We are a small rugged indie team from Queensland, Australia. Here you can find information and updates about the games we are working on.
Good news Linux users! We have the current Winter Maw build running on your system. We’ll have it tested soon and fingers crossed it’ll be playable enough to include in the demo testing packs.
This past week has mostly just been internal testing again, deciding on level size and tweaking the enemies to be more challenging. We’ve also fixed up a bunch of the terrain issues that testers were experiencing, fixed the score system and the enemy alert system. Things are looking good!
We’re back for another weekly update!
First off, hello new followers! We hope you stick around to see Winter Maw completed. Thanks for following, you can also see our progress on Facebook if you have it.
Secondly, we’ve been doing a lot of internal testing lately, including a working Mac build. And I don’t want to sound biased, but I personally have been enjoying the game. Even the jump scares and enemy encounters are still getting me. The need to win is strong too. We can’t wait for you to play it.
Finally, we’re started mocking up bits and pieces for the official trailer. The pictures here are a few things I found when playing the other day, just to give you a little look at where we’re at now, compared to where we were a few months ago.
As a team we’re getting a little bit excited now seeing everything come together. Have a great week! Look out for more pictures at the end of the week from more testing rounds.
Good news, everyone!
We’re adding more of a story to Winter Maw (previously Project: Whiskey Chaser). This was probably the biggest request throughout all stages of testing so far. Users want a story to uncover. So we’ve teamed up with a local horror writer, Ghoul Shadows, in order to do this. You can see some of his work here.
We’re looking forward to seeing what he can come up with and hope you are too!
Get excited for November 29 when Winter Maw will be released and Ghoul’s story can be uncovered!
After a few weeks of testing, trailering and getting users to vote on names we finally have a decision!
Coffee Infused are proud to announce that "Winter Maw" will be released on November 29 this year.
Until that time we will continue testing and fixing. We're still waiting on a few more fixes and then a demo will be available for online users to test.
We hope you're excited as we are to finally see things coming in place.
We've spent the last two weeks testing like crazy. The Needle-Jack system is so far a success, users are thankfully happy to have some guidance as well a little more of a challenge from it. The Antagonist has been changed around a bit and was also met with great feedback. We haven't done a whole lot lately apart from bug fixes and altering the few things from the week before's testing sessions.
A feature lock is imminent as we begin to finalise everything for the last lot of testing. Ideally we'll be releasing around October or early November. Still hoping to get a demo up asap.
We'd like to give a big thank you to everyone who took the time out of their weekends to come and help us out. We'd also like to give a big THANK YOU! To Evocca College in Brisbane for having us come in to talk to the students and also test with them. You have all been a huge help.
Have a great week/weekend/start of new semester to all of our Australian uni pals.
This week we come bearing gifts in the form of Needle-Jack implementation. Here you can see the Needle-Jacks in the level, the rest of the images are in the "Images" tab. As well as that we have the elusive door in the "Videos" tab! The Needle-Jack will guide you to the door as your means to escape.
On another note, the trailer is finished! So look for that next week, as well as the opportunity to help us decide on a name for this project.
Have a fun week, enjoy the school holidays if you’re lucky enough to be on them.
PS. If you live in Brisbane and want to help us out with some testing swing me a message to this account or “Like” our Facebook page —->HERE<—- for more information on the Beta testing day coming up.
Not a lot to report this week. We're fine tuning the teaser trailer, which will show off some game play and a little of our soundtrack. We've started plans for the next testing day. Right now it's set for the 12th of July. So you can all expect a demo to play a little while after that date. This time we'll be testing the Needle-Jack system and the new direction of escaping over continuously running until you can't run anymore.
We can't wait to show you all the improvements and let you try it for yourself.
Have a great week,
Happy Tuesday, aka Needle-Jack Day! So here’s a better look at the system, this will be nice and quick. Firstly, colours and textures are done! This will give a clearer example of how it will look in game, distinct colours against the white snow. Secondly, these things are HUGE, crazy tall structures towering above you going from the cliffs to inside the maze. Finally, how you make it all work. The objects with the blue screen will be in the maze with the player, these are the operation panels. Turning on one of these activates the pumps which will pull all of the fog out of the maze. This will also activate the lights, which come on in succession. The lines of lights are situated on the cliff tops above the player, guiding them to the mother of all towers, the escape point.
In other news, after fixing up some things and adding in some other things we’re finally recording and editing the teaser trailer. So look out for that soon, for real this time.
Have an amazing week Pals!
Ps. There's a few more images in the images tab.
We hope you’re having a wonderful Monday, a public holiday for those of us in Australia. We’ve made some changes in the past week. Notably, rather than running for your life you’re now running for your life towards an exit. That’s right, Project: Whiskey Chaser now has a clear and attainable goal.
In order to help you reach the exit we’ve implemented the “Needle-Jack” system (pictures below). In a nutshell the Needle-Jack system works like guiding lights. They sit on the cliff tops reaching high into the sky, encouraging the player to look up as they go. There are one to three lines connecting the lights and each line has a limited amount of fuel/time that it can be on for. The player turns these on by finding the corresponding operation panels found throughout the labyrinth. Rather than just lighting a path to the exit, the Needle-Jack also pumps out the fog from the labyrinth enhancing visibility. However when the fuel runs out the fog reappears and the lights go out, returning the labyrinth to its original state.
Based on testing feedback we believe this will greatly improve the player experience, ensuring the player always knows what to do next in order to beat the game.
Have a fantastic week guys, we’re going to go and enjoy the rest of our Monday off.
First off a massive Thank You! to everyone who came to test with us last week. We had a lot more people show up than we anticipated which was fantastic. We cannot thank everyone enough for taking time out of their weekends to come along.
We've got our list of improvements ready to go which I'll talk a little about later. For now we're fixing the usual bugs that occur during alpha testing, environments not looking right, sound messing up and broken skyboxes.
Game specific things we're looking at improving are the obstacles that are meant to slow you down, the AI being a lot faster and more intimidating and altering the sounds to improve the overall atmosphere.
As well as that we're looking at upping the challenge, as some of testers were a little too good at avoiding everything in the game. You can potentially look forward to more enemies, tenser moments and new goals.
Once again thanks to everyone for their feedback, we really appreciate it and hope you all enjoyed yourselves.