really happy how quickly things like the touchpad alternative controls were implemented. And the identification of the Quad-problem so perfectly captures a persistance annoyance I was experiencing but couldn’t articulate. Really glad you’re aware of the problem, can’t wait to see how you fix it.
Absolutely phenomenal! Fantastic. There are many to whom I can and will recommend this game! I’m very excited to meet the full game, but I don’t think I’ll be able to keep away from any updates or testing between now and then either. Really lovely demo, certainly I’m left wanting more.
I also love the typewriter text effect, I’m a slow reader and I also appreciated that pop-up environmental text didn’t disappear until I clicked on them.
Three bits of friction I experienced:
– took me a long time to realize skills can upgrade with any combination of component principle xp, but to evolve a new passion the full 20 xp had to come from one single principle. does the choice of which principle is used give any benefit, like an extra pip?
– footnotes are great! it would be helpful if they could all be locked in place and navigated through, instead of only being able to focus on one at a time. The footnote search is a great help, but I can’t scroll through it or choose to display all/only the footnotes with outstanding choices
– i would have used the option to change my key binding
Can’t wait for this one! So cool.