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Thief's Roulette

Created by hiromu656

A Puzzling Thriller inspired by the Zero Escape and Danganronpa series. All purchases help support the development of the game.

Latest Updates from Our Project:

A Lengthy Recap and Clarification of Past Updates
7 months ago – Sat, Apr 20, 2024 at 11:00:58 PM

I've decided to go through every Kickstarter update starting from the very first on September 9, 2018. I would like to appreciate how far the project has come, and to clear up some possible confusion caused by just how many things have changed from the start of the campaign. Many ideas introduced through these updates have been scrapped or replaced for example. So this is something I feel I need to do before the game releases. There is no release date at the end of this update, this is more about clearing everything up before I announce it.

This probably could have made for a nice YouTube video, so I guess I can start with the fact that I never did anything for YouTube after saying so often that I would. With that out of the way, let's get to those updates.

Starting out with a pretty major pivot in the game's structure. In Update #2 I describe the game's structure and mention the "Tokens" concept that has unfortunately been scrapped. 

This is the old visual I made to represent the game's structure. Teams are still scrambled and head into their challenge rooms, but all spots where a "Token Can be Used" and "Awarded" is totally gone. You can see more information on the tokens on the campaign's main page. They would have led to an absurd amount of variety and branching paths and I quickly realized it wouldn't be doable in time. Ironically, the game still ended up taking a very long time to complete, but imagine how long it could have been. Yikes.

The token system was really cool though. That idea went out the window maybe a year into development, but I kept looking for ways to keep it in spirit but ultimately decided to do without. If that idea isn't ripped from my slow moving hands I will bring it back for the sequel. 

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In Update #5 I introduce Lillian (whose art has changed, but that's old news) and discuss the game's "Randomness" or lack thereof. This has more to do with the game's planned branching paths and how player choice would impact the roulette in a way that felt like randomness but really wasn't. The game only has 2 endings in its final state, so looking back at all of these promises is difficult, but all of this experience assures me that I can make a game even grander than that initial pitch in the future.

In Update #18 Roland is introduced, and I talk about more of the game structure. Apparently I had the idea that during Break Time you could check your "standing" with individual characters to see if they were your rivals or allies. Rivals and allies is sadly also axed. Going through these updates is showing me just how naïve I was going into this project, but again, it also shows me that these are all things that I could do with my current skill level. Foreshadowing.

OntoUpdate #23. There's some old concept art and old promo art. Looks like I cleared some things up in that post already, but I wanted to share this old art again anyway because I like it. This picture here, who is that??Just like the update says, the middle was the old look of the main character, and the girl on the right became Lillian. I really like this visual and would have loved to expand on that prisoner aesthetic looking back on it now.

In Update #37 there's a quick word said about the player dorm room during "Break Time." You were initially going to use it as a sort of home base, and be able to use a computer in your room that had some unique functions attached to it. Those functions became unnecessary over time, and others outright removed. Now the dorm room still exists, but it's just to initiate the transition to the next day. There are still some special events that will happen in the dorm, though.

After this update I kind of just went over new art and game screenshots. Not too many things to clarify after that point. One thing I did see was I spoke about a companion game for Thief's Roulette. That of course never came out, but it will be a thing after TR finally releases. I hope this isn't considered too out there, but it will be a free mobile only puzzle game in the Thief's Roulette world. With a small cast of new characters and a new story. It'll be a more traditional "death game" than Thief's Roulette is. But very compact and fun.

That's nothing to think about right now, but with things feeling like they're finally wrapping up I'm back to being excited about the future of the series.

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With the updates covered, let's look through those 3 trailers:

There's not much there with trailer 1. Of course character designs and environments have changed, but nothing major that needs to be addressed. At the 40 second mark, Ice mentions a "Mark on your head." That is a carryover from the original game ideas. When you or other characters were marked by the roulette, things got tense and characters would respond to it. Now that things are much more linear, that is the kind of interaction that won't appear as much anymore. I do regret having to remove those things, but... Thief's Roulette 2.

This trailer has something I definitely need to address. Sadly it's more cut content. At the 43 second mark, you open a bathroom stall and find a device that leads to an alert that you've found a 'Secondary Puzzle.' The 7th of them at that. First of all, that bathroom is no longer in the game at all. More importantly, the secondary puzzles have been cut too. Calling it the 7th puzzle was just some trailer flair to hype up the idea I had. I did want to have several puzzles like this, and even made designs for a few of them. Ultimately I decided to get rid of the idea all together and just use the ideas I already came up with for Challenge Room puzzles instead. It was the start of development, so I was running with every idea that crossed my mind. The game is definitely not lacking in puzzles, so although even more would be cool, there's enough already. And the true ending is a puzzle of it's own, so maybe that's the ultimate secondary puzzle.

Right off the bat, the puzzle at 12 seconds is not in the game. There are scrapped puzzles in the previous trailers too, but they were repurposed in some way. That particular puzzle just looked cool in my head, so I made it without actually having a plan for it, or even any true functionality. From there you see some environments that have changed dramatically, but nothing else of note. Well other than there being no more Vita release, but that was an episode of its own.

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This ended up being not nearly as long as I thought it'd be. It's a strange feeling going back through all of this and seeing all of the delays, failed release dates, and major changes. Those make me feel a little upset, but all of the art updates and seeing how drastically everything has improved since the beginning makes up for it. The Thief's Roulette that will release is not the same that was promised day 1, and I don't know how to feel about that. I just hope that it can still be something that you all can enjoy. 

I've been teasing what comes next all throughout the update because going through this all again reassures me that the sequel will be much closer to the dream I had for this game. And it won't take anywhere near 6 years to make. I guess I haven't technically hit the 6 year mark since the Kickstarter launched in September of 2018, but we're cutting it close. I've released 5 games (1 commercial) on my Itch.io since then, and turned Thief's Roulette into something that I feel proud about. I feel really good about the future and hope Thief's Roulette will convince you to stick with me when you finally get a chance to play it.

I had to make sure to state there would be no release date down here so no one got their hopes up. That's all I got for this one. Have a nice rest of your weekends.

Update
9 months ago – Fri, Mar 01, 2024 at 11:46:50 PM

I really wanted the next update to be the release date announcement, but it's been way too long at this point and I still don't have one.

Nothing has changed since the last update. It's just a slow QA process. The most recent update on QA side came last week. It consisted of more minor bug fixes, and I quickly fixed them all. From there the cycle just kinda starts over again with the new build.

I've said it before, but my publisher is relatively small, and they work with several developers. So that also plays a part in how long these things can take. Personally I'm comfortable waiting for things to play out since it helps me improve the project, but all of you guys gave me money to make this happen, so I have to be very conscious of that.

One big reason I'm not being very "pushy" is because I know that all of this QA needs to be done if I want to have a simultaneous console release. Through Steam/PC, I can easily make as many patches as I want, and have them apply right away. For my first steam game, Phrixothrix, I made at least 5 patches in the very first day. For consoles, however, updates need to be approved (by Sony, Nintendo, etc.), and each approval takes time. This means we have to be extra diligent now, so that major issues don't show up when the game is finally released on console. We wouldn't be able to update and fix them at the same rate on console as on PC. Not to mention that as an indie it's especially important that the game releases in the best possible state.

All I can really do is work alongside QA and catch as many things as I can so that we can finally move on from this.

Sorry for the long wait between updates, and sorry for not having anything new to share. Still been responding to messages, and still very available to answer questions. I'll go back to 2 updates per month regardless of the news I have to share. It was ridiculous to not post an update for that long.

What's the hold up?
about 1 year ago – Wed, Nov 08, 2023 at 07:14:10 PM

Thief's Roulette has been going through a fairly lengthy QA process. What happens is the QA team (provided by the Publisher) goes through a build of the game. After some time, they will send me all of their feedback, bugs they found, etc. I will then fix all of those things, then send in a new build. That starts the cycle all over again. Preparing a new build and making all of the fixes takes a couple days for me. The time it takes to get the feedback, however, can sometimes take up to 3 weeks. The feedback provided from QA is always very thorough and helpful, but because of that, it does take some time.

The feedback has been incredible for the game. Every time I get feedback, the game improves. Ultimately this is for the best. They have caught things that I don't think I ever would have caught myself. Things that would have given me a heart attack if I released the game and people ran into them. So I'm totally grateful for the QA.

That being said, I fully understand if people are worried about the game after all this time. The game is finished, but this is just how things can go since I'm working with a Publisher. They want the game to be good just as much as I do. I can be totally transparent about all this, and if there are any questions, ask away. I'm always available on twitter, discord, email, or you can message me on Kickstarter.

Thank you all for your patience, you've all been far more understanding than I could have asked.

Update: The Final Delay
over 1 year ago – Sun, Aug 20, 2023 at 08:17:05 AM

Sorry for being so quiet for this long. Like the title says, unfortunately there will be 1 last delay to the game's release. We planned to get the game out this summer, but there were some major bugs that were discovered this month and in July during testing. I had some trouble fixing a couple of them, so that took up a good deal of time. They've all been dealt with now, but that setback means we'll have to find another date to release the game.

There won't be another long wait for the next update. I just thought it was important to make this one now since I've been repeating "summer release" for so long now. The next update you see will be for the release date.

Very Quick Update
over 1 year ago – Sat, May 20, 2023 at 09:21:37 PM

It's been a while, but I'm just making an update now to say things are still going well. The game is still done, and it's still releasing this summer (which is just around the corner).

I can pretty much answer any question that isn't the release date, so ask them if you have any. I don't have much else to cover at this point, and I feel like I've already shared enough of the game. It's been in development for a pretty long time after all. So until it's time to make an announcement, I'm just going to keep building up my social media presence, release small projects, and get steam wishlists for Thief's Roulette.

And here are links for those things:

 Twitter 

 Itch.io Page 

 Steam Page 

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That's gonna be it for this update. Again, if there are any questions, ask away.